| Karnog Kegmeister |
1d20 + 7 ⇒ (17) + 7 = 24 to hit, 1d8 + 2 ⇒ (2) + 2 = 4 damage
Karnog swings his hammer to smash a rat.
| Grungsdi |
oops
1d20 + 2 ⇒ (6) + 2 = 8 Grung drops Croaker, but quick draws his hammer
| baldwin the merciful |
| baldwin the merciful |
The mausoleum is also busted up but there are a few humanoid bones remaining, after being picked clean by the vermin. Most of the bones have scratches from teeth gnawing. There are some tattered stained leather strips thrown about and there is one small leather coin bag tucked int eh corner under some debris.
| baldwin the merciful |
"We shoild return to the first. We did not examine it properly."
The first mausoleum that the group went into was examined.
You have the following features that have yet to be explored:
The large center mausoleum which has the ornate carving and reliefs, it also has the stone gargoyle features on the roofline. One of which did move when Desmond poked at it. The other three look just like statues.
There are the various rat tunnels.
There is the Well.
*From my POV, it's sandboxy and it doesn't matter which why you go. That being said I will mentioned that each of the remaining areas is an access point to the dungeon - if you survive - but they are completely different levels of the dungeon. So pick well.
| Aurora the Fairydragon |
"Hmm the Mausoleum could be fully of treasure, but likely well guarded.
The Rattunnels should be easiest but very crampy and should be difficult for most. The well..... the well reeks very evily for me. It might be full of undead."
| Malcolm Cavendish |
I do not think that we are going to avoid the evil that radiates this area, or the undead that may be at its source. It matters not to me. The well or the center mauseleum seem most appropriate.
| Grungsdi |
Marked it on my sheet for now
Grung pulls out a rope and ties it off.
Someone drop some light down there., lets see if anything scatters.
| baldwin the merciful |
THE WELL:
An ornately-carved well is located on the other end of the sunken graveyard, opposite the mausoleum. The finely crafted artwork of the well
is diminished only by the horrific images of demons, devils, and undead things that form the bas-relief carvings. Runes and scribbling adorn the spaces empty of these carvings. Anyone gazing down inside sees large, grooved scratches along the interior stones, as if something tried to claw its way up the sides. The well ends in water some 90 ft. below and the torch fizzles out in the water. The echo leads you to believe that the well opens up into a larger cavern at the bottom.
| Grungsdi |
Bah waste o a good torch! Here magic this to glow! He picks up a large rock and holds it out to Feli then he drops that down the well
| Grungsdi |
Are we sure we want to go this way? It seems like a bad idea judging by this?
| Desmond Aeros |
Desmond is already tying a rope around his waist. "Drop me and I'll have your necks, don't you worry about how." Once a few people grab onto the rope he slowly scales down the inside of the well, searching for anything unusual.
Climb: 1d20 + 10 ⇒ (17) + 10 = 27
Perception: 1d20 + 10 ⇒ (17) + 10 = 27 +3 vs traps.
| baldwin the merciful |
Those that descend down the well read the spoilers below, if you have not descended don't peek.
About a 40 seconds after Desmond begins his descent down the well a group of bats flutter out...
As you descend through the darkness of the legendary well, the warnings of numerous adventurers resound in your mind: “Don’t go down the Well.” The diameter is 10 feet and it descends 90 feet. A group of bats surprises you and flies past you, into the sky above. A small cave appears to be opening below you at the end of the well. The entirety of the cave floor is covered in greenish-black water of unknown depth. Small objects float in the water. About three feet up from the water on either side of the cave are two small openings. There do not appear to be any other exits from this room— aside from the way you came in.
You are hanging onto the rope roughly 12 feet above the water. You can see the lit rock below the surface fo the greenish-black water but the cavern is darker than you think it should be.
I need a Will save DC 12.
Do not read the spoiler unless you have traveled 60 feet down into the well.
1) The first is an effect similar to a cause fear spell. Characters must make a DC 12 Will save upon entering the level. They must also make a similar save every time they take a major action— opening or passing through a door out of or into a numbered area, entering a pool, climbing a cliff, etc. Welcome to RA! Characters of 9th level or higher (or if you are immune to fear like Malcolm) are not affected. Failure means that the character gains the shaken condition; they are reluctant to take the action (though he or she will if forced) and all his or her rolls are at –2. These effect last for the entire time the character remains on the level or until a remove fear is cast on the character.
2) In addition, the entire level is covered with blanket of darkness— a spell causing all light sources to shed light at half its normal radius. Darkvision is unaffected. Because of this
darkness, Stealth checks to hide are made at +2 on this level against viewers not possessing darkvision.
What are you going to do Desmond
As players descend they can look at the map.
| Grungsdi |
3d20 ⇒ (3, 14, 16) = 33
Oops Grung falls 9d6 ⇒ (6, 3, 6, 6, 2, 1, 4, 5, 6) = 39
| Grungsdi |
Grung sits up spluttering he stands and quick draws croaker then sets his shield
| baldwin the merciful |
There are bits of human bones and wood float about in the water. The floor is quite slippery and footing is difficult due to all the bones and bits of armor, rusty metal and rotten filth that litters the bottom of the well beneath the water. The walls appear to have been clawed by some large monster, trying to climb out.
Any movement in the cave requires a DC 10 Reflex save
wandering critter: 1d20 ⇒ 6
I know your curious eye had to peek and the roll was not good for you. Hahaha!
| Grungsdi |
1d20 + 5 ⇒ (14) + 5 = 19
Second wind x2 2d4 ⇒ (1, 1) = 2
c'mon ya beastie!. Grung slams croaker against his shield
| baldwin the merciful |
Grung and Des make you saves. What is everyone else doing now that the Grung tumbled down the well? If you are descending make 3 climb checks. DC 8 You have wall but it's slippery.
Grung scrambles to his feet pulling Croaker out and setting his shield, he is seeing a few stars.
Now remember in the LOR when pippin dropped the rock in the well in the Mines of Moria...that's a good image for you all to contemplate.
| Grungsdi |
Just the one will and the reflect right? i passed those
| Grungsdi |
Grung looks around 1d20 + 9 ⇒ (9) + 9 = 18 percep +stonecunning?
He moves to what seems to be the most defensible position, as he does, he thinks better of having croaker at the ready, he arms his sling as he moves
1d20 + 5 ⇒ (10) + 5 = 15 reflex
| Desmond Aeros |
Will: 1d20 + 3 ⇒ (12) + 3 = 15
Ref: 1d20 + 10 ⇒ (12) + 10 = 22
Desmond holds his steel, then twists around as the dwarf falls past him. The rogue gets a rare flash of anger, seething at his clumsiness. "One job. Stay with the main group. Is that so hard you hotheaded midget?" Desmond swings over to the wall, pushing off it to land in the tunnel at the northeastern corner of the wall.
| baldwin the merciful |
Everyone post what they are doing. If you head in the well make 3 climb checks DC 8. Look under the spoilers as you descend and make the save requested.
If you stand in the greenish slimy water that Grung is in you need to make a reflex save DC to stand, and again if you move. You don't have to go in the water, you can make another climb check to swing the rope to one of the tunnels and area near the tunnels.
Small sized characters can enter either of the two tunnels without penalty. Medium characters must remove all but light armor to pass through the tunnels. Tower shields do not fit through the openings.
I'm going to let some others post to check up. Then we will see what creatures curiosity were stirred and are in search of their dinner, I mean the noise.
| Felicitas Sweetfingers |
Felicitas will ask that the rope is securely bound and then, as there is no other information will glide down the rope.
Climb: 1d20 + 4 ⇒ (17) + 4 = 21
Climb: 1d20 + 4 ⇒ (6) + 4 = 10
Climb: 1d20 + 4 ⇒ (8) + 4 = 12
Will: 1d20 + 6 ⇒ (7) + 6 = 13
| Malcolm Cavendish |
If we secure a rope at the top and dangle it down, does it lower the check?
Malcolm secures a rope with a piton from his climbing kit and repels down the shaft.
Climb: 1d20 + 4 ⇒ (18) + 4 = 22
Climb: 1d20 + 4 ⇒ (11) + 4 = 15
Climb: 1d20 + 4 ⇒ (13) + 4 = 17
Malcolm, unaffected by the auras due to his ever-watching God, Abadar.
He approaches Aurora, and with a Divine Mercy bestowed by Abadar, removes the Shaken condition.
Have no fear, for Abadar will guide us.
Malcolm turns on his Cap of Light.
| baldwin the merciful |
Karnog pulls up the rear and climbs down into the well.
climb: 1d20 - 5 ⇒ (18) - 5 = 13
climb: 1d20 - 5 ⇒ (4) - 5 = -1
climb: 1d20 - 5 ⇒ (8) - 5 = 3
"Blasted....."
fall damage: 4d6 ⇒ (6, 5, 5, 4) = 20
There is a large echoing sounds as the dwarf comes tumbling down the well.
will save: 1d20 + 10 ⇒ (8) + 10 = 18
Reflex to sand: 1d20 + 5 ⇒ (9) + 5 = 14
Bruised and probably with broken ribs the cleric scrambles humiliated to his feet.
Ok, everyone is down and I'll update the map and the next action.
Everyone but Aurora has made the initial Will save versus the Fear effect.