Darwyn Tafare |
Coming right up! This PBP always does its huge bursts of activity while I'm not near a computer!
Darwyn takes a deep breath, patches up some little scratches from earlier fights (surge used) then descends the rope, equipment all straped firmly to his back, he clings on despite the pain caused by the sludge and rain. As he climbs he sings an old miners song from a little town far away. They used to sing it as they shimmied their way home out of the mines. Inspire Competence Athletics
Athletics: 1d20 + 10 ⇒ (4) + 10 = 14
Rev DM |
Urk. Not great ... but, this is a group check. You won't take full damage if you do fall. Wait for Darion and Levana to roll before you panic.
Everyone will take the 3d10 necro for passing through the necrorain waterfall, but if one of Darion or Levana make the DC21 Athletics, you all make the climb.
Darwyn Tafare |
Urk. Not great ... but, this is a group check. You won't take full damage if you do fall. Wait for Darion and Levana to roll before you panic.
Everyone will take the 3d10 necro for passing through the necrorain waterfall, but if one of Darion or Levana make the DC21 Athletics, you all make the climb.
Come on guys! I'm the only one with raise dead!
Rev DM |
Rolling on Darion's behalf. Athletics: 1d20+8=27. Success!
Helping each other out, the group make their way successfully into the slimed walls of the passage and continue on their way. With the help of Thom's light, everyone can see the vile residue of necrotic matter seeping through the walls.
3d10 necro-rain damage for passing through the waterfall:
Norrin - 8
Darwyn - 15
Levana - 21
Samson - 13
Darion - 5 (he has resist 11 necro)
Lyan - 0 (rolled 14 and he has resist 11 from the cloak)
2d10 passage damage to get to the junction:
Norrin - 13
Darwyn - 7
Levana - 18
Samson - 10
Darion - 8 (after resist 11)
Lyan - 0 (after resist 15)
Levana in particular suffers from traversing the narrow pathway, her elven senses more readily susceptible perhaps.
Which way folks? Left or right. First three to post decides it.
Rev DM |
The passageway twists onwards and ends in a ruined hallway. Lined with green tiles, now cracked and broken, the hallway extends 50 feet (10 squares) and ends in the increasingly familiar face of the Devourer. An open mouth gapes at you.
Blue dot indicates current position. Note that the distances are approximate on this thing.
Rev DM |
The group backtracks, working down the oozing passages towards the familiar junction. It is possible to pass without touching the walls if care is taken.
At length, the passage widens into a corridor of finely worked stone and a pair of double doors. These swing back to the the touch and reveal a spherical chamber covered in runes that give off a silvery sheen. Lines of runes mark the entrance, exit and centre of the chamber. The green lines.
You are approaching from the left side.
Rev DM |
Darwyn is baffled.
Someone can aid him. 17 is going to get you nowhere, I'm afraid. Aid another is DC16.
No worries Darwyn, as long as I know you're still around. More concerned about Darion who hasn't surfaced in close to a month. I'll DMPC him for now, but if he doesn't show up again soon, I'll advertise for a replacement if that's acceptable to everyone.
Rev DM |
Giving it a try on Darion's behalf.
1d20 + 6 ⇒ (13) + 6 = 19 - Arcana
"Ah."
Darion snaps his fingers. "A prison."
As fragments of knowledge accummulate, Darwyn pieces it together.
DC10 Athletics check per square to move from your side of the chamber to the central green line. DC20 Athletics per square to from from the central line to the far side. Passing the green line opposite requires a DC20 Thievery check. Any character starting their turn in the chamber takes 5 ongoing damage (se).
Lyan Hurzin |
Lyan will bring up the rear, in case of anything unforeseen.
Summary: Turn 1, move to center line. Turn 2, move 3, start ongoing. Turn 3, move to far line, succeed at Thievery. Three failed saves, total 20 damage.
Samson Gord |
Samson moves through the room Following Levana's steps.
I don't think I need to make them for the first half but not sure how many I need to make anyway...
1d20 + 17 ⇒ (15) + 17 = 32
1d20 + 17 ⇒ (3) + 17 = 20
1d20 + 17 ⇒ (7) + 17 = 24
1d20 + 17 ⇒ (7) + 17 = 24
1d20 + 17 ⇒ (7) + 17 = 24
1d20 + 17 ⇒ (6) + 17 = 23
Rev DM |
Lyan - you don't need to make the Thievery check.
Darywn - roll another two Athletics at DC10 please to get you to half way and another 5 at DC20 to take you out of the room. You only start taking damage if you fail enough to leave you in the room at the start of your turn.
Darion tries to follow Samson, Levana and Lyan. Overconfident on the first part of his journey perhaps, he finally scrambles out of the sphere somewhat the worse for wear.
One roll per square traveled. A failure means the square is not traversed and must be re-rolled.
1d20+8=9 - fail
1d20+8=17 - success
1d20+8=19 - success
1d20+8=23 - success
1d20+8=19 - success
1d20+8=25 - success and he's at half way
1d20+8=23 - success
1d20+8=21 - success
1d20+8=16 - fail
1d20+8=27 - success
1d20+8=18 - fail, but he takes 5 ongoing for starting his turn in the sphere
1d20+8=15 - fail
1d20+8=17 - fail
1d20+8=21 - success
1d20+8=26 - success, he makes it across
1d20=4, failed save
1d20=11, saves.
Darion takes 10 damage total.
Norrin Axebeard |
"I relish the pain."
"Hahaha, that's the spirit! Wait... what?"
Turn 1
Standard Action
H5 (Auto-success with Athletics +15)
H6 ^
H7 ^
G8 ^
G9 ^
F10 1d20 + 15 ⇒ (19) + 15 = 34
Move Action
F11 1d20 + 15 ⇒ (4) + 15 = 19
F11 again 1d20 + 15 ⇒ (5) + 15 = 20
F12 1d20 + 15 ⇒ (2) + 15 = 17
F12 again 1d20 + 15 ⇒ (18) + 15 = 33
E13 1d20 + 15 ⇒ (4) + 15 = 19
E13 again 1d20 + 15 ⇒ (7) + 15 = 22
With the threat of pain as his motivation, Norrin busts through the invisible resistance like a mime.
Rev DM |
Once the nature of the sphere reveals itself, the group have no particular difficulty in passing through it.
On the other side, the passageway is wider and made of comparatively finely worked stone, leading on into the darkness. And since I guess you'll be going down there ...
Eventually, it bends to the left and ends in a small chamber adorned with three glowing portals. There appears to be no other exit.