Rale Darkvayne |
I suck at swimming. I was thinking I could have
Bruden swim out and I could tell him where to swim out to, and to submerge there and just get all the keys in that cluster. We could tie the rope around his waist and I could tug it when he picks up the right one.
This is a great idea!
DM Jelani |
A creature can swim half its speed up or down with a DC 10 Swim check as a full-round action. Characters carrying a medium or heavy load can automatically descend 10 feet per round without making a swim check.
Unless the character that swims to the bottom can detect magic, trying to describe the key’s location is nearly impossible unless both characters make a DC 15 Intelligence check. Furthermore, unless the swimming character brings a waterproof light source such as a sunrod or light spell, the depth of the pool means they’ll be operating in near-darkness.
Malzuket Cobblebarn |
I assumed there was enough light because we could see the keys from the surface, but we could always have Rale use light on a rock. I can Mage hand it to above where the correct key is. Granted, it'll have to fall the last 10 ft, but if the water's calm it should fall close.
Are the keys densely piled up near the magic one? And would I get a bonus to the Int check if I did the rope thing with Bruden? I'm trying to avoid having me swim, if possible. I have a -1 swim check, so even to swim out to where the key is and then swim back, I could only take 10 with a guidance spell from Rale. I suppose we could do the light in the rock thing. Then Rale hits me with guidance. Then me and Bruden swim together at the surface of the water. Then Bruden hands me something "heavy" (I'm a weakling so I only need some rocks or debris or something weighing 7 lbs and I'm encumbered) so I sink. I grab the right key, let go of the rocks, and float back up. Riskier, but it can be done. What do you guys think? Sorry for th lack of an IC post right now, but my access is limited for a while longer.
DM Jelani |
I mean, you're really light. If you hold something heavy, sink to the bottom and then have them pull you up with a rope you won't be down long enough to drown. You are right next to the entrance of the crypt, you can just go outside and find a big rock that you can leave at the bottom of the pool. You have 24 rounds before you would start drowning. Should be plenty. 4 to go down, 1 to grab rock, 4 to get dragged up is only 9.
Bruden |
Bruden nodded as he listened to the Gnome's plan. "I'll get a rock" he said simply when he was done.
As he walked outside to get a rock, he reflected a bit at the bravery of their friend, and hoped nothing bad would happen to the guy. He always knew that when he went deep, his ears hurt and chest hurt and it wasn't terribly fun. Yes, he was pretty glad it wasn't him going down there, but he would have taken the chance if he could have told what key was going to be the right one.
Tyr Vigil |
I don't like the idea of Master Cobblebarn going in there alone. The way things have been going I wouldn't be suprised if there were something waiting in there. As he says this he begins sheding his equipment and armor.
I am going to need a rock too. If anything happens I want to be able to get down there fast.
Tyr will take his sword or dagger into the water with him. I don't know how using a sword underwater would work but I would rather the sword than the dagger. Tyr will wait on the edge of the pool with the rock and if there is trouble he will jump in and let the rock cary him down to help Malzuket.
DM Jelani |
The door is untrapped and opens with the key from the shadow room. A small stone bench sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.
Tyr Vigil |
Tyr is glad that things went smoothly in retreiving the key. He is also glad that he didn't have to jump in the water to help Malzuket. He puts his armor back on and follows the others into the next room dragging the big sheild from the statue with him.
perception 1d10 + 1 ⇒ (10) + 1 = 11
Bruden |
Bruden takes a look at the mural, something nagging at him. [b]"Mighta forgot somethin'." He says, and backs out of the room.
He goes back down the hall to the golem room and finally checks out the door at the bottom of the former stairs. With nimble feet he goes down the steps gracefully and checks the door for traps, also seeing if it is locked.
DM Jelani |
This small chamber has a table on the opposite side of the room. On top of this table are a number of items, each with a small note attached.
For Bruden a masterwork heavy mace, for Malzuket a wand of magic missile (10 charges) and a scroll of scorching ray, for Rale a wand of cure light wounds (10 charges) and a scroll of lesser restoration and for Tyr a suit of masterwork banded mail. The notes have their names and what the items are.
Bruden |
Bruden looks around not wanting to seem to eager. After being satisfied that no traps befall them, he gathers the things and carries them back to the group. If there is any threat at all, he will flee. He easily pops up the slope outside and heads back the way he came.
After a few minutes, Bruden shows back up in the other room, and starts handing out the presents. When people give him questioning glances he says this, "I went to check out that closet we missed near the golem. I thought it might be the end, but when I saw this, it seemed like this was closer. Sorry if I worried anyone."
Rale Darkvayne |
Rale graciously accepts the gifts from Bruden. Thank you Master Bruden. Rale responds. How is your strength? [\b], Rale inquiries of Bruden trying to decide if he should use the restoration wand on him now or save it, should they run into anymore "black ghosts."
[b]Master Cobblebarn, it might be best if you hold onto this, he states as he hands him the wand of cure light wounds.
Malzuket Cobblebarn |
Outstanding! the gnome exclaims, clapping his hands and jumping for joy like one much younger than he is.
These will come in handy! he says, still smiling as he pockets the scroll and wand.
When Rale offers him the wand that had been designated for the cleric, Malzuket raises his eyebrows. Are you sure? I mean, I think I can puzzle this one out, but it's pretty clear the townsfolk meant this for you...
OOC translation--I can use the CLW wands with a UMD check (and I need to roll a 12 on a D20), whereas you can use it without having to roll. If you want us to have some healing in case you're incapacitated, you can show me where you're keeping it if I need to grab it off you in a pinch. If you still want me to take it, I will. Also, Rale, since you noticed the info about the mural you should tell everyone else IC who couldn't succeed on the roll (I haven't actually rolled yet, but if you tell everyone what you noticed it's moot anyway).
GM Gristle |
Also, I noticed that both Kassen and the mercenaries he was fighting were wearing similar amulets. I am unsure what this means right now, but we should keep an eye out for them. They may be important to our quest. Shall we continue to look for Roldare's sister?
Rale Darkvayne |
Good point. Rale spoke his thought out loud to Bruden. Perhaps I should spend some time with Captain Wisslo. It seems like his pupils have developed well in the art of combat., he thinks.
Rale untied the scroll and stretches it out to read it to Bruden, hoping to restore his strength.
1d4 ⇒ 4 Rale attempts to restore Bruden's strength.
Bruden |
Bruden's physical for improves dramatically. His color returns to normal and he grips his spear with fresh fervor. The smile on his face shows his gratitude as he makes his way to the next door. Although he is elated at his returned strength, he is still careful to check for traps and cautiously opens the next door to the south of their current position.
DM Jelani |
Rale caster level check 1d20 + 2 ⇒ (5) + 2 = 7
The scroll works fine. The door is untrapped and unlocked. Beyond, a single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.
Bruden are you entering the room? Is anyone else doing anything in the seconds after Bruden opens the door?
Tyr Vigil |
While Rale restores Bruden to his former Glory Tyr puts on his new banded mail armor. He neatly folds his torn studded leather armor and leaves it in the corner of the room. After a moments though he adds his heavy crossbow and bolts to the pile. Hopefully they will be able to retrieve these things latter but it is too much to carry now. He then takes his polehammer and bastard sword and practices a few swings with each to get a feel for the new armor.
DM Jelani |
As soon as Bruden steps into the room the door shuts behind him. He hears no clicking of a lock, but can see the door is a one way deal. The pillar in the middle of the room begins to rotate. Slowly, then faster and faster portending ill omen for the trapped Rogue.
Rale:1d20 + 3 ⇒ (6) + 3 = 9
Malzuket:1d20 + 5 ⇒ (7) + 5 = 12
Bruden:1d20 + 2 ⇒ (5) + 2 = 7
Tyr:1d20 + 2 ⇒ (13) + 2 = 15
Pillar:1d20 ⇒ 17
Initiative
Pillar 17
Try 15
Malzuket 12
Rale 9
Bruden 7
So basically the western door is a one-way door that shuts automatically if no one holds it. Same for the eastern door.
Round 1
Arrows begin to fly out of the pillar striking all over the room.
1d4 ⇒ 4
1d20 + 10 ⇒ (11) + 10 = 21
1d20 + 10 ⇒ (13) + 10 = 23
1d20 + 10 ⇒ (1) + 10 = 11
1d20 + 10 ⇒ (8) + 10 = 18
3d8 ⇒ (8, 6, 8) = 22
Three blunt arrows strike Bruden. Dealing 13 points of nonlethal after your DR.
This probably won't play all the way out in combat rounds, but the first few seconds are most important. Once you guys get a plan going on we can fast forward a bit.
Tyr Vigil |
Tyr sees the door swing shut by itself behind Bruden. He leaps forward and pushs the door open.
Bruden!
When he sees the pillar spitting arrow he calls the sheilds! to Rale. He continues to hold the door open Bruden has a way of escape.
DM Jelani |
Characters holding a tower shield can gain total cover as a standard action, avoiding all of these attacks [the arrows]. A character standing behind the character holding the tower shield gains a +4 cover bonus; any other characters lined up in this fashion only gain a +2 cover bonus to AC. The pillar trap can be disabled, but characters attempting this cannot do so from behind a tower shield and must risk the arrows without protection [from the central pillar].
GM Gristle |
Since I am last, can I just wedge the door open with the shield? I could also try placing my own shield in the door after I have entered the room.
DM Jelani |
Only one person has to enter the room. The rest of you can stay in the hallway. If one person goes in under cover of the shield, they can wait until the pillar runs out of arrows. Someone just needs to hold the door until Bruden can get out, which Tyr was doing. If he runs in with shield Rale or Malzuket needs to take over holding the door until Bruden comes out.