| GM SpiderBeard |
Meriui says a few words over Thora's body and helps Sarkast handle her gear. HOrgus meanwhile starts setting out the equipment from the cultists. The cultists carried:
- potions of cure light wounds
- two divine scrolls - cause fear and comprehend languages (only usable by Rowena)
- two masterwork chain shirts
- a masterwork glaive
- a masterwork scythe
- unholy symbols to Deskari and Baphomet
- spell component pouch
- 15 gold
Thora has the following on her:
scale mail, greataxe, fighter's kit (bedroll, pouch, flint & steel, pot, mess kit, rope, soap, 10 torches, 14 days rations, waterskin), explorer's outfit, dagger, tooth on a leather necklace.
She has the following masterwork/magical gear:
cloak of lesser resistance +1, 2 potions cure light wounds, 1 potion lesser restoration, masterwork backpack, potion of invisibility
| Sarkast |
Sarkast already has a MW chain shirt on, so anyone else can claim those. The other items are useful to him only as trade goods.
As I recall, the MW backpack was acquired in the tunnels, is that right? I'm trying to determine what was her initial gear and what she picked up. Whoever is going to be carrying stuff should use the backpack to help with load. It would add 8 lbs to Sarkast's light load, someone with more strength could get more benefit from it.
As the group sorts through the items on the cultists and Thora's own gear, Sarkast remarks, "We should disturb her possessions as little as necessary, so they can be returned to her clan."
| GM SpiderBeard |
I'm going to leave Thora's more mundane possessions on her (armour/weapon/pack). The masterwork and magical gear is going to go as unclaimed until somebody wants it or takes charge of distributing gear.
The group manage to set Thora's body right and leave the mongrel untied. Meriui does most of the work with moving her along with the group.
There is a ladder in the north of the trophy hall leading upwards, and a door leading to the east. Where do you go?
| GM SpiderBeard |
I made a slight error that could lead you astray. The cultists were guarding from the passage up and uh, just happened to be hanging out by the east door.
The roar of water is immediately heard as Sarkast listens to the door, and checks it over. Finding no traps, he opens it to discover a hallway. Near the eastern end, the worked stone gives way to natural cave walls, just before the hall ends at an open shaft; the source of the roaring water. Hanging over the edge of the shaft is a knotted rope - the other end tied to an iron spike driven into the ground.
Peering down the shaft is what appears to be an underground river.
| Sarkast |
Sarkast inspects the spike and rope for safety, then peers into the cavern below.
How secure is the rope? How far down is it to (a) the roof of the cavern, and (b) the surface of the water?
| Lord Horgus Gwerm |
Horgus laughs as he looks down at the water.
"Don't have to ask me twice. It's your death wish."
Sarkast gives the rope a very thorough once-over. It is extremely secure and it descends to just above the surface of the water, which thankfully does not move very swiftly. It is difficult to tell how deep it is.
| Sarkast |
Sarkast sets his pack down, and ties one end of his own rope around his waist. He hands the slack to Meriui, saying "I can descend just enough to get a better look around the cavern. Just in case something goes wrong, you can use this to pull me out."
Assuming there is no protest from anyone else, Sarkast will take 10 for 17 Climb and 17 Stealth to go down the rope facing upside down, just enough to peek his head into the chamber and get a good look around.
| GM SpiderBeard |
Anevia touches one of Sarkast's spears, which causes a glowing light to fill the cavern. The acrobatic rogue nimbly scales down the rope ladder, hooks his feet into the ladder, and hangs freely while he inspects the cavern.
Sarkast's Perception: 1d20 + 9 ⇒ (15) + 9 = 24
As Sarkast hangs upside-down he notices two things. One, there are horrible fish-monsters lurking in the water, at least seven feet long with huge, nasty-looking teeth. Two, there is the outline of a door on the eastern wall, barely perceptible and it does not look like it has been touched in a long time. Three, the water is not too deep. Around five feet.
The horrible fish monsters are known as gar, seven-foot long, toothy creatures that resemble a cross between a crocodile and a barracuda.
| Sarkast |
"It looks like there is a door in the distance that has not seen use in some time. The water is not terribly deep, but it seems to be inhabited by giant fish with equally giant teeth."
"With light down here, an archer might be able to shoot the creatures. Or ... "
The rogue considers the fish for a moment.
Would it be possible to get low enough to stab the fish with my spear without them being able to bite me?
| Rowena M. |
"Archer?" Rowena grabs her masterwork bow. "I can do that...how many monsters are there? I only have so many arrows, here..."Rowena furrows her brow, looking for other solutions.
"would it be possible to poison the water some way and kill 2...fish with one stone?"
| GM SpiderBeard |
Rowena peers down the hole. The fish-things would have partial cover reducing her chance to hit, but it'd be worth a shot. As for poison, it's a fairly large pool of running water, the poison would just move off downstream.
| GM SpiderBeard |
Where is Sarkast moving to?
Rowena and Ayesha both lean over the edge of the hole and aim their bows. Fire when ready.
| Sarkast |
Is the cavern wall rough enough to easily hold on to with one hand with a climb check? If so, he can hold on to the wall and jab with his spear if a fish jumps out of the water. Otherwise he'll climb back up and stand behind the archers.
| GM SpiderBeard |
The walls of the pool are very rough and pitted. A DC 12 climb check will be sufficient to hold on. Attacks will require successful DC 20 climb checks to maintain the grip. I'll assume Sarkast is out of the way for the archers, but you can roll and position yourself.
Sarkast flings himself from the ladder to cling to the wall as Rowena's arrow slams into one of the fish before it can react.
I'm treating this as a surprise round. Everyone can position themselves "before" the round starts, and then gets a standard action.
| GM SpiderBeard |
Ayesha and Rowena both fire down into the water. Two arrows slam into the fish, which struggles violently, and then goes still, slowly turning over.
The other fish immediately lunges at its compatriot, wasting no time as it attempts to devour the body.
| GM SpiderBeard |
I'll push this into round one of combat, even if the fish is oblivious. The fish holds its action and everyone can go!
With the other fish savaging its once-companion, Rowena is clear to take a direct shot. This one slams into the fish.
Gar: 1d20 + 6 ⇒ (6) + 6 = 12
Rowena: 1d20 + 3 ⇒ (2) + 3 = 5
Meriui: 1d20 + 2 ⇒ (4) + 2 = 6
Ayesha: 1d20 + 3 ⇒ (11) + 3 = 14
Ronan: 1d20 + 2 ⇒ (17) + 2 = 19
Jinxx: 1d20 + 2 ⇒ (16) + 2 = 18
Sarkast: 1d20 + 2 ⇒ (19) + 2 = 21
Anevia: 1d20 + 7 ⇒ (18) + 7 = 25
Aravashnial (blind): 1d20 + 2 ⇒ (7) + 2 = 9
Horgus: 1d20 - 1 ⇒ (16) - 1 = 15
Everyone else is up if they want to take an action.
| Anevia Tira-blade |
"Move aside, let me try!"
Anevia moves in and fires an arrow of her own.
Attack: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
After Rowena's arrow strikes and Ayesha's splashes the water beside it, the large fish tries to dive out of the way. However, the final arrow from Anevia slams into the base of its head, killing it instantly. The fish struggles and goes still.
End of Combat
From what Sarkast could tell, the water has a current but is not too deep. It should be fairly easy to swim to the secret door.
| Sarkast |
Sarkast smiles and nods. "Well done. Keep arrows nocked while I investigate further."
Leaving his supply pack with the others, Sarkast keeps his spears on him as he climbs back down. Take 10 for 17 climb and 17 stealth. If taking 10 for 11 on swim is sufficient, do that. Otherwise, use the roll below.
Swim, if required: 1d20 + 1 ⇒ (1) + 1 = 2
Wow, I really hope taking 10 is good, otherwise I've just drowned ... :-O
Sarkast makes his way carefully toward the other end of the room, and listens at the door, checking it carefully for signs of traps.
Take 10 for 19 Perception.
| GM SpiderBeard |
Lucky man, you can take 10 to swim :)
Sarkast listens at the door and hears silence. It's very hard to make out, but after some poking and prodding he realizes that the door just pushes in, and slides to the side.
Within is a small chamber that sites a foot above water level. A thick layer of dust coats the rest of the cavern. Near the fall wall sits an old wooden chest covered in dust and cobwebs.
| Lord Horgus Gwerm |
"Well? Is it a way out?" Horgus pushes his way to the front.
"I appreciate your need for a bath, Sarkast, but we're in a hurry!"
Although clearly upset by Thora's death, Horgus is still very much on edge about something else. Which previously he was exhausted and complained all the time, he seems positively nervous now.
| Sarkast |
Sense Motive: 1d20 + 9 ⇒ (14) + 9 = 23
Keeping his eyes on the room, Sarkast calls back, "Horgus, why don't you just come out and say what's on your mind? If you know something the rest of us don't, you may get more of us killed. And I promise you that if that happens, you will be among them, one way or another."
Intimidate: 1d20 ⇒ 19 Not sure if there are any circumstance modifiers. Intimidate isn't Sarkast's thing, but he's more than a little annoyed at Horgus.
"This appears to be a vault of some kind. Give me a moment to confirm it is safe.
Sarkast spends a full minute carefully scrutinizing the room from the door. Take 20 for 29 Perception, checking for any dangers or lurking enemies before stepping in. Assuming it is clear, he steps in and inspects the chest.
| Ayesha Jalal |
sense motive: 1d20 ⇒ 17
Ayesha put her bow away as she watched Sarkast climb down into the water. She turned to look at the others just as Horgus spoke. Something in his voice or manner just didn't sit right, and her doubts were confirmed by Sarkast's words coming up out of the hole.
"You know we are pledged to return all of you safely to the surface but, as Sarkast just said, it might be a whole lot more difficult - and dangerous - is you know or suspect something that you aren't sharing with us. Please, I ask that you share your knowledge with the group, so that we may be better prepared to leave this place."
| Lord Horgus Gwerm |
Horgus' eyes go wide as Sarkast snaps at him, he starts sweating and babbling incoherently.
1d6 ⇒ 5
"Look! Look I'm sorry! I... I know Kandro Nyserian, the man who runs Nyserian Manor. I'm just surprised. He-he borrowed a lot of money from me to buy a sword!"
Horgus scrambles away from the edge of the hole and presses against the wall, shaking with fear.
| GM SpiderBeard |
With the discussion going on up above, Sarkast perches on the edge of the doorway and inspects the room.
Sure enough, the rogue's clever eyes spot a pit trap directly in front of the chest. He avoids it, and opens the chest.
Within are a beautiful wooden shield, a small gold ring, two scrolls, and two jet-black potions. There is also a pouch containing 250 gold.
| Sarkast |
Sarkast retrieves the items from the chest and brings them to the rope. He climbs back up and shows the items to the others. "Can one of you identify the magic here?"
He looks at Anevia. "Who are these people you speak of? Nyserian and Irabeth?"
| Ayesha Jalal |
Detect magic is up
spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12
spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
| GM SpiderBeard |
Sarkast emerges with the loot which Ayesha sets to work identifying. She discovers:
- the wooden shield has a minor magical enchantment, and remain unidentifed
- ring of climbing (constant +5 to all climb checks)
- scroll of identify (arcane)
- scroll of magic fang (arcane)
- 2 potions of darkvision
Unfortunately Rowena cannot use the scrolls. Magic fang and identify are both summoner spells, so Ronan can use the scrolls.
| Anevia Tira-blade |
"Irabeth is my wife, I've mentioned her before," says Anevia unhappily. "She sold her family sword to Kandro Nyserian, a noble like Horgus to help me. She tried very hard not to tell me but I put together and now Nyserian may be in league with these cultists! Ugh! Are we done here, can we continue?"
| Lord Horgus Gwerm |
"Without me!" says Horgus forcefully, some of his courage returned.
"I... I am not safe with you animals! I promised you a great deal of money to help me and I receive death threats in return. Well damn your eyes, I'm going my own way."
With that, the fat nobleman turns and does his best to stalk away from the group.
| Ayesha Jalal |
"Hold, please, Master Gwerm! There is no need for hasty actions here. We are surely near our goal, and you have seen the dangers of this underground realm firsthand. I regret that you feel threatened, but surely you can see that we all have a better chance of making it to the surface safely if we stay together."
diplomacy: 1d20 ⇒ 2 and the dice roller kicks me in the teeth again