The Wellgabber Deep (Inactive)

Game Master Matt, Garnished Game Designer

CURRENT AREA
Wellgabber Deep Lv. 1 - The Angler-Pipe


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Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Of all the things I thought I'd need down here, a fishing pole is not among them."


Male Gnome Experimental Gunsmith Gunslinger 1: HP:11/12 - AC18,T14,FF15 - Fort +3, Ref +5, Will +2

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Hanging just above the sludge, cradling his musket, Bramble's eyes widen as he sees the creature erupt from the muck.

"Up," he calls out, "Up would be good and up FAST would be bestest!"


Kieran and Anevia, what are your plans? We have two players after you about to hoist our friend out of the muck. The fish itself is slow and sluggish so you should be able to hoist him up.


-INACTIVE-

I'd hoist Bramble, but if everybody else is worrying about that, then I'll take a pot shot at the fishy with my crossbow.

Kieran scrambles to the edge and fires down at the fish, hoping to draw its attention away from Bramble long enough for him to be hoisted up.

Crossbow!: 1d20 + 2 ⇒ (3) + 2 = 5 Whoopsie!
Damage: 1d8 ⇒ 2


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I lean over the edge and fire a crossbow bolt at the fish...
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 ⇒ 3


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Perhaps dangle Bram at a safe height above the water and let him fire at the fish?"


Female Human Cleric (Hidden Priest, Separatist) of Magic 1 - HP: 8 / 8 - AC: 14 (T: 11 / F: 13) - Fort: 1 / Ref: 1 / Will: 5

Antheia remains in the dark as far as what is going on, but assumes something has called the insides of the pipe it's home.

She moves a safe distance away from anything that may jump out of it, and casts Bless instead, to Bless the entire party, holding her book up high.

Each of you gets a +1 morale bonus on attack rolls and on saving throws against fear effects for the next minute.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"We need a plan to progress further. Once we have Bram safely back up, I suggest the following: First, let's make sure that grate is the only way forward. Second, kill the fish and any other problem critters in the pool of slime. Third, figure out a way to open the grate. As to the second item, any other suggestions besides dangling Bram above the pool and letting him fire from a safe height?"


The crossbow bolt goes wide and sinks into the sludge.

Anevia's bolt however hits its mark and the fish begins bleeding viscous green blood.

The sanguine liquid splashes quite far and...

Reflex: 1d20 + 5 ⇒ (7) + 5 = 12

...sprays across Brambleburn, lightly stinging as the acid melts into his flesh.

1 acid damage

===

Meanwhile, Brambleburn is hoisted up safely out of reach and the wounded angler dives back into the morass.

End of combat.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Any other suggestions besides mine?"

Grand Lodge

M Human Warpriest 1 | HP 10, AC 16 (FF 15, T11), CMD 15, Fort +3, Ref +1, Will +4, Percept +6

Orvan catches his breath after pulling up the gnome.

"Whew, the little guy sure squirms a lot when a fish is trying to eat him.
Let me catch my breath and I'll check out the grate.
As far as shooting the fish, I think it is gone."


-INACTIVE-

"Well, that sure was something," Kieran says as she loads a fresh bolt into her crossbow. "The fish has acid for blood! That can't be healthy. Is Bramble all right?"

She turns to Orvan. "Well, I sure hope it's gone. If I was a giant, acid-filled fish, I wouldn't fight us. That's me, though. If you're ready to climb down and tackle that grate, though, I support!" She switches on the safety latch on her crossbow and hooks it onto her belt, drawing instead a strange device that looks almost like Bramble's firearm, though with a far more unwieldy design. "If it pops up again, maybe I'll give him a taste of my baby here. This little guy won't miss."

Switching over to my Weird Science invention for safety's sake. Hopefully I don't end up having to use it.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"So now that the rope is fastened to the door, Orvan is gong to descend, rather than Bram? Seems reasonable to me. Orvan, hopefully you have a ranged weapon of some sort so you can toss a copper coin into the water from above then fire at our aquatic acquaintance when it appears. I'd suggest wrapping the rope around your torso, so that you'll have your hands free if necessary. And if that fish has acidic blood we won't have to season it with vinegar when we eat it for lunch."


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

Orvan, let me know if you see any locks on the grate...
I load another bolt into my crossbow.


Orvan descends the rope quite easily and reaches the sludge. The grate lies just about 15 ft. away from your current position.

No sign of the anglerfish.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Orvan, can you let us know if the grate is above the sludge so that we can get to it without having to swim in the sludge? Also, can the grate be opened or is it removable?"


The grate is halfway into the sludge, and it is not currently open.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways adds rubber hip waders to his shopping list.

Grand Lodge

M Human Warpriest 1 | HP 10, AC 16 (FF 15, T11), CMD 15, Fort +3, Ref +1, Will +4, Percept +6

Seeing that he would have to swim for a bit, Orvan stows his armor before the descent.

Still connected to the rope, Orvan investigates the water and surrounding area, then swims over to the grate.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
swim: 1d20 + 4 ⇒ (15) + 4 = 19

He then checks the grate for any obvious traps or locks.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"If the passage beyond the grate is the only way forward, then I suppose that's the way we have to go, but first we have to find some way to open the grate."


Female Human Cleric (Hidden Priest, Separatist) of Magic 1 - HP: 8 / 8 - AC: 14 (T: 11 / F: 13) - Fort: 1 / Ref: 1 / Will: 5

Antheia continues to peer over the edge, waiting to see what happens. Should the rest go down, she'd follow.

"You can likely pull it open. If that doesn't work...hit it with something."


The grate is not locked, completely rusted through and if you were to give it a swift kick... would probably give way.

You can see another pipe-like tunnel continuing beyond it.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Well it seems our path is clear. I'll wait for one or two others to go ahead before carefully climbing down the rope."

Grand Lodge

M Human Warpriest 1 | HP 10, AC 16 (FF 15, T11), CMD 15, Fort +3, Ref +1, Will +4, Percept +6

Orvan moves forward and opens the grate.

str check if needed: 1d20 + 4 ⇒ (15) + 4 = 19


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I put away my crossbow and climb down the rope to assist Orvan...
Climb: 1d20 + 4 ⇒ (6) + 4 = 10
Acrobatics (in case I slip): 1d20 + 6 ⇒ (11) + 6 = 17


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

I will follow Anevia down the rope, looping it around my arm a few times to reduce risk of falling.

Climb: 1d20 + 0 ⇒ (16) + 0 = 16

and if this fails, then

Acrobatics: 1d20 + 0 ⇒ (11) + 0 = 11

and if this fails too, and I'm still high enough to take major damage from a fall, I will use my arcane bond ring to activate Feather Fall


-INACTIVE-

Kieran looks down over the ledge and turns green.

"...ugh. Y'all please don't let me kill myself doing this, all right? If I'm gonna die down here, I'd rather it not be by slipping and falling from a stupid rope..."

Climb: 1d20 - 1 ⇒ (9) - 1 = 8 Hoo boy.


Female Human Cleric (Hidden Priest, Separatist) of Magic 1 - HP: 8 / 8 - AC: 14 (T: 11 / F: 13) - Fort: 1 / Ref: 1 / Will: 5

Antheia gazes down and considers the circumstances. Deciding to follow the group, she casts Guidance on herself, while whispering a brief prayer, and descends the rope.

Climb Check: 1d20 + 1 ⇒ (18) + 1 = 19

If a 19 is sufficient for a safe decent...:

Antheia looks around immediately. "This...is disgusting.", was the only statement she had regarding the goo. She set about to place Guidance on each party member who reached the bottom safely, fortunately managing to remain stoic and emotionless, despite her verbal disagreement with her surroundings.

You have +1 to a single d20 roll of your choice, made within the next minute in-game.

If a 19 is sufficient for a partial decent, but isn't for a full decent...:

Keeping a firm grasp on the rope, Antheia continues to work her way down slowly. Her face didn't show signs of strain or worry, but it was certain she must have been feeling something.

Climb Check: 1d20 ⇒ 6

If a 19 isn't sufficient for a safe decent, or the partial decent also fails...:

Antheia, losing grasp of the rope, immediately attempts to try and maneuver herself to land properly, and safety roll if needed.

Acrobatic Check: 1d20 + 1 ⇒ (12) + 1 = 13

There was a somewhat small chance that she would fail, but it was worth a shot in her mind, and if anything, the goo should cushion the landing a smidgen if her attempted techniques did not.


-INACTIVE-

Oy, I forgot to roll for Acrobatics in case of horrific failure.

Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16


With the rope, the Climb DC down is only 5, easily attainable.

Orvan pushes the grate open and the passageway before him opens up. For the sake of haste, I assume we all move forward down the pipe.

As you do, the pipe winds up in a large circular room. Stairs lead up out of the sludge onto a stone floor.

The room is solid and rather warm. Heating must be coming down from the vast array of pipes and vents lining the ceiling.

There is a large table in the middle of the room, with wooden chairs surrounding it.

A large lever of some kind rests near the stairs back into the sludge.

Lighting comes from lamps around the walls.

There are two doors, a large iron door to the north and a wooden one to the east.

The staircase coming out of the sludge is to the south.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways looks around the room for anything dangerous.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

"I would think someone calling herself an 'Artificer' would be well situated to figure out what that lever does. Any ideas, Kieran?"


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I look around the room, to see if I notice anything interesting or unusual concerning its contents or construction:

Knowledge (dungeoneering): 1d20 + 6 ⇒ (3) + 6 = 9
Perception 1d20 + 4 ⇒ (19) + 4 = 23


-INACTIVE-

Whew.

In spite of her immense discomfort at the slime squelching in her boots, Kieran grins at Strangways' comment. "Is that a challenge, fella?" She cracks her knuckles, gives her goggles a wipe, and takes a long, hard look at the lever.

Can I take 10 on the examination for an 18? I'd take 20 if I could, o'course, but I know that's usually at the GM's discretion. Also, before or after this, I'd like to Aid Another on Anevia's Knowledge (Dungeoneering) check, since I can attempt it untrained.

Aid Another (Knowledge: Dungeoneering): 1d20 + 4 ⇒ (4) + 4 = 8 Well, poop.


The lever is still easily determined to function a metal plate which moves over to seal the sludge pit, sealing off the room.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Well then, wooden door or iron door? At least we have a table and chairs, should we be inclined to have a leisurely discussion of our options."


-INACTIVE-

"Yeah, but why is there a table and chairs here? Did that anglerfish like to pull up a seat and roll dice with his buddies in here? Something tells me we need to be real careful from hereon." Kieran huffs worriedly as she takes a stroll around the room. "At least it's slime-free. Other than what we've tracked in, I guess."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Perhaps someone more mechanically inclined could check if the doors are locked. That might help clarify our options."


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I check the two doors for locks and traps...

Iron Door:
Perception - 1d20 + 5 ⇒ (19) + 5 = 24
Disable Device - 1d20 + 7 ⇒ (10) + 7 = 17

Wood Door:
Perception - 1d20 + 5 ⇒ (11) + 5 = 16
Disable Device - 1d20 + 7 ⇒ (2) + 7 = 9 or, Take 10 = 17

Grand Lodge

M Human Warpriest 1 | HP 10, AC 16 (FF 15, T11), CMD 15, Fort +3, Ref +1, Will +4, Percept +6

Orvan stands watch for danger.

perception: 1d20 + 5 ⇒ (8) + 5 = 13


No traps can be found on either of the doors. The wooden one is slightly ajar and you can spot what appears to be a dormitory of some sort through the slim wooden crack.


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I carefully open the wooden door and step inside the room, continuing to look about for traps or hazards...
Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways will wait for Anevia to report back. If there's nothing worth pursuing in there, then he will advise the group that the iron door is clearly the only available option.


No traps are detected (and I apologize for the long absence). The room is well furnished and appears to be a dormitory as mentioned previously. A row of six bunkbeds dot the room, each well made.

It appears that this area, coupled with the previous room could serve as a home base or resting area.

There is a wooden chest in front of each of the six beds.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Might I recommend that someone inspect those chests? Someone with more facility with locks and traps than I have?"


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

I inspect the chests for traps and locks. If any are trapped or locked, I will attempt to disarm the traps and unlock the chests.

GM: Do you want a separate roll for each chest, or one roll to rule them all?

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21


Female Human Level 1 Rogue: HP11 - AC17,T15, FF13 - Fort +1, Ref +6, Will +0

Strangways...how about casting detect magic about this room...


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

An excellent idea, Anevia, I'll do that."


-INACTIVE-

"Yeah, well, this certainly looks nice, but before we go kicking our feet up in here, let's make sure these beds aren't, say, portals to hell or something. Let me know if you need help, Anevia. I've got my lockpicking set, too."

As she rambles, Kieran snoops around the room, looking for anything that might have been missed.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8 Them walls there sure look nice.


Female Human Cleric (Hidden Priest, Separatist) of Magic 1 - HP: 8 / 8 - AC: 14 (T: 11 / F: 13) - Fort: 1 / Ref: 1 / Will: 5

While the others explore the room, Antheia pulls out her book once more and begins reading again.

"This room...should be our safe point."


Nothing detects as magical and the chests are easily unlocked.

Loot:

Masterwork Dagger
Masterwork Rapier
Masterwork Scale Mail
Masterwork Shortsword
Potion of Eagle's Splendor
Potion of Resistance
Potion of Stabilize

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