
Hadran, The Fallen |

"Thank you. It seems foolish to risk injury for curiosity so we will leave that place for now. Should we go investigate the mines then?"

Burkhardt of the Versed Vows |

A little planescape-y/spelljammer-y then. Nice!
Burkhardt raised an eyebrow. "We might. I'd worry about... I'm sorry, I don't know that we ever asked your name." He waited for the woman to answer before jumping to his previous train of thought, "Well met. My concern is that we might find some crucial information beyond these traps that would help us in the mine. Without it, might we be putting these two in needless danger?" Burkhardt wasn't advocating to get mauled by the trap, but he wanted to ensure all angles were considered.

GM Rednal |
Honestly, less Planescape and more general recognition that the planes and other worlds absolutely exist and can be visited. XD Most of the stronger deities aren't fixated on one world, so your adventures can totally take you to all kinds of exotic locales if that's where you want to visit. I have, like, dozens of distinct demiplanes I could work in. XD
"D-delbina Rask." she said.
As you considered the trap, one thing you noted was that it was quite magical - and powers that could dispel or remove magic might be enough to stop it from activating.

Hadran, The Fallen |

Thanks for the reminder. :)
Hadran weighs Burkhardt's words then looks to the shack and attempts to dispell the magic there.
Dispell Check: 1d20 + 6 ⇒ (15) + 6 = 21 Surge: 1d6 ⇒ 5
With a display of power magic surges fourth from Hadran toward the shack.

Burkhardt of the Versed Vows |

I see, nice! Well yeah, feel free to throw planar options at us going forward. I love that stuff.
Burkhardt was surprised at Hadran's display and glad he didn't merely act on impulse. He might of said something sooner... :-P

GM Rednal |
There was a sizzling sound as Hadran focused his powers and simply blew through the magical energies protecting the building. A few moments later, you moved up to the stone door - and it refused to budge. A quick examination revealed the entire structure to be magically-treated, reinforced masonry - serious construction and measurably better than anything else you'd seen on this colony (or in most places you'd visited, for that matter... they clearly didn't want people getting inside, hence the multi-layered defenses). Without the password or a way to bypass it, it would likely take quite some time to try and break through... and badly damage anything not specifically designed for the task.
"Um, th-that's the vault where they store the crystals from the mines." Delbina volunteered as you worked.

Burkhardt of the Versed Vows |

"I'm confident that this vault possesses a sturdy foundation, and there's no burrowing past the defenses this time." Burkhardt said. "To the mines it is. Delbina, what sort of crystals are mined on this island? The Chelish authorities were rather terse with details before sending us on our way."

GM Rednal |
"Um... a-as far as I know, they're fairly normal crystals - valuable, but not like diamonds or anything. It takes e-expertise to mine them properly, which is why Deepmar's always been a long-term penal colony. I-I never actually went to the mines myself - there are a few different ones, though. I think there's a map somewhere?"

Hadran, The Fallen |

"A map, yes there was a map in that building over there of the mines I believe. Lets go take a look and head out."
There was a map on one of the walls right? I think I'm remembering correctly.

Burkhardt of the Versed Vows |

Indeed there was.
When they made their way back to the maps, Burkhardt pointed out one mine in particular. "The reports said that girallons living in the area had been giving them trouble. Given what we encountered here, seems like the place to start, no?."

GM Rednal |
Thinking back, you remember that dig sites Avernus, Dis, and Erebus have not been mined in some time. Dig site Phlegethon was the one having the ape troubles, while dig sites Malebolge and Cocytus have had pockets of vermin unearthed that poisoned some of the miners. Dig sites Stygia and Caina were the current sites of mining before everyone went missing. They are also the farthest sites from the colony.

Hadran, The Fallen |

"The one with the apes seems a logical start but they were mining Sygia and Caina sites when they went missing, also a logical starting point. Lets start with Phlegethon as its closer and just one site to cross off."
They will head back to study the map to find the way and head toward that did site.

Burkhardt of the Versed Vows |

Man, the new website is flashy and all, but I miss the forum remembering which alias to use for which game.
Burkhardt concurred and followed behind.

GM Rednal |
Yeaaaaah. Oladon might be able to work something out with his add-on. o wo Or it's just a feature they haven't been able to re-implement yet. Evidence suggests they're not done altering the site, so more features could still come out. XD
Midfoviing's tail swished around. "Um... you want me to stay here and protect her, or should we all go together?" she asked, pointing at Delbina.

Burkhardt of the Versed Vows |

"I'd feel better about your safety, Delbina, if you stayed by our side. But you've been through much, and make no mistake that the pursuit of this mystery is the pursuit of danger, so I'd leave the choice to you."

Hadran, The Fallen |

"I agree, if she wishes to come she may. Either way Midfoviing will watch over you."

GM Rednal |
Delbina glanced at the largest of your weapons for a moment, then swallowed and nodded. "S-sometimes it is safer to be close." she said... and you saw a small spark of valor in her expression. Just being around mortals could affect them, and perhaps some of your innate energies were starting to rub off on her now that you were paying real attention.
Any preparations you'd like to make before you head out to Dig Site Phlegethon?

Hadran, The Fallen |

Hadran nods. "Midfoviing will protect you with her life if it comes to pass, but do not threat or dwell on that. You survived and will continue to do so. Think of what still lies ahead for you and let it give you strength. Now lets go so we can soon leave this place."

Burkhardt of the Versed Vows |

Ready to go!
A smile broke out on Burkhardt's face. "You may even find a bit of excitement in it. Just remember to stay close, and no harm will come to you."

GM Rednal |
After double-checking and memorizing the map, then orienting yourselves - getting lost wasn't likely to be a problem for you, but you did need to know where you were heading - your group set off.
After about half an hour of walking towards Dig Site Phlegethon, a horrible stench fills the air, wafting from the remains of a herd of indigenous animals. More distressing than the horrible odor of death and decay is the condition of the animal carcasses. All of them are so mutilated as to seem far beyond natural predation.

Hadran, The Fallen |

"These have been savagely mauled. We can bet whatever we find will attack and be aggressive. Everyone be on guard."
Hadran will take point and proceed

Burkhardt of the Versed Vows |

Burkhardt commanded Erstehund to stay close. "Likely not a mundane beast, either," he said, muffled through a handkerchief to his nose.

GM Rednal |
After another few hours of walking, you find a forty-foot-wide hole extends vertically into the earth, a narrow path corkscrewing down around its inner edge. The shaft drops nearly a hundred feet into the darkness below, growing only slightly narrower as it reaches its bottom. Massive chunks of unearthed crystal formations poke out from the cold stone along the mine’s floor.

Hadran, The Fallen |

Any signs of recent activity?
"This mine is certainly rich with this crystal. Lets continue deeper."

Burkhardt of the Versed Vows |

And is this wall to wall, or does the path continue around and past the hole?
Burkhardt nodded, and offered a reassuring smile to Delbina. "Pretty easy going so far, but let's not let our guard down."

GM Rednal |
That was advice that... probably should have been taken. As you approached within ten feet of the bit to examine it, the entire rim shuddered as hundreds of stony, earthen hands erupted out of the ground to grab and tug at you. Midfoviing and Delbina, further back, were in no danger - but the two of you and Erstehund were.
CMB: Grapple (Hadran): 1d20 + 18 ⇒ (9) + 18 = 27
CMB: Grapple (Burkhardt): 1d20 + 18 ⇒ (7) + 18 = 25
CMB: Grapple (Erstehund): 1d20 + 18 ⇒ (2) + 18 = 20
Burkhardt and Erstehund managed to jerk away from the initial grabs - Hadran did not.

Burkhardt of the Versed Vows |

Init: 1d20 + 5 ⇒ (13) + 5 = 18
Lesser Stimulate Body (DC 12): 1d20 + 13 ⇒ (3) + 13 = 16
"Hadran! ǝbןnq sǝןɔsnɯ ɹnoʎ!" Burkhardt shouted, hoping his recitation granted Hadran an edge over this... attack? Trap?
Burkhardt also gets fast healing 1 for 1 round.

GM Rednal |
You are not in combat.
As Hadran asked a question, the hands grasping him began pulling him forward, holding him over the edge of the pit. Meanwhile, Burkhardt and Erstehund - who hadn't left the area yet - had to contend with the continuing efforts of the hands to grab them.
Grapple (Burkhardt): 1d20 + 18 ⇒ (4) + 18 = 22
Grapple (Erstehund): 1d20 + 18 ⇒ (15) + 18 = 33
Burkhardt managed to continue avoiding them - Erstehund was not quite so fortunate.

Hadran, The Fallen |

What does lesser stimulate body do?
After getting caught by surprise by the trap Hadran struggles against the hands trying to break free.
CMB: 1d20 + 14 ⇒ (3) + 14 = 17

Burkhardt of the Versed Vows |

Oh duh sorry. +2 enhancement to STR for 5 rounds. So your CMB result should be 18.
Of course, Burkhardt cursed himself. Now it's got Erstehund too.
Burkhardt scrambled out of the trap of the trap, and then offered Erstehund the same help. "sʍɐظ puɐ sbǝן uı bop ǝɥʇ sı buoɹʇs!"
he boomed.
Lesser Stimulate Body (TDC 14): 1d20 + 13 ⇒ (16) + 13 = 29

GM Rednal |
Hadran struggled, but the trap remained in place, holding him up. (That said, breaking free without getting over ground again might be... awkward.) Erstehund, likewise, wasn't able to break free of the arms - though it did appear to be enough to stop him from being moved... for the moment. Burkhardt was the only one currently free.

Hadran, The Fallen |

Is there room for Midfoviing to fly in and grab Erstehund without getting caught up?
"Midfoviing if you can save Erstehund. Then come and grab me if you can maneuver. Having my wings back would be a blessing."
CMB: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23

Burkhardt of the Versed Vows |

Burkhardt dug quickly into his bag for his spider silk rope, throwing it to Hadran and trusted that Midfoviing can help Erstehund. He also shot a glance back to check on Delbina, making sure no one was trying to take advantage of the confusion.
Ranged Touch Attack?: 1d20 + 8 ⇒ (1) + 8 = 9
That's not really how this plays out, is it? Burkhardt pressed.
QUIXOTIC reroll: 1d20 + 8 ⇒ (3) + 8 = 11 Yeesh ok.

GM Rednal |
At Hadran's words, Midfoviing darted forward to try and pry Erstehund away from the grasping hands. "Let... him... go!" she growled.
Opposed Grapple: 1d20 + 14 ⇒ (16) + 14 = 30
Spell: 1d20 + 18 ⇒ (9) + 18 = 27
It was close... but the dragon girl's bloodrage won out after a few tense seconds, and she hauled Erstehund up into the air. Hadran was, alas, unable to get out... while Burkhardt was having no luck at all throwing the rope.
(Delbina seemed fine. Nothing was happening around her, and while she seemed a bit panicked, it was nothing too worrying.)

Hadran, The Fallen |

cmb: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19
"This is annoying." Hadran continues to struggle.

Burkhardt of the Versed Vows |

"Midfoviing! Get Erstehund to safety then come to me!" Burkhardt called as he made another attempt to throw the rope to Hadran.
Ranged Touch Attack: 1d20 + 8 ⇒ (11) + 8 = 19

GM Rednal |
This time, Burkhardt managed to get the rope close to Hadran... just in time to see the many grabbing hands latch onto it and start tugging it (and possibly Burkhardt) closer to the edge of the pit. Midfoviing, meanwhile, was flying back.
Opposed Strength Check: 1d20 + 4 ⇒ (7) + 4 = 11
Roll Strength, Burkhardt. On a failure, you're dragged closer. On a success, you stay in place. On a success of 5 or more, and if Hadran manages a touch attack against AC 15 to grab the rope, you can pull him ten feet towards you. Or, of course, you can just let go of the rope, in which case no rolls are needed.

Aleksson |

No guts, no glory!
Strength: 1d20 + 5 ⇒ (9) + 5 = 14
Once Midfoviing set him down, Burkhardt called for his dog. "Erstehund!" he said, teasing the other end of the rope. If he can pull Hadran to saftey and get some playtime in with Erstehund, well, that's a win-win. As he pulled against the hands, he only hoped that Hadran could grab the rope... and soon.
Plan is that Erstehund then Aids Another on my STR checks.

Hadran, The Fallen |

Touch Attack: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
CMB: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Hadran manages to grab the rope and hopefully start working his way back.

Burkhardt of the Versed Vows |

Dang it. Really thought I had posted as Burkhardt yesterday. *sigh*

GM Rednal |
With Erstehund helping, Burkhardt managed to start pulling Hadran towards him. The lord of valor wasn't free yet, though he had managed to grab hold of the rope. Another good heave would be needed to pull him completely free.
Opposed Strength Check: 1d20 + 4 ⇒ (6) + 4 = 10
...And Burkhardt had a very reasonable chance of success.

Burkhardt of the Versed Vows |

Strength (+ Aid Another): 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
No, not this time. Take this energy, and let me pull Hadran is free, he bargained.
QUIXOTIC reroll: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 | Man these rerolls don't like me. At least this one made a difference.
With Erstehund's help, Burkhardt gave the rope a final yank and pulled Hadran out of harm's way. "Looked dicey there for a moment. Are you alright, friend?"

GM Rednal |
Hadran managed to get loose from the grabby hands for a moment - and that was enough to let Burkhardt pull him free. The hands didn't vanish as you stepped out of their range, though - they continued to move around, seeking to grab at anything else that might enter their range or approach the edge of the mine. They had no ability to move further than their reach, though - so staying just a few inches back meant you were safe.

Hadran, The Fallen |

"Fine, fine. Thank you. That is not normal for a mine I don't think. So what are they trying to protect? Or who do they wish to keep out if they have the whole colony already?"
Where there other directions to go?