Sorin of Nidal
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sure you can, we're not in combat, and this isn't a skill check to aid another. Silly if you can take 20 to try to bash open a door, but you can't reliably aid another and take twenty. You'd rather I try to open this 20 times, and you try to aid me 20 times? Lets just say it takes however long and we get it open and make lots of noise. If not , we spend time trying, and when we can't get in, our decision to check the stairs next is made for us.
Corsario
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I'll say you can put some elbow grease to it and finally move the door, but taking a long time (taking 20) and making some noise.
Sunless Grove Map
The walls of this long chamber are of brick, the ceiling supported by stone arches. Remnants of bedrolls and other camping equipment lie along the southern wall. It has not been used in days, maybe more. No traces of the black tar are here.
The door to the Northeast seems barricaded in the same way as the previous one.
I'll let you try an open it quick... Roll Strength Check DC 24 again
Sorin of Nidal
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Sorin, exceedingly frustrated at the door, quivers in barely restrained anger, and gives it a solid shove. anyone wanna help?
Str check: 1d20 + 5 ⇒ (19) + 5 = 24
::edit::
Door creeks open...
nevermind
Sorin exhales and appears tired.
Pushes it open more, and peeks in, looking around.
perception: 1d20 + 3 ⇒ (2) + 3 = 5
Kuraishimo
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"I wonder what happened to those that were camping here."
Isaac Quinn
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"Whoever they are, I hope they didn't encounter whatever it was that destroyed the market...", says Isaac as he searches the campsite for anything that would identify the owners.
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Corsario
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"Whoever they are, I hope they didn't encounter whatever it was that destroyed the market...", says Isaac as he searches the campsite for anything that would identify the owners.
The equipment is for 5 or 6 human size individuals. Good quality. Was stored with care, and like they weren't to return for a long time.
Corsario
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Sorin lets his inner rage shows and in a shove opens the door, pushing the debris away, and letting him use his Darkvision to see what is behind.
You are fatigued for 2 rounds, as you drop the rage.
Sunless Grove Map
Mounds of rubble line the walls of this partially collapsed chamber, but here and there patches of brickwork are visible on the floor and walls. One rounded alcove remains in the northern wall, though it lacks a sarcophagus.
But what really gets Sorin's attention are the 3 small figures surprised by Sorin sudden entrance before they could get a chance to hide!
Creatures Image
SURPRISE ROUND!
You can do an standard action on the surprise round. Only Sorin can see them (at first) so somebody would need to close in with a torch before you could attack (unless you have Darkvision).
So the order is:
Sorin first.
Somebody with a torch or light.
You all later.
Please also make your initiative roll for the next round.
Enemies Init: 1d20 + 3 ⇒ (12) + 3 = 15
Corsario
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Initiative = 6
And your standard action for the surprise round?
Kuraishimo
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Kuraishimo will 5ft step to where he can see the doorway and toss a grease underneath as many of the critters as he can.
DC 17 Reflex Save or be knocked prone.
Sorin of Nidal
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fatigued Init: 1d20 + 4 ⇒ (15) + 4 = 19
Sorin will take a hand off his katana, pop his spring loaded dagger and chuck it in the surprise round. And then 5ft back, wielding his katana.
fatigued dagger: 1d20 + 6 ⇒ (3) + 6 = 91d4 + 2 ⇒ (2) + 2 = 4
dunno the range increment, or if they have cover. But I'm going to wild guess that's a miss..
Isaac Quinn
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Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
We opened the door to find three creatures. Tiny, big noses, weird curved blades. Looked as surprised to see us as we were to see them. I didn't see any reason to shoot first - after all, these diminuitive denizens could hardly have caused the chaos in the slipper market. No, I had bigger fish to fry, fish which could demolish buildings in a single swipe of whatever it swipes with. Fish that apparently could breath without water. Fish that, as a metaphor, break down the more you think about it.
Isaac pulls out his gun and says, I don't know who you all are, but we're not here to hurt you, despite what my friend just did. Come on out, let's talk about this peacefully...."
Diplomacy roll, if necessary:
Diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15
Corsario
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Enemy Reflex Save: 1d20 + 6 ⇒ (19) + 6 = 25
Enemy Reflex Save: 1d20 + 6 ⇒ (12) + 6 = 18
Enemy Reflex Save: 1d20 + 6 ⇒ (14) + 6 = 20
The creatures are agile enough to avoid falling at Kuraishimo grease, and seems to ignore Sorin and Issac words.
You all move within attack range of the creatures (melee or ranged, as needed). Sorin and Merisiel go first, then the creatures, and then the rest.
Sorin of Nidal
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just to put them all in one post
25 merisiel
19 sorin
15 enemies
13 leastrie
9 isaac
6 kurashimo
On his turn, Sorin will move up to one of them, attempt to flank if merisiel has moved to attack, or set up a flank if M is delaying. Oblivious to his allies attempt at diplomacy, Sorin swings with his katana at the little gremlin things.
ends his second round of being fatigued and returns to normal
Corsario
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Sorin takes advantage of the Dark Creeper being unable to react (flat footed) and cuts him deeply with his katana.
Right, he is back to normal.
Corsario
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The enemy Sorin attacked tries to defend himself with a dagger, grabbing his side while lunging at him.
Enemy Dagger Attack Roll: 1d20 + 6 ⇒ (4) + 6 = 10
He misses miserably, and takes a 5' step backwards, trying to hide in shadows (to little effect, especially again Sorin).
The other two, at seeing Merisiel stop his attack, assume a defensive position, waiting to see what the others do, while speaking a language any of you can understand.
They ready attacks with their daggers against anyone that comes near
Isaac Quinn
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Isaac will mime holding his hands up and backing away, saying, "Let's just...leave each other alone? That work? That good with everybody? No reason to get hasty here..."
Sorin of Nidal
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when it comes back to his turn, Sorin gives Isaac an obviously quizzical glance after his hand gestures, but backs up a little, sword raised, to stand next to merisiel.
i ready to attack if one of them approaches hostile
Corsario
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The three enemies remain on the edge of the room, on defensive stance.
While they try to talk with you it seems they are unable to understand you, as you can't understand them.
Octavius Carolingian
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initiative: 1d20 + 8 ⇒ (19) + 8 = 27
27 Octavius
25 merisiel
19 sorin
15 enemies
13 leastrie
9 isaac
6 kurashimo
Sorin Mon! wat you doin?! goin crazy on these things
I will swift action my wand of MM out, and ready an action if they try to cast anything. I will also make a knowledge check on these guys, I am guessing local
kn local: 1d20 + 9 ⇒ (14) + 9 = 23
Leastrie Oakenleaf
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Leastrie shifts restlessly from one foot to the other. Does anyone understand their language or has a spell that does so? His hand grips his blade a little tighter as he watches the humanoids trying to communicate. We appear to be in a bit of a standoff.. The elf remarks dryly.
Corsario
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Octavius remembers stories about "Dark Creepers", strange humanoids living underground, never seeing the light of day (in fact impaired by bright light), fond of venoms and ambushes...
They look like the ones he heard about.
The "Dark Creepers" seem unable to talk any language you have, nor seem very inclined to try and talk to you... They only make signs and sounds that seems to tell you "go away"...
Merisiel Talios
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"Not much of a standoff, really," Merisiel says, "since I don't think they pose much of a threat to us. I imagine there just waiting to see what we do, and where they'll have to defend themselves."
"Like I said, I say we leave 'em and continue on. We have bigger things to find." With that, Mirisiel turns and leaves the room, tapping Sorin on the shoulder as he goes.
Sorin of Nidal
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Sorin looks around, baffled.
Seeing everyone indicate leaving, sorin sighs and casts detect magic , and taking a few rounds to look around a8 before slowly backing out
Leastrie Oakenleaf
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Leastrie sheathes his sword in the scabbard on his back and grabs his longbow. All right then, let us be off. He gives the dark creepers a show of empty hands before continuing on and readying his longbow.
Corsario
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You don't see anything magical in the room, and as soon as you get out you see them close the door and hear them barricading it again. As far as you know that room doesn't have any exits, so it seems the "Dark Creepers" are plan to stay there for a while....
Kuraishimo
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Kuraishimo is happy to move on and leave the creepers alone.
Corsario
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You return to the descending stair. Sorin peeks at the corner and sees it keeps going straight and down as far as he can see. It is dark, and is covered in the dry black tar you are following. All the debris that seem to have existed in the stair was removed and deposited that the end of the stair, the room with the sarcophagus. You start descending, into the bowels of the earth, down under Carrion Hill...
... After some 100' you stop for a second thinking you heard something... But no, all is quiet, the stair keeps maddening straight and down, forever without any end in sight. You decide to press on...
... After some 300' more you stop again... You think the stair is getting smaller... The steps are more tight together... The air is even more stale and insufficient... The stair keeps going... The tar is still covering all, drier and drier... And there is still no end of the descent in sight...
Corsario
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You press on... you advance another 300'... you should be very deep into the earth. You feel your legs getting tired of all the stairs, descending into hell.
Sorin thinks he sees something, far away... a difference in the distance...
Do you continue descending?
Corsario
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800' feet away from Aroden's Shrine, in a forgotten place, away from light and blessing, the stairs end in a huge carved stone and natural chamber.
Ancient stone pillars support a stone ceiling here. Thick sheets of pale fungus and mold cake most surfaces. To the south, the hall has collapsed in rubble, but to the north it opens into a vast cavern in which eerie glowing light flickers. A thick, dry smear of black slime and strange circular prints in the mold runs from the flight of stairs in the west wall north into this cavern.
Cavern Map