| Urg Legbreaker |
Initiative = 1d20 + 2 ⇒ (3) + 2 = 5
Now that the swarm is (hopefully) dispersed, I will, once again, want to circle around the big bug. Hopefully, someone's in I-8, in which case I can flank from K-10. Otherwise, I'll go to K-9, or even K-8 if necessary. I'm adding the +2 to my attack.
Attack = 1d20 + 9 ⇒ (18) + 9 = 27
Damage = 1d12 + 6 ⇒ (4) + 6 = 10
| Black Tom |
Urg's greataxe finishes off the beetle, already damaged by the splash from Vug's blast. With a mighty chop he sends the beetle sprawling, a disgusting brown liquid seeping out through the cracked carapace. Even more disgusting is the sight of surviving small beetles scuttling forth to feed off it.
167 easy xp to you.
The north and south walls of this large chamber taper in somewhat, and in the nook of the far eastern wall rests a wide stone basin backed by a five-foot-tall shelf. A hardened orange paste spills out over the two-foot basin lip and covers much of the shelf.
A huge organic mass completely fills the room’s southwest corner. Judging by the beetles spilling from within, it appears to be an enormous nest.
| Valgrim Twin-Axe |
Valgrim walks around the room, trying to avoid the nest, using his stonecunning and Perception:
1d20 + 6 ⇒ (20) + 6 = 26...+2 for Stonecunning
| Valgrim Twin-Axe |
Valgrim grunts, sheathes his waraxe, and with handaxe in hand steps into the nest, and digs the lumps out for the party to get a better view, using the handaxe to break any stiffened sludge.
| Black Tom |
The sludge is crisp and papery, so Valgrim's axe cuts easily through it, sending a number of beetles scuttling away. Inside there are the skeletal remains of three bodies wearing soiled red leather armor with the now familiar double MM. The armors are useless but one of the bodies is carrying three small vials and another carries an average-sized pearl (worth 100 gp).
| Valgrim Twin-Axe |
In the meantime, Valgrim goes for another submersion underwater and checks out both the right and left rooms to make sure he did not leave any stone unturned. Perception check, if needed:
1d20 + 6 ⇒ (9) + 6 = 15....+2 if stonecunning
| Black Tom |
Valgrim finds some interesting stuff in the room opposite the one where you fought the ghoul. A pile of tattered clothes stuffed into one of the lockers hides a pouch containing 38 gold, 2 platinum, and 55 silver pieces. It is otherwise identical in shape and contents. Nothing else appears to be of interest.
| Valgrim Twin-Axe |
Valgrim brings the pouch out and informs the party of what he found.
"Unless we have cold magic, which we didn't have before, the only other option is to light all the lanterns and see what happens."
We go back up and hang/light all the lanterns.
I'll be keeping track of party loot and there is a spoiler in Valgrim's profile to keep things easier.
| Black Tom |
As there isn't much left to explore down here you go back up and hang the lanterns in their presumed places, placing lit torches in each one.
I misread the description initially. Only the green lantern contains an Everburning torch. The only difference it makes is the loot value though. Just wanted to get it right.
As you light the last lantern you hear a grinding noise in the direction of the blue lantern.
| Valgrim Twin-Axe |
"The blue lantern is the one with the Stone Face in the passage above that almost blew us off. Maybe it's not there anymore." Valgrim hurries there and climbs the chain to have a look. He takes 10 if he can.
| Valgrim Twin-Axe |
Valgrim alerts the party and leads them down the passage, both axes out.
If 5' wide, suggested Order: Valgrim, Urg, Vug, Chisora, Friar, and Bubluka. Unless Chisora wants to go first to check for traps.
| Black Tom |
The passage is 10 feet wide but very soon turns into a very strange room.
Through the gaping mouth at the end of the hallway is a long, dark room with no floor. A three-foot-wide beam of petrified wood spans the chasm, leading straight ahead into darkness. About ten feet below the beam, countless iron spheres the size of large oranges form an irregular floor, but it’s impossible to tell if they represent a wholly solid surface.
The walls to either side are covered in a honeycomb of geometric patterns. The featureless stone ceiling extends about twenty feet from the beam.
Those of you with darkvision can discern a metal door on the other side of the room, some 45 feet away.
| Chisora |
I'm happy to go first and check for Traps, although the way I've been rolling lately we'll probably all fall into a Spiked Pit Trap. ;)
Chisora once more casts light onto her Hanbo and climbs through the stone mouth, making sure to sweep for Traps as she goes.
Perception Check: 1d20 + 8 ⇒ (10) + 8 = 18
EDIT:Ninja'd by the GM... ;)
Leaving the beam for the moment, Chisora moves towards the walls to examine the honeycomb pattern, alert for anything out of the ordinary.
| Black Tom |
The only way of crossing the room short of either Spiderclimbing or walking across the iron balls is the beam. The same goes for the side walls. As stated, the room has no real floor (no visible one at any rate).
Chisora spots no traps. Are the rest of you following? And at what distance? You will obviously be walking in single file on the beam.
| Valgrim Twin-Axe |
Valgrim holds Bubluka back. "Can't you use the wand of unseen servant to send it across to send it across? This set-up looks suspicious."
| Valgrim Twin-Axe |
Bubluka has the unseen servant for an hour.
Valgrim speaks to Bubluka: "Ok, have the unseen servant within 30', walk ahead of you on the beam and we'll follow you." Valgrim sheathes the handaxe to have one hand free, in case he falls.
Do we need Acrobatics checks? How high above the balls is the beam across the room? Does it ever get higher than 10'?
| Valgrim Twin-Axe |
"Ok, the architecture of this room is very odd. Why the narrow beam if it is only 10' above the floor? To force you to go on the floor? Then there must be some danger on the ground. And what's with these iron balls?"
EDIT: "Does anyone detect any magic?"
| Valgrim Twin-Axe |
DM, can Feres cast detect magic, since you are controlling him? :-)
If no magic is detected, Valgrim ties the silk rope around his waist, gives the other end to either Bubba or Urg and lowers himself the 10' onto the floor and balls, waraxe in hand, looking out for any danger.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19...+2 if undead
| Friar Feres |
Sorry, Feres doesn't have detect magic prepared, but it is one of Bubba's known spells.
BTW, turns out I DO have internet access here at the beach, so I will be able to keep up with the PbP!
As Valgrim prepares to descend to the iron ball-covered floor below, Feres prays for Sarenrae to grant the brave dwarf a bit of Her holy guidance. Cast Guidance on Valgrim: +1 competence bonus to a single attack roll, saving throw, or skill check; duration 1 minute or until discharged.
| Valgrim Twin-Axe |
"Bubba, don't cross yet, til Urg and I have had a chance to investigate down here." Valgrim slowly starts crossing the room, walking on the iron balls carefully, so as not to fall. He is wielding the waraxe in 2 hands.
| Black Tom |
As Valgrim gingerly picks his way among the iron balls, suddenly there is a clicking moving as the balls ahead of him seem to move of their own accord. What looks like a cobra made of metal plates with shining red dots for eyes shoots out of the balls and bites your leg. Fortunately it fails to penetrate your armor.
Suddenly you hear a disembodied boyish voice echoing around the chamber: "Ouch! Watch out for that one."
Roll for initiatives. The cobra is on 13.
| Valgrim Twin-Axe |
"Damn, serpent!"
Any idea what it is?
Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Knowledge (Dungeoneering): 1d20 + 4 ⇒ (19) + 4 = 23
Knowledge (Nature): 1d20 + 4 ⇒ (9) + 4 = 13
| Valgrim Twin-Axe |
After the serpent's turn, Valgrim looks in disdain at his teammates' lackluster efforts and brings his waraxe down on the cobra.
Attack:1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d10 + 6 ⇒ (7) + 6 = 13
Confirm roll: 1d20 + 7 ⇒ (16) + 7 = 23
Additional Damage: 2d10 + 12 ⇒ (4, 1) + 12 = 17 additional damage..wooh! first crit of the game!
| Black Tom |
Actually that was the serpent's turn in the surprise round.
Valgrim dodges the metallic serpent's second bite too and proceeds to decapitate it. That's another 100 xp for you there.
As Valgrim sends the snake's head clattering away across the iron balls, you hear another eerily cheerful voice coming out of the wall behind Urg: "Impressive." The source of the sound follows right after.
What comes out of the wall looks like a translucent 13-year-old farm boy with a broken neck, long black fingernails, and a demoniac glare in his eyes. He continues to speak (unless you try to forcibly interrupt him) "I have been here for ages, you know, as a punishment for abandoning my family in a time of need. I ran away and was killed in this very room."
"I've seen a lot of adventurers like you come and go. The trap in the walls kills most of them, but others have left in humiliation, unable to pass through the far metal door. But I could help you, you know."
"I can't leave the way you came because of my curse, but I am able to push through the far wall. Beyond is a glorious chamber of strange carvings and a pillar of air. And there’s a catch on the other side of the door that opens it without a problem. I’ll trigger it for you if you take my bones from here (they lie right at the other end of the room) and bury them with my family on a farmstead just beyond Diamond Lake. Do this for me, and I will be free. You will never be able to get through the door otherwise."
| Black Tom |
She jumps back when the ghost comes out of the wall. "Hello, Mister Ghost. What wall trap are you talking about? Do iron balls shoot out of the walls?"
The ghost looks surprised, which creates an uncanny sight as he cranes his broken neck upwards. "Why, yes, milady. How did you know? Hurt like hell it did too, if you pardon my language."
| Valgrim Twin-Axe |
Valgrim gripped his waraxe tightly when the ghost appeared. Damn undead, they should all be put down once and for all. But wait, this is but a boy and he's cursed, asking for our help. I have to put my prejudices aside.
"Where are your bones, boy, so we may end your curse? Did you have a name in life?"
Knowledge (religion)(undead): 1d20 + 4 ⇒ (6) + 4 = 10...Does Valgrim know anything specific about ghosts, etc?
| Black Tom |
Sorry, bad editing there. Should have said Wolfstone for Diamond Lake.
"My name is Alastor Land, and I grew up at the Land farmstead, just outside Wolfstone. That's where I'd like you to bury me, next to my family that died from the plague many years ago. My bones can be found about three feet below the surface of the iron balls. If you could lift my curse I would be eternally grateful, and of course I'd be happy to help you get through that door."
Valgrim is unable to recall anything useful about ghosts except common lore.