Old Guy GM |
The north passage is entirely over the filth-filled sluice. The slime bubbles and swells, sometimes randomly, sometimes reacting to your movements. The passage curves around to the West, bringing you north of the the large room you saw earlier. The roar of the 'water' sounds loudly in your ears.
Your progress, however, is stopped by heavy grates blocking all north-south access; and a tunnel collapse further west.
I need to know what order you are in as you go single-flie through these tunnels. Not that anything will happen to you...
Old Guy GM |
The north passage is entirely over the filth-filled sluice. The slime bubbles and swells, sometimes randomly, sometimes reacting to your movements. The passage curves around to the West, bringing you north of the the large room you saw earlier. The roar of the 'water' sounds loudly in your ears.
Your progress, however, is stopped by heavy grates blocking all north-south access; and a tunnel collapse further west.
I need to know what order you are in as you go single-flie through these tunnels. Not that anything will happen to you...
Lym Blackhand |
"I could try my Knock-spell on the grate," Lym says. "Or we can try to brute-force it. Rexil, Thordak…?"
Praxim |
”Other than being able to come into rooms by an unexpected path, I don’t see much value in forcing our way through, and smashing open those grates is likely to make quite a bit of noise, which ruins the stealth aspect. Perhaps we should just go around.”
Old Guy GM |
The map is updated, it's under the 'Maps and Things' link up top. Top map is you.
A slippery walkway connects four platforms running down the room’s center to a station of some sort at the far end of the chamber—there,
three large and filthy levers protrude from the dripping wall. To the north, four metallic pipes protrude from the wall, ten feet above the level of the sewage—fresh foulness runs from these pipes in thick streams. Every now and then, something larger and hideously more substantial than mere fluid strains through the bars blocking these pipes to drop with a turgid splash into the foulness rippling below.
Lym Blackhand |
"You have to wonder where it's all coming from, don't you?" Lym muses -- as she continues to float well above the filth. "Presumably, those levers will cause something to happen. But odds are good more than one is a trap of some sort."
Thordak Ironheart |
"HAHAHAHAHAHAHA!!! GOOD ONE! THAT'S... wait a minute," he says, his laugh instantly turning into a glare at the paladin. "That was not me, elf. I'm pretty sure that was yer over-sized pet over there," he motions to Rexil, nodding quite confidently.
Markum |
Let's get this moving
Mage Armor: +4 AC
Draconic Wings: Fly 60'
See Invisibilty, Permanent:
Comprehend Languages, Permanent
The curious Aurora flits over to the levers and has a look at them.
Perception: 1d20 + 25 ⇒ (5) + 25 = 30
She uses Prestidigitation to clean the signs to read them better. Aurora's Permanent Comprehend Languages allows her to read them.
Tomaru |
Endure Elements
Longstrider: +10 move
Magic Vestment: +3 AC
Heroe's Feast: temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
Air Walk (self), from staff (Thordak, Rexil): 140 min
"I don't trust this sludge." Tomaru stays as high off the sewage as he can as he moves to float above the first platform.
"Be careful, Rexil, soon you'll be flying as well as Thordak."
Old Guy GM |
All the levers protruding from the wall are massive, 3-foot lengths of of pitted iron. The slime-encrusted plaque above each lever bears a short word or phrase in Thassilonian.
The left and right levers are in the 'up' position, while the middle one is in the down position.
The plaque above the left lever reads 'Access Control'. The middle lever's sign reads 'Portal Control', and the right-hand's sign reads 'Warning: Cleaning Cycle'.
Lym Blackhand |
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Lym flies after Aurora and eyes the plaques.
"Nobody touch the lever on the far right," she says. "Thordak? Rexil? That means NO. Do NOT touch that one. Not by accident. Not by tripping and falling on it. NO.
Now. Suggest we try 'portal control'."
Thordak Ironheart |
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Lol!
Thordak nods in complete agreement. "He's right, lass." He then looks over at the 'Cleaning cycle' lever, cuts his eyes back to Lym and then back to the lever before going back to Lym again. Man I really want ta pull that lever. This place needs cleanin' if any place does. "I'll pull the lever if ya need me to, lass. And dont'cha worry, I won't be pullin' the far left one," he says with an obvious look about him that shows he doesn't realize what he's just said due to the fact he's too caught up in wanting to pull the far right lever.
Lym Blackhand |
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"If you even think of laying a finger on the far right lever, I will transmute your ears to the size of elephant ears and bind outsiders to flick them day and night," Lym says in a flat tone of voice.
Thordak Ironheart |
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Raising an eyebrow in thought for a long moment, "Ya know, I'm thinkin' it's probably best we don't actually pull the far right one. I've got a bad feelin' about that one. You're just gonna have ta trust me on this, folks, and I'll not be listening to any arguments about it, okay?! Okay." He says with a firm nod, deciding to remain silent about any more lever pulling.
Thordak Ironheart |
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Lol! "Why do we even HAVE that lever?!" I was totally thinking about that too! That's just greatness. Great movie.
Without further ado, Thordak cracks his knuckles and heads toward the middle lever - double and triple checking to make sure it's the middle lever - "Okay, 'Portal control' it is," and pulls it barring any objections.
Old Guy GM |
Days of silence precludes any objections.
tinka...tinka...tinka...tinkatinatinkatinaktinkaTINK!
sllliiidde
sssscccrrraaaaaapppe
The lever grinds upward as Thordak puts some muscle into it. As the iron bar locks home, a series of sounds echoes from behind the wall.
BOOMMMMMmmmmmm!
Something slams closed deep within the Festering Maze, and almost immediately, the flow of sludge into the room ceases.
Lym Blackhand |
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"Alright. That's not bad for a start. Next, try access control. The far left one; pull it, Kronk Thod!"
Thordak Ironheart |
HA!
Nodding, "Far left one. Got it." Thordak spits on both hands and rubs them together. He then gets a good grip on the far left one and proceeds to pull that one.
Lym Blackhand |
"Excellent," Lym says, nodding with approval. "Now we can get beyond that grate. Pity we don't have a way to prevent creatures from moving the levers after we've gone, though… Hmmm."
Old Guy GM |
Passing back through the tunnels, you work your way to the eastern end of the Festering Maze. The 'path' ends in a large, sunken space.
The surrounding stone has fallen away into a large, curved cavern. Here and there, foul water cascades into the room from intersecting tunnels, tumbling ten feet to the frothy surface of liquid below.
Map is up.
Tomaru |
Air Walk for Tomaru, Rexil, and Thordak had 140 minutes. Aurora has wings. Lym is using Overland Flight. Veronica was leaping about with Acrobatics +35. And Praxim was using Fly from his armor which, I think has an 8 minute duration. Aurora can cast Fly for him if needed and Tomaru has more castings of Air Walk.
Old Guy GM |
Veronica will need to get an Air Walk, there are parts of this she can't jump to - the gray parts are walks, everything else is slime. Same for Praxim, that 19 minutes would be up by now. Figure you've been in here at least an hour so far. Remember the 140 minutes is divided among all individuals, but with the extra castings, you should be fine. Just be sure to mark it off.
That said, what are we doing?
Markum |
That was three separate castings of Air Walk with 140 minutes each. I have no problem using the staff to cast Air Walk on Praxim and Veronica too.
Lym Blackhand |
If necessary, I can airlift Veronica, if she's willing to piggyback so I can keep my hands free.
Old Guy GM |
You move cautiously into the room, the narrow confines forcing you into a somewhat linear formation. See the map.
Suddenly, the area is plunged into darkness! At the same time, the spell holding up Thordak is gone, and he plunges into the filthy sewer water below!
Check the map. The black box is the darkness. You cannot see what if anything has caused this...yet. Throdak's Air Walk has vanished, plunging him into the filth. I need a Fort save from him. The level of the tunnel you emerged from is 10' above the level of the water below, so everyone except Thordak is 10' in the air. You have a round of actions until we roll actual initiative. Ready, GO.
Lym Blackhand |
When darkness falls right in front of her, Lym immediately chants an urgent spell on her newly-acquired staff -- which starts to blaze with the warm, golden light of Golarion's sun!
Lym casts Daylight!
Markum |
Readying for combat, Aurora casts Haste for the group. She looks around for the darkness casting troublemaker.
Perception: 1d20 + 25 ⇒ (6) + 25 = 31 See Invisibility
Rexil |
Rexil reaches down and hauls the sputtering dwarf up by the back of his coat, and lacking any good options, lifts him up onto his own shoulders.