| baldwin the merciful |
Kichiro asks, 'Did you hear that scream from above?" As the four doors are opened.
1=Kichiro
2=Takeo
3=Masumi
4=Hajime
1d4 ⇒ 2
Takeo you perceive a screaming, burning samurai falling down the shaft toward toward from the shaft above.
Make DC 15 Reflex save or be struck for 3d6 ⇒ (5, 2, 6) = 13 of fire damage (as flaming sphere). Regardless of whether they are struck or not, you must also succeed at a Climb check where the DC is 15, plus the amount of any damage taken in order to prevent themselves from falling 20 feet to the floor.
| Takeo, Samurai |
Takeo clinches himself close to the wall trying to avoid the horriable image falling at him.
reflex: 1d20 + 6 ⇒ (6) + 6 = 12
climb: 1d20 + 15 ⇒ (5) + 15 = 20
Unable to avoid the image it slams in to Takeo knocking him loose of his holds he falls 20' to the floor landing with a dull thud.
dice are not liking me, doesn't look like I'm making it out of here :)
| baldwin the merciful |
After the burning samurai drops it disappears by now you've reasoned that it was another haunt. Perhaps the last fool to try to climb up these shafts From your angle and Takeo's, when he get up the shafts have rungs from what you can see and they shafts themselves extend up for quite some way given you limited light.
Where to next? are you going up 1 shafts or separate ones?
| Masumi - UfD |
Got the kids... spring break, were there any nets (as gear or as weapons? might make it easier to climb or build a saefty... net.
What do you think... fire trap up there? If I had some of Hajime's "light", I could climb up and check for traps. Maybe creating footholds for easier climbing.
| Masumi - UfD |
The one the samurai came down, of course. Masumi offers a genuine smile.
While I'm climbing... if you would knot some rope, it will make the climbing easier later.
Please use the following as needed. Let me know if you need more.
Climb: 1d20 + 21 ⇒ (12) + 21 = 33
Perception, general: 1d20 + 10 ⇒ (8) + 10 = 18
Perception, traps: 1d20 + 13 ⇒ (10) + 13 = 23
| baldwin the merciful |
As each member climbs up the shaft you each have the following memory:
You remember...
You remember stabbing pain.
You remember the curved dagger. In you heart the blood flowing out from your chest as your life drained away. You remember the blood on your
hands as you clutched feebly at the dagger.
You remember the burning of the blazing fires in the night and the cheers of those watching on, cheering for you to die.
You remember the world spinning, the sudden feel of fear as you died.
You remember the cold blackness of death.
| baldwin the merciful |
Each of you crawl out of the shaft and into a vast, circular room, perhaps fifty feet wide in diameter, has a ten foot high ceiling. The floor and ceiling alike are tiled with spiraling black and white tiles. The effect is quite startling and you can easily imagine the floor and ceiling to be swirling around, spinning slowly, but surely, in counter motions to one another. The whole effect is disorienting.
Everyone needs to make a DC 18 Will check or suffer the effects of vertigo for 3d6 minutes. Those so afflicted suffer a -4 penalty to all
d20 rolls made for skill checks, saving throws or attack rolls.
vertigo: 3d6 ⇒ (1, 4, 4) = 9
| Hajime - UfD |
will save 1d20 + 5 ⇒ (1) + 5 = 6
Shakily, Hajime climbs out of the shaft and crawls away from the opening, not willing to trust rising up to her feet yet.
"That was definitely less than pleasant. I think that I remembered dieing, but I don't feel dead right now. I feel alive. I know that I am alive. so what am I remembering?"
| Akio |
Yeah, I totally misread the order of events, sorry...:-P
"Mine as well." Akio sits on the floor, joining Hajime. "Once we're ready, how can we get to the next level? Use the hooks on the poles and climb them, perhaps?"
| Masumi - UfD |
2 snippets, please... double-tap.
Masumi warn the others, continuing cautiously. The fact that grease is typically flammable crosses his mind... He mentions that as well.
Perception, trap: 1d20 + 13 ⇒ (17) + 13 = 30
Climb: 1d20 + 21 - 4 ⇒ (16) + 21 - 4 = 33
| baldwin the merciful |
You remember being underwater, gripping your sword, as you swam towards a large open pipe.
You remember crawling through a sewer, sword at the ready, as you near a ladder leading up.
You are able to climb past the grease. As you pass the grease a Kumo-gaki appears in the shaft, as if it glided through the wall itself.
It is a twisted, ugly, yellow-skinned creature, with two extra arms and multi-faceted eyes, this hideous monster hisses at you, exposing razor like teeth dripping with ichor and a long, prehensile tongue.
| baldwin the merciful |
Up From Darkness initiatives:
Takeo: 1d20 + 1 ⇒ (14) + 1 = 15
Hajime: 1d20 + 2 ⇒ (14) + 2 = 16
Akio: 1d20 + 5 ⇒ (19) + 5 = 24
Masumi: 1d20 + 6 ⇒ (4) + 6 = 10
Kichiro: 1d20 + 3 ⇒ (4) + 3 = 7
Kuma Gaki: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative:
Akio
hajime
Takeo
Kuma Gaki
Masumi
Kichiro
RD 1 begins:
The creature is 5 feet higher than Masumi.
One person can try to get up to Masumi, where the two can hang on the steps fighting one handed each; however, you need to climb past a grease trap that he did not disable.
| Masumi - UfD |
Yes, you did. Thought it was just in place... not waiting for a trigger... just be avoided if spotted/known. You're being more than fair. I'll me more careful next time.
Disable Device, grease trap: 1d20 + 11 ⇒ (12) + 11 = 23
| Akio |
Akio climbs the rope past Masumi and draws his katana.
Knowledge (religion): 1d20 + 7 ⇒ (18) + 7 = 25
Climb: 1d20 + 14 ⇒ (10) + 14 = 24 (Subtract whatever you need to for vertigo)
If he can attack as well.
He swings his katana at the creature, and feels the weapon bite.
Attack (+2 Ghost Touch Katana): 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Damage: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11
| baldwin the merciful |
Kumo-Gaki are undead. They spiderwalk so they can move along any surface with ease, they have sunlight weakness, their web-spittle.
Web-spittle - once every 1d4 rounds in place of a bite attack, a kumo-gaki can spit a noisome ball of phlegm at a target. This sticky mass of spittle functions similarly to a web, or a tanglefoot-bag, so
that those struck suffer a -2 penalty to attacks, a -4 penalty to Dexterity, and unless they succeed at a DC 14 Reflex save, they are unable to move (those that succeed have their movement cut in half). Those
stuck to the floor must succeed at a DC 15 Strength check to move. The spittle cannot be cut away, but it can be burned.
Blood drain - A kumo-gaki can drain the blood from helpless victims, such as those paralyzed by their poison, dealing 1d4 points of Constitution
damage per round.