
|  Testudo Graeca | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Fort: 1d20 + 10 ⇒ (8) + 10 = 18(Phew!)
Testudo and Roshi, having backed away from the hole, turn and face their enemy as he comes up the trap.
ELULIA! CHARGE ROSHI!
With blinding speed the two rush at the monk..
+1 Lance Charge: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 3d8 + 57 ⇒ (7, 1, 7) + 57 = 72BET THAT HURTS YOU SON OF A ***********

| GM Irish202 | 
 
	
 
                
                
              
            
            AoO vs. Kegan: 1d20 + 17 - 3 ⇒ (3) + 17 - 3 = 17
Melisande Will: 1d20 + 6 ⇒ (7) + 6 = 13
Magic Missile: 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13
Channel: 4d6 ⇒ (4, 4, 3, 5) = 16
Attack vs. Testudo: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Is this a different disease effect than last time? If so, I will use Charmed Life again.
It is the same one. You made the previous fortitude save, so you have not yet contracted it.
Knowing he can do nothing against Kanjougas, Kegan attempts to tumble over and help against the griothes. He apologizes as he does so. “Sorry, could we put this on hold so I can fight the real enemy?”
The monk attempts to punch the swashbuckler as he tumbles away, but Kegan's luck manages to hold out as Kanjougas misses his target. As Kegan lands next to the grioth, his stab with the rapier hits and leaves the otherworldly creature barely standing!
ELULIA! CHARGE ROSHI!
With blinding speed the two rush at the monk..
The turtle knight's lance strikes the mummy with incredible force, its point puncturing almost entirely through the creature's torso. Yet, somehow, it still remains standing...albeit with a large hole in its body!
With the creature closing in, Locke steps 5ft away, draws the bow and shoots at it.
The projectile lands, doing a smidgen of damage.

| GM Irish202 | 
 
	
 
                
                
              
            
            Botting Tereze and Melisande
Melisande resists the attempt to influence her mind from the grioth. Seeing the extremely injured state of the undead she takes the more cautious approach; stepping back defensively and throwing some magic missiles at the mummy. The three bolts zip towards it, battering away at the monk. Kanjougas staggers as they strike him, seeming to lose much of his strength and bits of his body. As he begins to fall apart, the monk pulls forth a black key that almost seems to shift and swirl in the light. "Yess...the time has come. Close the Dark Window...and fix the mistakes we have made..." Kanjougas rasps as the monk holds the key out in an outstretched hand, his voice fading into nothingness as he finally collapses into a pile of bone ash and dust on the floor; the black key landing on top of his empty robes with a slight thud.
Sorry, Testudo. Kill steal!
Tereze continues to siphon away her life force to heal her allies. She lets loose another burst of positive energy to heal them and herself, excluding the grioths from the healing. Tereze then shifts back to a more defensive position. Everyone heals 16 points, Kegan/Testudo heal an additional 5 points.
The three grioths up close to the group defensively shift back a bit, and then focus their intense gazes on Kegan and Testudo in an attempt to muddle the Pathfinder's senses! The grioth further back makes the extremely stupid decision to blindly charge forward to attack Testudo!
Will need one Will Save from Kegan and two from Testudo; all of them are DC 12 to avoid being confused. In the very unlikely circumstance that the charging grioth still remains alive after Testudo's very likely AoO, it misses with its attack. It has AC 14, 13 HP.
Round 7
Melisande
Tereze (-14)
Testudo (-30, two DC 12 Will Saves to avoid confusion, AoO available)
Locke
Round 8
Kegan (-19, DC 12 Will Save to avoid confusion)
Grioths (Orange -12, Yellow -2)
Melisande
Tereze
Testudo
Locke

|  Kegan the Chaotic | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Will save: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Confusion: 1d100 ⇒ 29  Do nothing but babble incoherently. 
“All your base us belong to!”

|  Melisande Shahrizai Courcel | 
 
	
 
                
                
              
            
            Melisande takes a quick step forward and spreads her hands in a fan, unleashing a cone of flame.
Burning Hands: 5d4 ⇒ (1, 2, 3, 3, 3) = 12 DC 17 Reflex from yellow and orange.

|  Testudo Graeca | 
 
	
 
                
                
              
            
            Fine by me! I was terrified when you said he was still standing!
Will: 1d20 + 6 ⇒ (5) + 6 = 11
Will: 1d20 + 6 ⇒ (19) + 6 = 25
Confusion: 1d100 ⇒ 14
Testudo strikes out with his lance...
+1 Lance AOO: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d8 + 13 ⇒ (7) + 13 = 20
And after skewering the thing, rides by another, attempting to skewer it as well.
+1 Lance Charge: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 3d8 + 39 ⇒ (4, 4, 7) + 39 = 54

|  Tereze Amnell | 
 
	
 
                
                
              
            
            Tereze feels more of her life flow into her companions as more bruses appear on her body.
Life Link Terze -10 HP (-24) Kegan heals 5 (-14) and Testudo heals 5 (-25)
With stubborn will she ignores the pain and watches the monk creature before her turn to dust.
Close ze Wind...
Her eyes go wide as she sees the black key fall on the robes.  The without pausing to think she speaks again forcefully.
Still here my tormentor? Then fine! I command you to bring the key to Me!
She points her finger and the same skeletal figure that lifted Roshi from the pit appears where the monk just crumbled. It bends down and grabs the key... Then with the key in hand it turns to Tereze red eyes glowing with hate. It slowly starts to move nearer to her and as it gets close suddenly it lunges screeching Then DIE!!!.
Tereze pales as she barely steps aside from the charging creature, but manages to pluck the key from the creatures hand as it slides by. With an effort she focuses and dismisses the creature before it is able to round on her again.
Cast Mage hand and get the key.

| GM Irish202 | 
 
	
 
                
                
              
            
            Locke attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 1 ⇒ (2) + 1 = 3
Both grioths dodge half of the fire damage from Melisande's spell, though it is enough to burn up the orange grioth from its previous damage. Meanwhile Testudo skewers the two other creatures two the north.
Botting Locke
Locke fires an arrow at orange grioth, dealing it a bit of damage. The remaining grioth ascends into the air twenty feet, its gaze continued to focus on Testudo to maintain his confusion!
Round 8
Grioths (Yellow -11)
Melisande
Tereze (-24)
Testudo (-25, confused)
Locke
Round 9
Kegan (-14, no longer confused)
Grioth
Melisande
Tereze
Testudo
Locke

|  Melisande Shahrizai Courcel | 
 
	
 
                
                
              
            
            Melisande steps back and fires a bolt of arcane energy from her hands at yellow. Arcane Bolt Ranged Touch: 1d20 + 5 ⇒ (5) + 5 = 10 for force damage: 1d4 + 3 ⇒ (3) + 3 = 6
She shakes her head. That didn't work so well. Maybe I should get a whip...

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            If yellow is still alive...
Kegan advances on yellow, striking out with his rapier.
+1 adamantine rapier: 1d20 + 11 ⇒ (10) + 11 = 21 Crit 15-20 
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (3) + 3 + 6 = 12 6 is precision damage
Sorry, I’m having trouble moving my avatar on the map. Someone please move him adjacent to yellow.

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            Kegan, the remaining monster is flying 20 feet up. Do you have flight or an alternative plan of attack?
In the future, if you could please note height. The map shows two Grioths (yellow and orange) still active so I assumed only one of them was flying.
Here is how he handles it if the only target(s) left are flying...
Kegan sheathes his rapier and gets out his bow. He then fires at the remaining monster.
 Fire at whichever is most hurt, I badly need the panache 
darkwood composite longbow: 1d20 + 10 ⇒ (18) + 10 = 28
piercing damage: 1d8 + 1 ⇒ (3) + 1 = 4

|  Tereze Amnell | 
 
	
 
                
                
              
            
            Blood appears to drip from under Tereze's armor as more of her life force flows into her companions.
 Life Link Tereze -10 HP and +5 HP Kegan (-9) and Testudo (-20)
Thinking the others probably have rest of these creatures under control, Tereze takes a moment to stop her bleeding.
Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 2) + 7 = 11
 Tereze ends at -23 HP
And then tucks the black key away in her backpack.

| GM Irish202 | 
 
	
 
                
                
              
            
            In the future, if you could please note height.
I did note the height in my initial post; was not able to update maps before leaving for work this morning. Will annotate future combat maps.
Kegan sheathes his rapier and gets out his bow. He then fires at the remaining monster.
The arrow downs the remaining grioth, causing it to crash to the ground! The confusion afflicting Testudo's mind clears as the last creature dies.
The creature has less than half your level in hit dice, so you will not regain a panache for killing this one.
Out of Initiative.
-Kanjougas: A pile of dust, an amulet bearing the symbol of an open hand, a red leather belt
-Grioths: four masterwork kukris made out a semi-transparent glass-like material called voidglass

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            Kegan returns his bow to his back, then gets out his wand of healing and offers it to Tereze. "You have taken much of my injuries onto yourself. It only seems fair I provide the means for you to recover from some of that."

|  Melisande Shahrizai Courcel | 
 
	
 
                
                
              
            
            Taking 10 on Spellcraft: 10 + 19 = 29
Looks like an Amulet of Mighty Fists and a Belt of Giant Strength.
+1 and +2 respectively.
Anything else here in the room? or below?
Perception (+2 additional vs traps): 1d20 + 14 ⇒ (14) + 14 = 28

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            "There might be something in the hidden room. I really didn't have enough time to look around before the fight started."
Kegan will help search.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11

|  Tereze Amnell | 
 
	
 
                
                
              
            
            Tereze smiles at Kegan.
Zank you Kegan.  But save yours, it may be needed later.  It is my pleasure to keep you whole.  Plus I have a wand of my own.
She seems perfectly honest about the fact that she does not mind absorbing your the pain even though you have see her flinch many times when it happens. It is almost as if she welcomes the chance even if she hates the pain.
She carefully draws out a wand and goes around tapping Kegan, Testudo and herself to make sure that everyone is healed up.
Cure Light wounds (Kegan): 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light wounds (Testudo): 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light wounds (Testudo): 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light wounds (Testudo): 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light wounds (Tereze): 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light wounds (Tereze): 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light wounds (Tereze): 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light wounds (Tereze): 1d8 + 1 ⇒ (4) + 1 = 5
With that complete she then reestablishes the links between your souls which seems to heal you.
Ok we end at the following HP: Kegan (-1), Testudo (-2) and Tereze (-4) and 38 charges remaining in the wand.

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            After getting healed, Kegan hauls the grioth corpse over to the trap door and dumps them down into the small chamber. He then closes the trap door and puts the carpet back over it.
As he is doing this, he suggests "If someone can clean up some of the bloodstains and other obvious signs of battle here, that would be good."
Once the obvious signs of the battle have been cleared, he asks "So, do we go downstairs now, or try to wipe out the rest of the grioths since they are already aware of us?"

|  Locke "Firebug" Arkham | 
 
	
 
                
                
              
            
            If someone can clean up some of the bloodstains and other obvious signs of battle here, that would be good
Locke takes out an unlabeled flask, rips some fabric from one of the dead grioths' corpses, and scrubs away the blood splatter, after which it is thrown down the hatch.
"There."
"I would suggest taking them out first as a precautionary measure. They could easily close the hatch if we go down there and leave them be for the time being."

|  Tereze Amnell | 
 
	
 
                
                
              
            
            If we are all ready, shall we move on?

| GM Irish202 | 
 
	
 
                
                
              
            
            Once the obvious signs of the battle have been cleared, he asks "So, do we go downstairs now, or try to wipe out the rest of the grioths since they are already aware of us?"
Taking a quick peek through the door that the grioths burst through, the group will notice that the massive hall that the grioths had been perching in is now empty. While there do appear to be nesting sites up in the rafters, they are now all empty at the moment.
At the moment, all enemies that the group has directly seen (beyond the kobolds) have been dealt with. Areas F6, F7, F8, and F10 inside the building have been cleared. If one would wish to descend to the basement, moving to F13 would be the target. Moving to clear the upper levels of potentially more grioths/lieutents/etc might involve ascending to the 2nd level of the building, which can be achieved by using stairwells in F9 or F14. Not to nudge in one direction or the either, of course.

|  Melisande Shahrizai Courcel | 
 
	
 
                
                
              
            
            A bit of Prestidigitation should help with the cleaning. I find it's wonderful for getting blood out, since I do seem to get blood on my clothes most days. If you do it quickly enough, it doesn't even leave a stain. She smiles wistfully, thinking of her morning's dedication.
In any case, are we going up or down? We had decided on down, my favorite... Melisande winks at Tereze. until that monk so rudely interrupted us. Shall we continue as planned?

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            Seeing no grioths, Kegan says "Guess there are none left here. Provided none were sent to report, I think we are good."
"To the basement then?"

|  Tereze Amnell | 
 
	
 
                
                
              
            
            Basement and maybe we pull ze rug over the trapdoor as we leave so that it's harder to see where we went.

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            “Already done! Did that once I got all the corpses down there.”
Last sentence of first paragraph.

|  Tereze Amnell | 
 
	
 
                
                
              
            
            Oh, I thought we had decided to go down, so we were going to have to uncover the trapdoor again.

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            The trap door is to a room by itself. We need to go to a F13 to get to the main dungeon. At least that is the way I understand it.

| GM Irish202 | 
 
	
 
                
                
              
            
            Back from vacation, thank you everyone for your patience! Work will be a bit hectic for me for the next couple days as I catch up for being gone, so I have engaged in yet another rendition of my 'Choose your Adventure'-style posts to keep things going. Please do not read anything labeled 'Secret Spoiler' unless directed to do so in a previous spoiler. The Battle Map show the current party location in the basement, will update as progress occurs.
The group exits the room to the south, following the hallway further to the south and then turning to the east. After passing through some doors and following Azmur's description of the monastery's layout, the Pathfinders locate a flight of stairs that descends to a cellar room with alcove-lined walls. Each alcove hosts a statue of an athletic man or woman with a long braid, and each figure is in different pose of martial performance. Beyond the stairs that lead back up to the main floor, there is no other apparent exit to this chamber.
Advancing through the secret door reveals a room with a fifteen foot-high domed ceiling and no floor except a two-inch-wide ledge that skirts the edges of the room around a deep pit that drops away into darkness. The pit itself appears to be 45 feet wide and 40 foot deep, with a hallway that appears to curve out of sight on the other side.
Utilizing the ledge to circumnavigate the pit requires DC 15 Acrobatics, while climbing down into the pit and back up the other side requires two DC 20 Climb checks (one for climbing down, then up). If you fail any of the aforementioned checks, take falling damage as appropriate. The pit may also be bypassed by other means, if desired. Once bypassed, read 'Secret Spoiler B.'
The hallway on the other side of the pit curves to the south and continues straight for twenty feet. At this point, the hallway splits in a T-junction; a path opens to turn right to the west into another chamber, or another path continues straight to the south for about thirty feet before turning to the left/east out of sight.
Any Perception checks will reveal that the area does not appear trapped, nor any obvious sounds/signs of differences between the two paths. If you wish to take the right/west path, advance to 'Secret Spoiler C.' If you wish to continue straight/south, advance to 'Secret Spoiler D.'
Sixteen five-foot-wide alcoves, each containing the crumpled remains of a sparring dummy, fill this room. The room is rectangle shaped, about sixty-foot long north-to-south and twenty-five feet wide. Beyond the entrance that brought you to the chamber to the east, there are no other apparent exits to the room.
There is nothing valuable, useful, or notable immediately within sight. A Perception DC 30 will allow you to read the contents of 'Secret Spoiler E.' There is no apparent danger, so if you wish to leave the room and explore the other path, read 'Secret Spoiler D.'
The hallway continues to the south, then turns to the left/east and continues for about another sixty feet. The hallway debauches into a long chamber with the majority of it taken up by a large, deep pool of calm water. Irregularly shaped ledges and an artificial
island of stone rise from the waters that appear to be fifteen-foot deep. This chamber is rectangle shaped, about one-hundred and twenty foot long west-to-east and thirty foot wide. The entry platform lies fifteen feet away from the nearest stone island, with the other two islands being about ten more feet further to the east. A visible hallway exits the chamber off of the furthest stone island on the east end of the room.
If you wish to jump (DC 15 Acrobatics for 1st island, then DC 10 to reach either of the two remaining islands) or other supernatural means to cross the islands, please read 'Secret Spoiler F.' If you wish to swim (DC 10 Swim) or wade between the islands, please continue to 'Secret Spoiler G.'
Your keen senses allow you to locate a hidden door set into the northern wall of this chamber. After determining that the secret door is not trapped, opening it reveals a hallway that stretches straight to the north for about thirty feet, then turns to the east and ends in a door after another stretch of hallway for fifty feet.
If you wish to open the door at the end of this hallway, please proceed to 'Secret Spoiler I.'
After advancing past the stone islands amidst the water in this room, you do not notice anything valuable or otherwise noteworthy remaining in this room. You are able to exit out of the chamber via the hallway on the east side of the room, where it advances to the north for about 25 feet. There it opens up into a 25 foot by 30 foot antechamber, that is connected to a similarly shaped chamber to the north by a five foot opening in the north wall. Both chambers have more of the dilapidated and broken fighting dummies, but are otherwise bare. A noticeable door can be seen in the attached chamber to the north, set into the eastern side of that room.
There is nothing valuable or otherwise noteworthy immediately visible in the room. A DC 20 Perception check will allow you to read the contents of 'Secret Spoiler H.' If you wish to advance through the visible door to the north, read the contents of 'Secret Spoiler J.'
As you begin to move further into the chamber, the waters beneath your feet begin to bubble and churn with an almost life of their own as you touch it. Abruptly, humanoid figures composed entirely of water lurch out of the surface of the liquid!
STOP HERE AND ROLL INITIATIVE.
Your keen senses allow you to locate a hidden door set into the northwestern side of the northern chamber. You determine that the door is not trapped.
If you wish to advance through the hidden door instead of the more readily apparent door, please read 'Secret Spoiler I.'
Three fifteen-foot-diameter platforms lie in this room, each rising three feet high. In the center of each platform, a globe-shaped container of murky liquid sits in the embrace of an octopus-shaped brass cradle. Each globe is about two feet across—the two westernmost globes are intact, and a dark, indistinct mass floats in the center of each. The eastern globe has been shattered, and a large stain has spread out around it on the floor. Along the wall near the eastern door sits a tiny wooden cabinet with a message scribbled on its front. A similar one sits beside the western door.
STOP HERE AND ROLL INITIATIVE.
A tiled pool dominates this chamber, which has a fifteen-foot high barrel-vault ceiling. The waters are clear and three feet deep. Three marble platforms featuring the same mosaic design found in the monastery above rise along the pool’s center, protruding six inches above the water’s surface. Four octagonal, domed alcoves in the corners each hold a marble pillar. Near the southeast alcove, a large hole has been dug in the wall.
STOP HERE AND ROLL INITIATIVE.

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            “What is with this braided guy decor everywhere?” Kegan asks, gesturing towards one of the statues.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
He looks around a little bit, trying to figure out which way to go.

|  Melisande Shahrizai Courcel | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Kn(Religion): 1d20 + 14 ⇒ (17) + 14 = 31
Hmm, this looks like a sacred Irorian space. Often used as part of a series of tests in an 'Aspirant's Path'. From what I recall, the first test is often one of perception, to locate the entrance to the actual path.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
I don't see anything obvious here, but I'm also neither Irorian, nor am I interested in self-perfection. It sounds like entirely too much work with no time at all to play, and I NEED my time to play. She winks at Tereze.

|  Locke "Firebug" Arkham | 
 
	
 
                
                
              
            
            Perception: 1d20 + 11 ⇒ (9) + 11 = 20
"The irorans can strive all they want. I doubt there is any such thing as perfection. Excellence and pinnacles, but perfection, unlikely."

|  Testudo Graeca | 
 
	
 
                
                
              
            
            Testudo looks at the statues for a moment.
I have been through many dangers and dungeons... a room with no exit often hides one... especially with this many beautiful adornments! Perhaps they turn or some such? Anyone want to try?

|  Tereze Amnell | 
 
	
 
                
                
              
            
            If we want to find ze path of perfection, I suggest we all work together. After all we can all do more together then separate.
So I will examine the statues over here.
Perception aid another: 1d20 ⇒ 16

| GM Irish202 | 
 
	
 
                
                
              
            
            Perception 2nd Try (Kegan): 1d20 + 9 ⇒ (9) + 9 = 18
Perception 2nd Try (Locke): 1d20 + 11 ⇒ (5) + 11 = 16
Perception 2nd Try (Melisande): 1d20 + 9 ⇒ (7) + 9 = 16
Perception 2nd Try (Tereze): 1d20 ⇒ 20
Perception 2nd Try (Tetsudo): 1d20 + 3 ⇒ (10) + 3 = 13
Perception 2nd Try (Roshi): 1d20 + 9 ⇒ (16) + 9 = 25
Giving a slight nudge...
The Pathfinders spend several fruitless minutes with their searching of the room, but are unable to locate any hidden secrets or doors. Roshi, growing restless and impatient, gives Testudo significant side-eye and waddles over to the western wall. The turtle head-butts a previously insignificant-seeming decoration on the wall, causing a secret door set into that area of the wall to crack open slightly!
Advancing through the secret door reveals a room with a fifteen foot-high domed ceiling and no floor except a two-inch-wide ledge that skirts the edges of the room around a deep pit that drops away into darkness. The pit itself appears to be 45 feet wide and 40 foot deep, with a hallway that appears to curve out of sight on the other side.
The contents of 'Secret Spoiler A are now available for reading.

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            Acrobatics, take 10: 10 + 12 = 22
Kegan slowly moves along the thin ledge to get past the pit. Once he can see further down the hall, he tells you “Looks like we have a choice, straight or to the right. Any preference?”
While he is there, he checks for any traps.
No need to roll because we are already told it will not find anything.

|  Tereze Amnell | 
 
	
 
                
                
              
            
            Tereze goes over and pats Roshi after he finds the secret door.
Well that shows just who is the smartest one here.
Then she bends down to look the turtle in the eye and continues more softly.
Remind me to get you  treats when we get out of zis place.
Later  as they stand at the pit and Kegan works his way around the narrow ledge Tereze leans close to Melisande and comments in a stage whisper.
Have you noticed what ze way Kegan is tip toeing around ze ledge does to his legs?  Then she stands there with a small smile just watching as he makes it all the way around.
Turning to Roshi she cracks.
Well can you do zat too?
OK I'm guessing some of us can't do the ledge thing. Any suggestions for getting across? My thought: Assuming someone else also has a rope, I could levitate Roshi and tie two ropes to him. (Keeping one on this side and tossing the other to Kegan.) So with people pulling him from both sides we could use him a ferry and ride him across one by one.

|  Locke "Firebug" Arkham | 
 
	
 
                
                
              
            
            I do. I'd have retrieved it after the fight was over.
Perception, overhearing the whispering?: 1d20 + 11 ⇒ (20) + 11 = 31
Locke chuckles.
Also, Tereze's plan sounds awesome.

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            The hallway on the other side of the pit curves to the south and continues straight for twenty feet. At this point, the hallway splits in a T-junction; a path opens to turn right to the west into another chamber, or another path continues straight to the south for about thirty feet before turning to the left/east out of sight.
Since no one has expressed an opinion, Kegan suggests “Chamber to the west?”

|  Tereze Amnell | 
 
	
 
                
                
              
            
            One way is as good as another to me.

|  Testudo Graeca | 
 
	
 
                
                
              
            
            100% floating turtle ferry!
Roshi grunts happily at the acknowledgment, but wriggles his legs unhappily as he floats across the gap with others on his back.
Testudo nods to Kegan.
Seems like a fine choice to me my comrade! To the west!

| GM Irish202 | 
 
	
 
                
                
              
            
            Kegan: 1d20 + 9 ⇒ (13) + 9 = 22
Locke: 1d20 + 11 ⇒ (1) + 11 = 12
Melisande: 1d20 + 14 ⇒ (9) + 14 = 23
Tereze: 1d20 + 0 ⇒ (9) + 0 = 9
Testudo: 1d20 + 3 ⇒ (11) + 3 = 14
Roshi: 1d20 + 1 ⇒ (8) + 1 = 9
Contents of Spoiler C...
Entering the chamber to the west reveals a room with sixteen five-foot-wide alcoves, each containing the crumpled remains of a sparring dummy, filling this room. The room is rectangle shaped, about sixty-foot long north-to-south and twenty-five feet wide. Beyond the entrance that brought you to the chamber to the east, there are no other apparent exits to the room. The group searches the room briefly, and locate nothing else of interest in this room.
Contents of Spoiler D...
Returning back to the main path, the hallway continues to the south, then turns to the left/east and continues for about another sixty feet. The hallway debauches into a long chamber with the majority of it taken up by a large, deep pool of calm water. Irregularly shaped ledges and an artificial island of stone rise from the waters that appear to be fifteen-foot deep. This chamber is rectangle shaped, about one-hundred and twenty foot long west-to-east and thirty foot wide. The entry platform lies fifteen feet away from the nearest stone island, with the other two islands being about ten more feet further to the east. A visible hallway exits the chamber off of the furthest stone island on the east end of the room.
If you wish to jump (DC 15 Acrobatics for 1st island, then DC 10 to reach either of the two remaining islands) or other supernatural means to cross the islands, please read 'Secret Spoiler F.' The levitate spell should still be active on Roshi and would qualify, though at least one person will need to cross to anchor the rope on the far side of the room. If you wish to swim (DC 10 Swim) or wade between the islands, please continue to 'Secret Spoiler G.'

|  Tereze Amnell | 
 
	
 
                
                
              
            
            Well, I zink we can all ride across again, if someone can pull Roshi.

|  Kegan the Chaotic | 
 
	
 
                
                
              
            
            Kegan looks it over, then states "Shouldn't be a problem."
Acrobatics, take 10 for the jumps: 10 + 12 = 22
He then pulls on the rope to get the floating turtle across.
After advancing past the stone islands amidst the water in this room, you do not notice anything valuable or otherwise noteworthy remaining in this room.
You are able to exit out of the chamber via the hallway on the east side of the room, where it advances to the north for about 25 feet. There it opens up into a 25 foot by 30 foot antechamber, that is connected to a similarly shaped chamber to the north by a five foot opening in the north wall. Both chambers have more of the dilapidated and broken fighting dummies, but are otherwise bare. A noticeable door can be seen in the attached chamber to the north, set into the eastern side of that room.

| GM Irish202 | 
 
	
 
                
                
              
            
            Kegan: 1d20 + 9 ⇒ (6) + 9 = 15
Locke: 1d20 + 11 ⇒ (13) + 11 = 24
Melisande: 1d20 + 14 ⇒ (15) + 14 = 29
Tereze: 1d20 + 0 ⇒ (19) + 0 = 19
Testudo: 1d20 + 3 ⇒ (12) + 3 = 15
Roshi: 1d20 + 9 ⇒ (1) + 9 = 10
If you wish to advance through the hidden door instead of the more readily apparent door, please read 'Secret Spoiler I.'
**Current Map updated for level explored so far.**
 
	
 
     
     
     
	
  
	
  
 
                
                 
	
  
 
                
                 
	
  
	
 