| Chumtooth |
Chumtooth searches the bodies of the flayers, recalling that they fired poisoned darts at the party. Assuming he finds usable darts, he adds them to the darts in his poison sheath.
He then uses his kukri to remove any remaining intact heads, assuming he himself did not completely cave-in their skulls with his morningstar.
He eyes the masks suspiciously.
"Check them for bad magic," he says. "If no magic, or no bad magic, we keep for ship deck-oar-aye-shun," he suggests with a rumbling chuckle.
WhtKnt
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Each flayer has two darts remaining, the poison is a simple, plant-based concoction (DC 15, 1d4 Dex per round for 6 rounds, one save negates). You are able to collect two flayer heads that are relatively intact. Looking more closely at them, they have the appearance of shrunken heads already.
WhtKnt
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They are not magical, but you feel that they might bring 10 gp each as curios.
WhtKnt
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Chumtooth easily kicks the door open, revealing a passage going right and left. To the right, it goes back into the room you first entered. To the left, it opens into a great webbed chamber. The webs are so thick as to make it impossible to see how deep the room is.
| Chumtooth |
"Kohanga o pungawerewere," Chumtooth says, scanning the room to the left.
"A large spider nest."
"Many, many little spiders or a few big ones, I do not know."
He looks back to the others to see if anyone offers suggestions.
| Dantes Goldforge |
"We might be able to burn them away, but that may destroy anything valuable amongst them."
Dantes will cast detect magic and carefully scan the shadowed room, hoping to detect a lost relic concealed here.
| Chumtooth |
Chumtooth is caught off-guard by the sudden appearance of the rolling fireball, he moves back to avoid getting caught in the flames and burning webs.
The problem with the savage speaking in choppy sentences. What Chumtooth meant is: don't hesitate to use fire if a giant spider traps me in a web and is about to eat me (chuckle)
WhtKnt
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The flaming sphere burns away the webs (and a few desiccated husks) and illuminates the corridor. No treasures are revealed, but also no dangers. In the light cast by the sphere, you can see a side passage that enters the hall from the west
WhtKnt
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Nothing can be heard from beyond the portal. Chumtooth tries the door to find that it is unlocked.
WhtKnt
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As the group enters the room beyond, Victoriana rolls the flaming sphere into the room ahead of them. The light from the flaming ball illuminates a barren and empty chamber containing what appears to be a well.
WhtKnt
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All is quiet as Chumtooth approaches the well and peers inside. The well drops some thirty feet to water, though it is impossible to tell how deep the water is. It looks like there is a tunnel going south at the bottom, the opening of the tunnel being just above the waterline.
| Chumtooth |
Chumtooth looks down the walls of the well shaft, trying to determine how difficult it would be to climb; taking into consideration the roughness of the shaft wall, how slick the wall is, and how possible it would be to brace against the opposite side of the shaft.
(Not sure if I need to roll anything for this.)
WhtKnt
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Chummy, it looks like you could work your way down sans rope easily enough.
| Chumtooth |
Climb Check: 1d20 + 10 ⇒ (19) + 10 = 29
Chumtooth holsters his morningstar and climbs over the edge of the well. Bracing his feet against the insides, he carefully makes his way down to the opening.
| Dantes Goldforge |
Dantes shakes his head at the prospect of climbing down. "If you find multiple passages there we need to explore, maybe we can knot up the rope well, and lower Victoriana down."
Dantes watches as Chumtooth goes down. He holds a flask of alchemists fire in hand in case something appears below Chumtooth.
WhtKnt
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Chumtooth reaches the opening and finds that he can stand on the bottom here. The top of the opening is just above the waterline. You will have to crawl through, which will put you underwater (though you can breathe easily enough by turning your head upward).
WhtKnt
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Peering down the tunnel, Chumtooth sees no sign of movement in or under the water (though admittedly seeing under the water is difficult, given the level of lighting down here).
| Chumtooth |
"I will look inside," Chumtooth says as he moves cautiously into the tunnel. He peers into the dark, allowing his light-sensitive eyes to take in as much of the dim surroundings as possible.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
WhtKnt
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Chumtooth follows the passage about 80 feet before it becomes too dark for even his eyes. The passage continues further and seems to maintain an even width (about 5 feet).
| Chumtooth |
Not wanting to find himself in pitch darkness and half-submerged, Chumtooth makes his way back to the well shaft.
Once he makes it back to the well, he calls up to his companions. "The tunnel goes far into the rock, but there is no light. My eyes cannot see the path without some light that water will not..." He pauses as he searches for the word. ...make dead."
WhtKnt
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The tunnel goes about 200 or so feet before it opens into another well. The water here is about five feet deep and the room above is dark. In the magical light, Chumtooth spots something in the water at the bottom of the well. Closer inspection reveals it to be a humanoid skeleton!
WhtKnt
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The skeleton is heavily calcified, but you search it and the area thoroughly, finding only a dagger, which you break away from the remains. The scabbard of the weapon is also heavily calcified, but the blade seems to be in good condition and razor sharp.