Aranthis Drallidur |
Seeing as how the rest of the group was going down into the watery pit, Aranthis decided to stay up top. "I'll be up here if you all need me. I'll keep an eye out and make sure Horgus and 'Vash aren't unprotected."
Akinra |
Reflex please all entering the room, the small one, not the water filled one.
Akinra |
Wow, nice saves
A spike pit trap opens as you enter the room threatening to swallow up the small group entering the dimly lit chamber. On the far side of the pit trap sits a humble chest. Inside you find a light
wooden shield, a ring, two scrolls, and two potions of dark vision along with 250 gold pieces, neatly stacked, rolled, and labelled.
Meanwhile, upstairs, as the pit trap triggers below you hear a grinding and notice a statue slide out of place to reveal an old, well rusted, ladder leading up.
Seraphine Fiammetta |
Assuming I can do so before that pit trap resets (if it does reset), then I will use Detect Magic in conjunction with a Spellcraft roll to determine if the ring has any magical properties, or what it actually is.
If I cannot do so before traps or whatever reset / its dangerous / unduly delays the group, then I'll do so later when things calm down.
Seraphine looks at the ring, and examines it critically while muttering a spell under her breath to determine if the ring has any magical properties. After success (or failure), she then turns to the scrolls, handling them with care as she tries to determine any arcane glyphs on the scroll.
Spellcraft on Ring: 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft on Scroll #1: 1d20 + 6 ⇒ (16) + 6 = 22
Spellcraft on Scroll #2: 1d20 + 6 ⇒ (5) + 6 = 11
Akinra |
no, the ladder is up with Horgus, and leads further up. you have a rope and some gar below. The shield is +1, the ring is of climbing. It will take longer to decipher the scrolls unless you have cast read magic. The fish are getting agitated by your presence.
Zogar Demonsbane |
"I hear you," Zogar agreed. He waited for the others to climb up successfully before leaving the oversized fish dinners to their own devices.
On reaching the top, he examined the ladder suspiciously, scrunching the scars on his cheek. "Aranthis, does your knowledge of metalwork tell you this pile of rust will hold my weight?" The hulking Kellid frowned as he peered up where the ladder went. "Would that we knew how to open this again should it close behind us."
Iomedae Starfall |
Iomedae stuffs the loot in her backpack ties herself to the end of the rope and attempts to climb the rope.
Climb: 1d20 ⇒ 16 First 10ft
Climb: 1d20 ⇒ 11 Second 10ft
Climb: 1d20 ⇒ 6 Falls 20ft
Falling dmg: 2d6 ⇒ (1, 4) = 5
Climb: 1d20 ⇒ 1
Falling dmg: 1d6 ⇒ 3
Once again embarrassed by her utter inability to climb Iomedae says "Ok, can anyone give me a hand?"
Akinra |
Iomedae makes it splendidly up the rope for the first twenty feet before she begins to struggle. Luckilly, she just manages to hang on. The second invasion of the water seems to be all the gar are willing to take. They seem ready to attack to defend their beautiful mongrel munchies against anyone who cares to venture back in.
Aranthis Drallidur |
Is Zogar back up as well?
As each person comes up, Aranthis helps them get up through the opening quickly. "It's a good thing those fish had something to distract them. They're looking pretty vicious now, can't imagine how riled up they'd have been otherwise."
Upon Zogar's suggestion, Aranthis takes a look at the ladder to make sure it's safe.
Knowledge(Engineering): 1d20 + 5 ⇒ (8) + 5 = 13
Zogar Demonsbane |
Iomedae, with the rope knotted it should have been easier to climb. Also, wasn't the ring a ring of climbing?
I already mentioned climbing up after the others. Did I need to roll?
Climb, just in case: 1d20 + 3 ⇒ (14) + 3 = 17
"Mere fish are not worthy opponents. Give me a demon to slice apart!" Zogar proclaimed, emphasizing his words with a thrust of his sword.
Akinra |
Iomedae found the last 10 hard, did not fall because DC is 5, that is why no fall/no damage. Zogar has to roll just because taking 1 fails.
You are all reunited at the top of the rope, with a decrepit new ladder available, as well as a hole in the found to climb down in the room where you were able to locate your companions neatly boxed up.
Akinra |
perception: 1d20 + 6 ⇒ (9) + 6 = 15
perception: 1d20 + 6 ⇒ (8) + 6 = 14
The stench coming from a deep hole at the center of this room is overwhelming. This room is devoid of any furnishings whatsoever. There is a single exit, a tunnel to the east.
Akinra |
It is a foul smelling new hole! Yay subterranean areas! Lots of holes.
Aranthis Drallidur |
When Allrianne heads off to investigate the next room, Aranthis stops for a moment to clean off her blades, drawing each one from its sheath and wiping it down before re-sheathing it.
"I wonder how much further we have to go through this compound before we find the path back to the surface?" she says as she works on the blades. Stopping to gaze up at the ceiling she adds, "I wonder how the battle in Kenabres is going. I hope they've been at least as lucky as we have down here, they certainly need it."
Zogar Demonsbane |
"I would like to know how that demon penetrated the city's defenses. We will not have a dragon to save us should it happen again." Zogar seemed to take it as fact that they would reach the city again.
He climbed up after Allriane, squeezing his bulk through the hole. He wrinkled his nose at the stinking hole, his sword drawn once more, and looked down the eastern tunnel.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Akinra |
What are Zogar and Allrianne currently using for light? When you entered the area, I believe you had torches in hand at the brief skirmish at the gate.
Peering down the tunnel as far as you can with torchlight reveals naught.
You do hear some scraping and scratching coming from the hole. Then silence.
Allrainne notices that she is not quite so stealthy with Zogar next to her as she was before.
Perception and Initiative for those up the ladder. DC is 23 plus or minus depending on your lights.
Aranthis Drallidur |
Before heading up, Aranthis takes a moment to pray to Torag, calling forth a blessing of light on one of her blades. She thens climbs up after the others and draws her blades, using them to help light the area.
Perception: 1d20 ⇒ 18
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Seraphine Fiammetta |
Seraphine follows up after Aranthis, pausing only to pick up a small stone in her hand. Once at the top, she whispers something under her breath, and the stone glows with light, before she hurls it into the darkness, lighting it up.
Perception: 1d20 ⇒ 19
Initiative: 1d20 + 11 ⇒ (12) + 11 = 23
Apologies for the noise
Zogar Demonsbane |
I'd forgotten about the light! Good thing the rest of you have it covered, Zogar fights 2-handed.
1d20 + 3 ⇒ (19) + 3 = 22
"Something lurks in that hole. Beware!"
Akinra |
Sorry, getting set for a felony hearing on Thursday, Summary Judgment hearing on Wednesday, and a Bankruptcy on Tuesday. All together, my weekend was shot, and this week looks to be largely the same.