Gleek |
I dig into my backpack and pull out a neatly coiled 50' section of rope
Zhoron says, "By tying a knot at 1' intervals in the ordinary rope..."[b]
sarcastically [b]"which can be purchased from ANY common merchant..."
Zhoron continues, "is transformed into a perfect tool which some of you less physically capable folks might be able to perform such a complicated skill as climbing a short distance. Which I'm sure our burly barbarian friend would gladly secure safely after making the initial climb. Then if all else fails, the end left down here can easily be tied to itself, allowing even more assistance by having those at the top, pull you up."
"Shall we ask Sir Olafsson to begin his ascent?"
Lukaas Penn |
Well, Hans, considering your prodigious might, I was wondering if you weren't afraid to behead yourself each time you shave.
His smiles widens and he grins, and hears Zhoron proposition
Climbing? Why not? A little bit unexpected. And remember that there is not hastier way to make a retreat than to jump for your life. Providing someone- as fat as possible- has jumped before you to provide some cushion when you land, of course.
He laughs
Standard Pregen |
Hans grins at Lukaas' comment.
"Well now, I *knew* there was reason that I had a beard, rather than shaving! Thanks for reminding me."
I am happy to climb up, and tie-off a rope for the others.
Revvy Bitterleaf |
Zhoron climbs up right after him, also without any effort.
Meanwhile Hans takes a look around the area and sees some faint tracks in the dust to the nw door
He also notices a trap of some sort at the sw door
1d20 + 17 ⇒ (10) + 17 = 27
and that's all Hans notices for now
Revvy Bitterleaf |
The DC to climb a knotted rope is 5 (if the rope doesn't have knots in it..you can make some..might take some time, but I don't think anyone is in a hurry right now?)..I think we can safely assume that everyone makes it up the rope if they take 10..unless someone has more then a -5 penalty to climb checks? But that's a nice roll for aid ;)
Zhoron Moonmist |
Not sure if post above implies that my character was made aware of the trap, so either...
I always prefer left, for some irrational reason.
.. or if my character is aware of trap, then...
Is it possible to find out if this trap is intended for subjects on this side or the door, or the other side? If this side, I suggest we try and diable somehow. If intended for other side, I suggest enjoying the wisdom of climbing up and push on through the opposite door!"
Lukaas Penn |
While Nikias climbs up the rope, Lukaas says
And I promise not to look up your robes!
Then, when everyone is up- and no sound of combat is heard- he climbs himself,slowly and carefully
Take 10 on Climb check, automatic success
Hearing that one of the doors is trapped
Maybe we should try the other door? Or wait till Hans finishes to destroy the wall?
He smiles
Shoris |
Shoris grimaces at the mention of a trap. He gets a pensive look on his face and then says, Well, theoretically, I could summon a creature to trip the trap, but I'd rather not do that. How about we just go the other way?
Zhoron Moonmist |
"Sounds like we'll avoid the trap for now. Let's go the other way and try not to forget about it, after all, if someone put a trap there... there's something they wanted to prevent us from seeing or finding. I like the idea of summoning a minion to do the dirty work Shoris, but as I was saying we can come back to it later."
Standard Pregen |
Hans shrugs.
"Well, I could chop my way through the wall, but it would undoubtedly alert anything in the surrounding rooms of our presence... going through the other door seems like a wise move to me!"
So saying, once everyone is ready, he is happy to open the other door.
Revvy Bitterleaf |
1d100 ⇒ 24
The door opens easily enough. Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.
In the middle of the room is a dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning. Even if it didn't have hear you open the door (and it did) the crack of light now shining into the room would have been something to draw it's attention.
Init Shoris: 1d20 + 7 ⇒ (18) + 7 = 25
Init Zhoron: 1d20 + 5 ⇒ (15) + 5 = 20
Init Nikias: 1d20 + 1 ⇒ (2) + 1 = 3
Init Lukaas: 1d20 + 2 ⇒ (20) + 2 = 22
Init Olafsson: 1d20 + 4 ⇒ (18) + 4 = 22
Init Lizard: 1d20 + 6 ⇒ (20) + 6 = 26
The lizards walks up to Olafsson..the sparks around it getting more and bigger with every step it takes until it's almost close enough to touch him and a spark of electricity leaps from it to Olafsson for Non lethal electricity damage: 1d8 ⇒ 4 (Reflex save DC 12 for half)
init
You guys
Lizard
The room is pretty dark..there's a little bit of light near the door, but further in it's dark (so you're going to need light - or be able to see in the dark)
Standard Pregen |
Reflex: 1d20 + 4 ⇒ (12) + 4 = 16.
"Oh I say, that hurt! Quick! Does anyone know anything about electrically-charged lizards...?"
Shrugging his shoulders, Hans brings the flat of his blade around in a solid blow, attempting to brain the lizard, and render it unconscious.
Greatsword: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20, for 2d6 + 10 ⇒ (4, 5) + 10 = 19 non-lethal Slashing damage.
Standard Pregen |
Is the electricity still a danger, or has it quietened down now that the creature is no longer conscious?
Hans eyes the lizard, and the darkness, cautiously.
"I say, does anyone have a way to shed more light on our current darkness? I can fight blind, if need be, but it would probably be for the best if I could see what I was doing..."
Lukaas Penn |
Lukass tries to get a closer look at the unconscious lizard, to identify it
Knowledge Dungeonnering: 1d20 + 6 ⇒ (14) + 6 = 20
Knowledge Nature, Untrained: 1d20 + 2 ⇒ (16) + 2 = 18
As far as I could tell, it's a stunned lizard. But now that i'm closer, i hope to give more information
Lukaas Penn |
please, fell free to massacre,slaughter, dismember and chop to small little bits every single beast you can put your sword through. I happen to enjoy puzzles and riddles, and i'll try to recognize what it was when it was whole and living.Enjoy yourself. We'll watch from awhile.
bluff attempt for a small lie about the name: 1d20 + 8 ⇒ (8) + 8 = 16
By the way, this kind of lizard, called "Spooky Thunderlizard" or sometimes ""Gray Lightning of Death" in certains geographical areas is way more dangerous when encountered in numbers. Be as careful as you want. I may be wrong, but your metal armor could be useless against this beast.I don't know if my esteemed colleagues of the arcanes arts have some pertinent information about that?
Caressing his beard, Lukaas looks at the two magic users
Standard Pregen |
Hans shrugs.
"If you would prefer me to wait patiently at the back of the party whilst you identify things, I would be happy to do so. Let me know if that is how you would like to proceed..."
Hans really doesn't mind, but when something hurts him, he hurts it back ;-)
Revvy Bitterleaf |
3 people in favor..moving on
1d100 ⇒ 76
The door opens easily enough when Hans pushes against it.
Everyone has to make a fort save DC13 (poison effect) or be sickened
Racks for weapons line the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. A horrible stench fills the room as well, akin to the smell of rotten eggs mixed with the reek of an open sewer.
In the room 2 small, young looking lizardlike humanoids are just finishing picking up and wielding some weapons (clubs and javelins)
The humanoid's scaly hidew are dull gray. Their frame resembles that of a cave lizard, with a long tail and crests on its head and back.
These are Troglodytes, they have a stench aura which can make you feel sick
Shoris |
Fort. save: 1d20 + 1 ⇒ (17) + 1 = 18
Knowledge (nature): 1d20 + 5 ⇒ (1) + 5 = 6
Shoris seems to not notice the pungent aroma in the room. I have no idea what these things are. Best to protect myself, he thinks. He pulls a piece of leather out of his pouch and begins to wave it around as he mutters some arcane words.
Casting mage armor
Nikias Stormwell |
Fort Save: 1d20 + 2 ⇒ (20) + 2 = 22
Knowledge (nature): 1d20 + 2 ⇒ (11) + 2 = 13
"They're Troglodytes, that stench is from them, it makes some sick."
Coughing a tad, but not sickened, Nikias stretches out his hand towards them, and with a word, a cone of warping colors fly forth.
Casted Color spray, DC 15 to save against
Revvy Bitterleaf |
Uhm..they are not close enough for both of them to be in the colorspray. I'll put you close enough so you can have 1 of them in it..if you don't want that because it's only 1 target..if you change your action quickly enough we can change it
Will save Top trog: 1d20 ⇒ 4
The troglodyte falls unconscious on the floor.
Standard Pregen |
Fort: 1d20 + 4 ⇒ (20) + 4 = 24.
Hans barely notices the stench.
Knowledge(Local): 1d20 + 1 ⇒ (15) + 1 = 16.
*Sniff* "I concur. They would appear to be Trogs, albeit runty ones."
Following Nikias' example, Hans moves into the room, and takes a swing at the one that is still standing.
Greatsword: 1d20 + 5 ⇒ (12) + 5 = 17, for 2d6 + 10 ⇒ (2, 5) + 10 = 17 Slashing damage.
Lukaas Penn |
Fortitude save: 1d20 + 1 ⇒ (12) + 1 = 13
This stinks... I was told the beer in that last inn was acceptable, but that you'd better never eat there. I guess everyone didn't have the information?
Knowledge Nature, untrained: 1d20 + 2 ⇒ (16) + 2 = 18
Troglodytes live in tribes, or so I've been told. And these two looks quite young. I bet we will encounter more of them in this tower.
The bard looks at the few items on the wall and racks, and inspect the standards thoughfully, pinching his noze
i'm not much a fighter,so i'll let you check on the weaponry and armor, but i'd like to spend a few minutes to get a closer look on theses old banners and standards which caught my eye, more for their historical value than for the money, of course, and only for as long as my lungs allow.
Appraise check, untrained: 1d20 + 1 ⇒ (8) + 1 = 9
Knowledge History: 1d20 + 6 ⇒ (15) + 6 = 21