| GM IronDesk |
Ahead of you, the paved road descends for about 60 feet before abruptly ending atop a steep escarpment. The thunder of water fills the air as the blood‐red river that fed the lake tumbles over the same escarpment throwing up a crimson mist that hangs menacingly in the air. The floor glistens with moisture and a field of jagged stalagmites crowds together atop the escarpment.
The crimson mist obscures vision beyond about 20 ft. but you can make out that the escarpment drops away at least that far. There is no obvious way down.
| Ausk the Heathenbane |
Ausk continues forward, his darkvision giving him an advantage in this lightless place.
| Vilesse |
Vilesse sends her lights down as far as they can see and zipping across the face off the escarpment, trying to uncover steps or some other way down the obstacle.
| GM IronDesk |
Ausk's darkvision proves of little help in this place, as the red tinged mist thrown up from the falls clouds vision after about twenty feet or so. He also smells no scents to raise alarm.
The group searches the area. It is dotted with stalagmites that seem to have bee deliberately sharpened to have knife-like edges and vicious points. The stalagmites protrude at all angles from the escarpment, any climb down very perilous. Unfortunately, there seems to be no other way forward but down the steep bank.
If you choose to climb down: DC14 climb check to move your movement rate down. ( 2 successful checks for move rate 30', three for move rate 20' to reach the bottom). Using a rope grants a +4 bonus. Failure results in no movement - check again. Failing the check by 4 or more results in being "attacked" by the stalagmites. Characters using a rope can choose to have this attack be against the rope, severing it and leaving them ropeless for the rest of the climb. Otherwise, make a Reflex save.
Lets assume everyone started the adventure with a 50' length of rope. You used two to make your descent to the lake, which leaves three more fore use here.
| Corporal Wulfric Uren |
"Come on then, I should go first so i don't fall on anyone"
Wulfric removes his shield and straps it to his back, then ties off a rope and starts the descent.
climb: 1d20 + 1 + 4 ⇒ (3) + 1 + 4 = 8 + fate point
climb: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7 + fate point
climb: 1d20 + 1 + 4 ⇒ (3) + 1 + 4 = 8
Was it +4 for a fate point used after the fact? At least it stops 2 reflex saves, but I had better start making reflex saves!!
reflex: 1d20 + 1 ⇒ (19) + 1 = 20
climb: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19
Yay i got somewhere!
climb: 1d20 + 1 + 4 ⇒ (13) + 1 + 4 = 18
climb: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11
reflex: 1d20 + 1 ⇒ (10) + 1 = 11
I'm guessing that is a fail so i will leave it there with 20ft to go until i find the result of the reflex save. It would appear i am really really bad at climbing!
| Wilf the Shepherd |
"you OK down there? "
Would it be possible to just tie the end of the rope to everyone else and I can just lower them? Then I can climb down myself since I'm actually good at climbing. My max heavy load capacity is 400 lbs which is certainly more than any of these people weigh.
| Ausk the Heathenbane |
Ausk attempts the climb downward
Climb1: 1d20 + 6 ⇒ (13) + 6 = 19
Climb2: 1d20 + 6 ⇒ (10) + 6 = 16
Climb3: 1d20 + 6 ⇒ (17) + 6 = 23
Ausk gets most of the way down and then climbs some more
Climb1: 1d20 + 6 ⇒ (1) + 6 = 7
Climb2: 1d20 + 6 ⇒ (9) + 6 = 15
Climb3: 1d20 + 6 ⇒ (6) + 6 = 12
However, on his second leg he is much less successful Reflex: 1d20 + 1 ⇒ (19) + 1 = 20
| Vilesse |
Vilesse watches from above as the others climb down, maneuvering her lights to give the best view of the ropes and the rocks for the climbers.
Like the first climb, she'll go last. I'll wait for Tomi to climb down to do her checks.
| Corporal Wulfric Uren |
I think Ausk only needs 2 climbing rolls, i have only rolled so many, because it would seem Wulfric is a terrible climber! "
| GM IronDesk |
When last we left our band of intrepid heroes…
The group had followed a cryptic map taken from a fallen priest deep into the Tangled Wood, where they came across an ancient cairn of the Tuath – the ancient folk who inhabited this land long ago. Within the mounded stone was a hole dropping down to the bowels of the earth. The group had unwittingly stumbled upon the Road of the Dead, an important religious site for the Tuath. Designed as both a warning and a punishment for those walking the Dark Path (as the Old People named demon worship) the site represented the Tuath’s belief of the torments a soul consigned to the Abyss endured. The caves also served as a place to placate the various demons of the Tuath’s religion by consigning within prisoners captured during the Tuath’s endless battles with the fecund tribes of the Tangled Wood. The Tuath believed that three demons guarded the Road of the Dead. The demons were: Felclugh (Guardian of the Blood Lake): Felclugh lurked in the Blood Lake and protected the entrance to the underworld; Lhamskarr (The Hungry One): Tormented by his endless hunger, Lhamskarr’s atavistic desire for the fears of those falling into his clutches was insatiable; Maughuxin (Keeper of the Abyssal Flame): Maughuxin tormented those displeasing him by immersing them in the Abyssal Flame.
What hidden secrets had Ythel hoped to find down in such a fell place?
After winning through the blood lake and past the fearsome portal of the dead, the explorers found themselves staring down a formidable precipice studded with sharpened stalamites and shrouded in an eerie red mist. After Wulfric skidded and scraped his way to the bottom ( saved from being sliced to ribbons on the sharp stone only by his heavy mail) the rest carefully lowered themselves down the precipice one at a time, with the strong shepherd Wilf anchoring their efforts and following down last
You now find yourself at the bottom of the escarpment. The natural chamber is roughly 30 feet across, with the blood coloured stream cutting through its centre to your left. Ba few bats flit amongst the stalactites overhead, annoyed by your intrusion. Immediately ahead of you is a shallow pool. Angular runes are carved into the rock around it.
Beyond the pool three north-bound tunnels exit the chamber. The centre is paved in flagstones like the wide passage leading from the lake of blood.
Ausk: 17/17 HP
Tomi: 22/22 HP; summon monster (1/6 used)
Vilesse: 13/13
Wilf: 19/23 HP
Wulfric: 24/24 HP
| Ausk the Heathenbane |
Not this one... Ausk says, somewhat reverently, he is obviously in awe of the Tuath structure. Ausk chants and stamps his spear onto the rock floor. Casting Detect Magic on the pool
| GM IronDesk |
Ausk K:Arcana: 1d20 + 1 ⇒ (13) + 1 = 14
There is indeed a single faint magical aura emanating from the pool, but Ausk cannot determine the nature of said magic.
| Ausk the Heathenbane |
Just learned something completely new....I thought it was spellcraft to identify auras...just looked it up and yep, its KN:Arcana
| Vilesse |
Vilesse shakes her head. "I cannot read the runes." She looks curiously over at Ausk as he chants and performs his ritual. "What do you see, shaman?"
| Ausk the Heathenbane |
Ausk shrugs The spirits of this place are confusing, yes. The pool's spirit does not speak to me in truth, perhaps he only will speak with the Tuath, yes?
| Corporal Wulfric Uren |
"I don't trust all this magic. Lets be on our guard and move through here quickly. Unless someone has a particular reason, shall we start with the left hand tunnel?"
| GM IronDesk |
Eschewing the paved central passage, the group skips across the now shallow blood coloured stream and heads off down the western-most passage. It curves to true west and after about 60 feet opens up into a small north-south running cavern.
From here, passages stretch off to the north (you can here the blood stream gurgling from this direction) and to the south-west. In the south face of the cavern a large capstone fills the entranceway to a man‐high opening in the wall.
| Vilesse |
Vilesse points at the northern passageway. "We can follow that passage back to the north to make sure it's clear then come back and go the other way. I like knowing we're not leaving something at our backs."
| GM IronDesk |
The party strikes out along the north passage, crossing over the blood stream ( which at this point is less than 5 feet wide and about 5 feet deep, and running sluggishly). A little farther on, the passage is intersected by the east-west running paved road.
It is at this point that Wilf sees a metallic glint at the edge of Vilesse's fey light ahead. A skeletal human lurches into view. It is dressed in an archaic breastplate and carries a strange double‐pointed spear.
No opportunity for surprise for either side...
Tomi: 1d20 + 1 ⇒ (2) + 1 = 3
Ausk: 1d20 + 4 ⇒ (15) + 4 = 19
Wilf: 1d20 + 2 ⇒ (3) + 2 = 5
Wulfric: 1d20 + 2 ⇒ (10) + 2 = 12
Vilesse: 1d20 + 2 ⇒ (12) + 2 = 14
Skeleton: 1d20 + 5 ⇒ (8) + 5 = 13
| Ausk the Heathenbane |
Looks like initaitive order is Ausk, Vilesse, Skeleton, Wulfric, Wilf, Tomi
Ausk raises his spear and says Brother Earth, guide our blows, may the spirits of the ancestors take this one back!
Ausk casts Bless, the party gets +1 to hit and +1 versus fear for 2 minutes.
Vilesse is up.
| Vilesse |
Witches are no good against mindless undead. With Hound out of play, Vilesse doesn't have much to contribute here.
Vilesse grimaces at the unnaturally animated skeleton and pulls out her sling to fire a rock at the lurching monstrosity.
Sling: 1d20 + 3 ⇒ (2) + 3 = 5
Dmg: 1d4 ⇒ 1
| GM IronDesk |
Ausk shouts out a blessing to the group, and Vilesse lets fly a sling stone that caroms harmlessly off the cavern wall. The skeleton gives voice to a loud clacking noise - perhaps some half remembered battle cry - and charges forward, its spear-point aimed at Wilf's heart...
Double spear(charge, reach): 1d20 + 9 ⇒ (19) + 9 = 28 = HIT; Dmg: 1d8 + 4 ⇒ (7) + 4 = 11
...The ancient weapon pierces Wilf through the chest, dealing him a grievous wound, but the big man manages to stay on his feet.
The skeleton is using an exotic weapon that Ausk recognizes as a Tuathi double-spear. It was favoured by tribal honour guard and required years of training to master. It is a double weapon with both the reach and brace weapon properties. As such, Wilf is still 5' away from his attacker.
| Corporal Wulfric Uren |
"I won't let you get away with that on my watch you spindly monstrosity. Let's see you fight from your back."
Wulfric steps up and swings the hook on his guisarme round behind the skeleton's legs and pulls.
Trip: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
| Ausk the Heathenbane |
Tomi hasn't posted since we started up again.
Ausk uses his Storm Burst power Sister Stormcloud blind this creature! a miniature storm cloud swirls around the skeleton distracting it.
Skeleton suffers 20% miss chance for 1 round. Also, Bless is active, everyone gets +1 to hit and vs Fear.
| GM IronDesk |
Wilf roars in anger and steps forward. He batts aside the skeleton’s spear and grabs the thing by the shoulders, shoving it this way and that.
Wulfric tries to hook the skeletons leg to bring it down but has troublereaching around Wilf ( -4 penalty applied for attacking through an ally)
Round 2
Ausk summons a storm cloud above the skelton.
Skeleton attempts to break grapple: 1d20 + 6 ⇒ (15) + 6 = 21 vs CMD 19
It manages to get the haft of its weapon up between itself and Wilf, prying the shepherd away and stepping back to ready for another spear thrust. (5' step backwards)
From the rear of the party's line Tomi lets out a cry of alarm as a second skeleton comes charging out of the gloom.
2nd skeleton (blue dot) runs, falls short about 15' from Tomi. Vilesse, Tomi, Wulfric up for rnd 2. I'll DMPC Tomi in 24 hrs if no response
| Corporal Wulfric Uren |
Just going off the initiative rolls, shouldn't Wulfric have gone first? But wouldn't have changed my action.
" Do you need help back there Tomi."
Shouting back over his shoulder to Tomi, Wulfric swings his Guisarme again.
Trip: 1d20 + 6 ⇒ (4) + 6 = 10
| Vilesse |
Vilesse grimaces when another skeleton emerges out of the darkness, grimly whirling her sling and loosing another stone at her original target.
Sling: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg: 1d4 ⇒ 1
| GM IronDesk |
well crud, I misread the creature's stat line. Wilf should have 10 HP instead of 8, and the first skeleton would not have broken free of his grapple in round two, meaning his second pin attack would get a +5 bonus, making it successful. So, retconning those changes, round tow looks like this:
- Ausk summons a stormcloud above the skeleton
- Vilesse launches another sling stone which bounces harmlessly off the skeleton's armor.
- The first skeleton tries and fails to break free from Wilf
- A second skeleton (blue dot) runs forward from the rear
- Wilf pins the first skeleton
- Wulfric still misses
- Tomi answers Wulfric’s offer of help with a battle cry and charges the new threat to the rear…
Skeleton AoO: 1d20 + 5 ⇒ (3) + 5 = 8; Dmg: 1d8 + 3 ⇒ (6) + 3 = 9
Raging, Charging, Power attacking, blessed, two handed spear: 1d20 + 8 ⇒ (17) + 8 = 25; Dmg: 1d6 + 9 ⇒ (3) + 9 = 12
... The plucky Halfling ducks under the skeleton's reach and punches his spear straight through the thing's breastplate, though much of the attack is wasted with no flesh to pierces behind the armour.
Round 3
Initiative, Status, Effects
Ausk (17/17hp): bless 3/20rnds
Vilesse (13/13hp)
Skeleton(red dot): pinned
Skeleton(blue dot): wounded
Wilf(10/23hp): controlling grapple
Wulfric(26/26hp)
Tomi(22/22hp): rage 1/8rnds
| Ausk the Heathenbane |
Ausk summons another storm cloud to impede the skeleton fighting Tomi Back to the nether with you evil spirit!
Skeleton suffers 20% miss chance
| GM IronDesk |
actually, been waiting on Vilesse
Ausk summons a storm cloud to impede the skelton sparring with Tomi.
Botting Vilesse Vilesse sees that Wilf seems to have contained the menace to the front so spins around and launches a sling stone at the rear skeleton….
1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2 = Miss
The first skeleton struggles futily agains Wilf’s vise like grip
attempt to break pin: 1d20 + 4 ⇒ (4) + 4 = 8
The skeleton to the rear steps back and launches into a deadly series of spins and jabs
double spear: 1d20 + 3 ⇒ (9) + 3 = 12; 20% miss chance: 1d100 ⇒ 28= HIT;dmg: 1d8 + 3 ⇒ (4) + 3 = 7
double spear: 1d20 + 3 ⇒ (1) + 3 = 4
Wilf starts bashing his pinned victim’s skull into the cavern wall.
inflict dmg with grapple: 1d4 + 5 ⇒ (2) + 5 = 7
Tomi takes a light cut from the skeleton he is facing and follows it back...
Raging power attack spear: 1d20 + 6 ⇒ (17) + 6 = 23; Dmg: 1d6 + 9 ⇒ (1) + 9 = 10...
this time delivering a crippling blow that sends it clattering to the cavern floor.
Wulfric to finish round three, then Ausk and Vilesse up for the start of round 4
Round 4
Initiative, Status, Effects
Ausk (17/17hp): bless 4/20rnds
Vilesse (13/13hp)
Skeleton(red dot): pinned, wounded
Skeleton(blue dot): destroyed
Wilf(10/23hp): controlling grapple
Wulfric(26/26hp)
Tomi(18/22hp): rage 2/8rnds
| Corporal Wulfric Uren |
Sorry been on a course with a lot of travelling to and from.
With Wilf holding the skeleton in place. Wulfric strikes out at it with his guisarme.
attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9
| GM IronDesk |
With one final bash against the stone the skeleton's skull explodes into splinters of bone and dust, and the corridor is again quiet.
The skeletons' only valuables are their ancient gear itself (2 breastplates, 2 mstwk double spears - added to loot tracker)
The party now stands in a crossroads. The natural stone corridor runs south back the way you came. or north for about 15' before branching east-west. The paved flagstone corridor runs east ( presumably back to the waterfall cavern or east, disappearing into the gloom after about 20'.
Party Status and Effects
Ausk (17/17hp): bless 5/20rnds
Vilesse (13/13hp)
Wilf(10/23hp)
Wulfric(26/26hp)
Tomi(18/22hp): fatigued 4 rnds; rage used 2/8rnds; summon monster used 1/6
| Ausk the Heathenbane |
Ausk says Good Job strong one. Spirit of Earth Mother inside you yes? to Wilf.
He then heads North and then West.
| Ausk the Heathenbane |
Ausk says Ah, my friend! I can help yes? Ausk reaches in his pouch and grabs a strip of bark. CLW: 1d8 + 1 ⇒ (8) + 1 = 9
| Corporal Wulfric Uren |
"You had the worst of it there my friend, I think i had better have a turn at the front in case there are more of them. Although remind me not to wrestle you."
Wulfric will take point.
| GM IronDesk |
Wulfric takes his turn at point and the party heads north then west. The passage forks, but both options dead end within a dozen feet or so, and the group is left with the choice of turning in the opposite direction and exploring the east tunnel, or backtracking to the crossroads.