DM Carbide |
OK, you'll end up with 900 gp net from the mayor. Trox, you're fine.
The dam is about twenty miles upriver, so if the party sets out first thing in the morning they can expect to get there early in the evening, with a check for forced marching. Otherwise, Fort Rannick is on the way, and the party can rest there overnight and get to the dam during the following day.
What's your choice? There's no sign of increased water flow in the river, and you may have other ways of getting there more quickly.
DM Carbide |
Anyone else going to vote?
Trox Ragmend |
I speak quietly. "Thank you for fixing that problem, it was going to slow me down. I can march all day lets go."
DM Carbide |
Thanks again for your patience. I probably won't have much time to post once we get into next week, so I figured I'd better drop at least one to set the scene for the upcoming segment of the adventure.
The party stops for the night at Fort Rannick, finding that the rangers have started to clean the place up. They're still staying outside in the fort wall, though...it isn't that clean yet.
The next morning, refreshed, the intrepid adventurers continue their trek north. Fortunately the rain has stopped for the moment It's still a slog, as the choice of path is between dense forest and recently waterlogged riverland.. Eventually, though, the end of the march comes into view.
Spanning the great breadth of the gorge is Skull’s Crossing. The massive wall of stone holds back the waters of the Storval Deep—but only just. Thousands of skulls have been carved into the dam’s face, with five larger ones decorating the middle length. The easternmost of these immense skulls is all but hidden by a steady flow of cascading water pouring through what appears to be a recent break in the dam. For now, the ancient dam seems to
be holding its own against the Storval Deep, but unless these rains end soon, the recent flood looks to be but a minor precursor to a fantastic disaster.
The eastern slopes of the gorge are sheer and slick with rain. On the west side a narrow stone stairway winds up toward a cave mouth near the western rim of the dam. From this distance you can tell that the edge of the stairs are decorated with some sort of poles or fence, but it's hard to pick out details. Just then, the rain restarts.
Cordwin Ironbeard |
Perception DC20: 1d20 + 17 ⇒ (20) + 17 = 37
Hey! Look sharp! There are several lumbering shapes moving around the top of the dam! Cordwin says quietly as he points to where he saw the shapes.
Trox Ragmend |
Perception: 1d20 ⇒ 2 Bwahahahaha
"What where?" Trox looks the wrong direction completely.
Druamin |
Perception: 1d20 + 15 ⇒ (2) + 15 = 17
Druamin looks where Trox is looking. "Yeah, I don't see anything there either." Then he notices the others looking up at the wall and he nudges Trox with his elbow and points. "I think they're talking about up there."
"You know, I think climbing up on the east side is going to be pretty much impossible for most of you. I can shift into some animal and get up there pretty easily but that won't help anyone else. So, I guess it's the path on the west. But I'd say we should get up there soon. I don't think that this dam is going to hold much longer the way it is. I mean, I'm not really an engineer or anything but it seems pretty obvious."
DM Carbide |
Where to now? Up to the cave, or something else?
Trox Ragmend |
"The path it is, I could climb but it seems silly."
DM Carbide |
It's about 200 feet above the water level.
DM Carbide |
The party heads up the spray- and rain-slicked path, a seven-foot winding stairway of stone climbing the cliff face some two hundred feet before ending at a cave mouth. Hundreds of stakes line the edges of the stairway, many of them decorated with skulls--some animal, some humanoid, but all marked with a strange skull-shaped rune on the brow.
The steps are sized for large creatures, so anyone who's not a giant or ogre has to struggle a bit to ascend.
DC 7 Climb check, but you can take 10 on the check.
Trox Ragmend |
Trox gives a boost to any that need it is they traverse the large stairs. He looks at the skulls and shrugs.
Trox Ragmend |
"Trolls? That sounds about right."
Taking 10 is 17, I should have added that.
DM Carbide |
Entering the cave, it's a short passageway that ends in a small alcove. However, there's an opening fifteen feet above the ground that opens to the west.
DM Carbide |
Nothing disturbs the party as they struggle up the oversize stairs, eventually reaching the cave.
You're now faced with a somewhat more difficult climb to get to the opening in the back of the cave.
DM Carbide |
Udent flits up invisibly, then returns to the cleric. "There's a two-headed giant up there, sitting against a wall and chewing on a dead human's leg."
DM Carbide |
What do you want to do?
Trox Ragmend |
"Eating a leg, probably nor a new friend. Never seen a two headed giant anyway, lets go."
DM Carbide |
Udent can carry up a rope, but there's nothing to tie it to and he isn't strong enough to hold it in place while you climb it. Do any of you have a grappling hook?
DM Carbide |
It was DC 7 going up the steps that led to the cave. At the far end of the cave, there's an opening 15 feet above floor level. The stone of the cave wall is somewhat friable, so to get up to the opening is a DC 15 Climb check every quarter of your movement rate in feet. So a 30' move would take two successful Climb checks to get up to the top, and a 20' move would take three.
Reynard Freeman |
"Give me a minute, I've got a better solution." Reynard says, as he begins pulling out assorted vials and flasks from various pockets.
As a Beastmorph Alchemist, I can get a fly speed from my mutagen, and between it and Bull's Strength boosting my strength, I can lift a heavy load of 800 pounds. I ought to be able to shuttle the party up there in a couple of trips.
Trox Ragmend |
"I can get up there easy enough in short order. At worst I can hold it where it is."
Climb is +11 without weapons and shield stowed. Trox can get up their easy enough, statistically in no more then three rounds.
"When your ready to help the others I will head up and keep it busy. I am sure it wont be that tough."
Skarn Hornfels |
”I too can make it up, and invisibly at that.”
Forgot about stowing my shield! With that, I can take 10 and make it up in no time. Throw down a buff, bane, etc, and start smoking that giant. Killing giants is what Skarn does best.
DM Carbide |
What's the plan? Skarn climbs up while invisible, Trox follows him, and once they're up they melee the giant while Reynard ferries everyone else up?
Druamin |
Sorry for the silence for so long. Finals week at school is wrapping up. Next term I only have two classes (I was taking two and teaching two this last term -- probably a bit much). And for my day job, our project milestone is getting close to wrapping up too. I think that a lot of my time pressure will be off soon.
Druamin tilts his head up to the tunnel entrance. "I'm sure I could finagle a way to get myself up there but not sure about Kobu. If Reynard could carry us up, that would be good. But, did any of you consider lure the giant down here?"
Skarn Hornfels |
"I offer that we can try any plan we want, but that we can only have one. To attempt this with several plans at once would be lunacy. Therefore, I will withdraw my own plan, and we will choose one of yours."
DM Carbide |
I don't know; setting aside my GM hat for a moment that plan sounds doable to me. Your better melee folks play bridgehead and hold off the giant while the rest of the party gets up there as reinforcements. About the only way to get everyone in place faster would involve dimension door or communal fly.
Skarn Hornfels |
I hear that, but Skarn doesn't consider himself the brightest bulb in the box, and Reynard said his plan is better. Reynard is a smart guy, so Skarn figures his plan is the one to go with!
Reynard Freeman |
"Skarn, I'd rather Trox not have to solo that giant while I ferry everyone else up. Why don't you and Trox both go, and I'll drop the others just after." Reynard says, as he starts drinking extracts.
Let's say Druamin and Kobu first, the Cordwin and Erond?
DM Carbide |
Kobu can also climb.
Skarn Hornfels |
"That sounds good, from the time I go invisible, I can be to the top in under 12 seconds I expect. Are there any buffs desired by the group before we start?"
So, ummm, a move action to climb allows you to move 1/4 your speed in distance, but you can do that twice a round, correct? I have a 40' movement speed. I can climb 10' per move action. I can thus climb 20' in a round. That should put me up the full 15' in a single round, correct? Or I can take 2 rounds, and do 2 rounds of casting along the way.