
Thomas 'Bellmanok' Riverdancer |

never wait for Thomas, when investigating and perception checks are rolled.
Thomas the oblivious went after Joriannika relying on the others to see and find stuff. But he did provide light.

GM Newsie |

We'll apply your better Perception roll for the hallway to the "Persuasion Chamber" as well.
Guruthos, Joriannika, and Hanzo did a brief inspection of this cruel chamber, not wishing to spend more time than was necessary in here. Most of the devices are too heavy to be moved easily, and too well-built to be broken. Really, the only thing of interest or value is the bronze plaque on the wall. It looks like a family crest, but would be an unwieldy item to haul around: about 2-1/2 feet in "diameter," maybe 50 lbs. It definitely seems like a historical curiosity that would hold value to anyone interested in Belhaim's history.
Thomas, I'm joking. You can totally read it too. ^_^

Thomas 'Bellmanok' Riverdancer |

"The people of Belhaim would like that plague. I could probably carry it. But honestly, I don't want to. We can tell them of it later."

Joriannika |

Joriannika spared the plaque a dire scowl. "These terrible people deserve to be forgotten! Or reviled. ...But I don't think I want to carry the plaque, either."
She joined Thomas as the party entered the hallway.

GM Newsie |

The party follows the hallway beyond the secret door. You walk north and the hall curves west, then south. The floor drops away here as the corridor turns east, though a seven-inch-wide ledge continues along the south wall. The walls are very smooth, offering few handholds. The
remainder of the passageway is filled with a five-foot-deep trough filled with foul-smelling, thick green sludge.
What do you do?

GM Newsie |

Guruthos determines the only thing that could possibly spring up on them is a sudden bout of clumsiness. There are no holes, wires, levers, or anything to suggest something will trigger.
Thomas kicks a bit of stone wall, covered in dust, into the pit below. It seems to take slightly longer for the rock to break the surface and sink. Fractions of a second. Enough to suggest that this substance is slightly congealed.
You could acrobatically walk across this ledge, or attempt to Climb over the pit, though that would be harder. Don't feel rushed to do this. The party can discuss what's best for everyone. Or grunt and play charades, if you're an elf.
Acrobatics DC10
Climb DC25

Thomas 'Bellmanok' Riverdancer |

"I imagine Guruthos could easily dance across that ledge." Thomas says to the group challenging the elf.
Then he addresses him directly. "If you agree, you could scout ahead as always."

Guruthos |

Guruthos grunts at Thomas, then slides his silk rope from the loop on his backpack and ties it around his waste and tosses it to Thomas.
He then lifts his torch, and walks out on the ledge, just to peer around the corner.
acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14

GM Newsie |

Double movement for Guruthos
Guruthos nimbly and carefully peers around the corner. Unfortunately, the ledge only continues for about five feet around the corner before coming it abruptly ends. With the light of your torch, you can just make out where the pit ends and the hall continues, leaving maybe twenty-five feet of green sludge in between.

Guruthos |

A low-pitched, growling groan emanates from behind his mask, as Guruthos ponders the situation.
He looks over the walls closely for any handholds, hidden doors, traps, etc.
perception: 1d20 + 6 ⇒ (18) + 6 = 24
assuming there are none of the above
He returns to the party, points to the ledge and says, "Ledge ends, 20 more feet of... goo." He reaches into his backpack and pulls a bit of jerky from his rations, and tosses it into the goo to observe the reaction.

GM Newsie |

The walls are rather smooth. Barely any handholds, and, again, you do not detect any hidden doors or traps.
...
The jerky hits the surface and kind of rests there for a minute, before slowly sinking into the sludge. As it begins sinking, you do see some slight bubbling of a reaction. The sludge, perhaps once much more potent, a long time ago, seems to have congealed considerably and lost a lot of its effectiveness. You all also notice small bits of bubbling where the stone is now being affected, releasing tiny amounts of trapped air which rise to the surface. This stuff... appears to be acidic, but barely so.
Was it more potent a long time ago?
Was it merely meant to seem acidic, keeping unwanted visitors away?

Guruthos |

If I'm reading the map correctly, the chain from the previous hall was traveling that direction. Do we see any evidence it coming out that direction or anything? Or does it end/alter course somewhere in between?

GM Newsie |

Let's say you do. You don't see chains, but maybe you see the same ridge in the ceiling.
It's considered difficult terrain and will deal 1pt of damage at the start of every turn you're in it.

Guruthos |

I'm skeptical about the substance and what might be hiding IN the substance, but for the sake of moving things along, I'll roll with it.
Guruthos removes a glove, and reaches down to touch the substance. It's not pleasant, but might take some time to get through his clothing. He turns to the group, and gruffly says, "We walk," he points at the ledge, then the corner, "then move through the rest."

Thomas 'Bellmanok' Riverdancer |

sorry
"Well, if you say so..."
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
Thomas goes second after Guruthos and after a few feet slips and stands in the goo. "Oh no! But what did I expect really?"

GM Newsie |

Thomas slips as soon as he steps onto the narrow ledge, falling into the acidic sludge, taking 1 point of acid damage. Those darn wide feet.
The sludge is considered difficult terrain, movement costs are doubled.
Turns are now in rounds. Bold may act:
Hanzo, Joriannika, Thomas, Guruthos
Hanzo, don't forget that you have a -1 penalty on all DEX-based skill checks
Stat Tracker
Global Condition: None |Global Condition:
Thomas HP: 9/10 AC: 16/12/14 Status:
Guruthos HP: 5/8 AC: 15/13/12 Status: 1pt DEX dmg (no penalty)
Joriannika HP: 6/9 AC: 17/13/14 Status:
Hanzo HP: 6/10 AC: 17-1/13-1/14 Status: 1pt NL dmg, 3pt Dex dmg (-1 Penalty)NPCS:

Thomas 'Bellmanok' Riverdancer |

If we're doing rounds, I would like to take a move action after my failed acrobatics check. If granted, I'd like to move 15 ft through the sludge.

Joriannika |

"Thomas! Are you all right?" Joriannika yelped. She bent down to see if she could reach his hand and help him up, but he forged on through the muck.
Deciding he couldn't be too hurt, she tried her luck on the ledge.
She'll take 10 and move after Guruthos.
"Guruthos, wait! Thomas fell in. Do you have more rope?"

Guruthos |

The elf returns around the corner to see Thomas flailing in the goo, and decides that it's probably best that the mask is hiding his grin. He tugs the rope still around his waste and reels it in to him, then tosses the bulk of it Thomas, then braces himself on the corner of the wall.

GM Newsie |

Also, you technically move at half speed when use Acrobatics to cross a narrow ledge. So I moved Hanzo and Jori's icons only 15ft.
It's impossible to jump from the ledge to the other end of the pit, especially because you can't get a running start (DC 35). I'll determine how far you get based on your roll. Or maybe you'll come up with something on your own that I'll think is "neato!"
Edit from earlier: Thomas lands in the five-foot-deep pit, and discovers the acid sludge is only about 2-2 1/2 feet deep. Wading through does take quite a bit of effort.
To everyone's surprise, Guruthos reels in his rope to assist Thomas. Even Thomas is a bit dumbfounded. He takes hold of the rope as some of the residual sludge dripping from his head and shoulders begins reacting with his hair and clothes.
Guruthos, instead of moving, assists Thomas. The distance between him and the elf can be crossed using normal movement, but then the "difficult terrain" rules will apply after that.

GM Newsie |

I let your previous roll from your first crossing apply to your second crossing, but only because I kind of moved things along before you specifically stated you were back at the corner.
The rules state:
...you can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round.
So if something another character does affects you, we will probably use your most recent, unless the situation calls for something different. But, yes, on your turn, if you're moving across the ledge, or jumping, you should make another check.

GM Newsie |

Can I parkour back and forth through the hallway?Just kidding :)
For kicks and giggles: Anyone who rolls a Nat20 (which doesn't normally apply to skill checks, I know) on an acrobatics check to jump from the ledge can treat that 10 feet of ledge as if they got a running start. Which changes the DC to get all the way to the other side to only a DC 25

Thomas 'Bellmanok' Riverdancer |

"I'm fine Jori. It burns a little, but I can handle that." Surprised he nods at Guruthos and accepts the rope to move forward faster.
"Since I'm in here anyway, no need for you guys to get dirty, too. I'll move forward and then I carry you one by one to the other side. How does that sound?"

Guruthos |


GM Newsie |

Feeling a small hole burned through his clothes, Thomas takes 1 point of acid damage.
Thomas, with your permission, I did double movement for you (the first 15ft with normal movement, the remaining 45ft using the doubled cost). If you want you give the rope back to Guruthos or hold on to it, holding it up out of the muck.
Hanzo/Jori, map updated to reflect the additional 15 feet.
Thomas waded through sludge, partially assisted by Guruthos.
bold may act:
Guruthos, then Hanzo, Joriannika, and Thomas.
Stat Tracker
Global Condition: None |Global Condition:
Thomas HP: 8/10 AC: 16/12/14 Status: Difficult terrain
Guruthos HP: 5/8 AC: 15/13/12 Status: 1pt DEX dmg (no penalty)
Joriannika HP: 6/9 AC: 17/13/14 Status:
Hanzo HP: 6/10 AC: 17-1/13-1/14 Status: 1pt NL dmg, 3pt Dex dmg (-1 Penalty)NPCS:

Guruthos |

As Thomas passes him, Guruthos hands him a piton from his pack. He then removes the opposite end of the rope from his waist, ties the end onto the end of his grappling arrow, and hooks the arrow onto the end of the ledge. He points to the opposite end and tells Thomas, "Anchor rope."

Thomas 'Bellmanok' Riverdancer |

Still surprised by the helpfulness, Thomas waded further on, rope and piton in one hand, spear in the other. "You want me to do wha...ah, ok, I get you." Thomas executed Guruthos plan anchroing the piton as good as he could. He then used one of the sailor's knots that he had learned in his port home town to attach the rope.

Hanzo Belkin |

Hanzo ventured out onto the rope carefully, but had no problem crossing.
Taking 10 at +7.
He clapped Guruthos on the shoulder and turned to wave Joriannika over. "What are you waiting for? Hurry up so we can get Thomas out of there!"

Joriannika |

Joriannika looked significantly less thrilled with the idea. Gazing down at the goo, she shifted her look to the rope.
"Okay, here goes nothing..."
Acrobatics DC17: 1d20 + 3 ⇒ (14) + 3 = 17
With her arms splayed wide, she balanced her way across the rope and laughed when she stepped off the other side.
"Not going to lie, I wasn't looking forward to slogging through that stuff! Thank you, Guruthos!" Turning to the pit, she knelt to reach for Thomas' hand. "Do you need some help, Thomas?"

Guruthos |

FYI, Thomas should have gotten out of the goo and climbed onto the platform on the other side before anchoring the rope. sorry I wasn't clear.
Once everyone is across, Guruthos unties the rope from the piton and shakes it loose from the far corner, then pulls it in, winds it up and attaches it to his packpack.

GM Newsie |

With everyone across, and Thomas' clothes slightly worse for wear, a toe nearly able to poke through his boot, but his belongings unscathed, the party presses on. Around the corner is a solid iron door, which Guruthos thoroughly checks for any tampering. Hanzo, eager to move on out and not stay here any longer than he needs to, checks the handle. The door isn't locked. He opens it. You're still alive. You find yourselves in a long portion of corridor, fashioned in an L shape. When the hall curves east, it is a painfully straight stretch of corridor. But nothing happens as the party cautiously makes their way. Out of the darkness, you eventually see a door. A small, barred window pierces the iron door at the end of this hall, revealing a plain, ten-foot-square room with a windowless iron door on the opposite wall beyond.
What do you do?

Thomas 'Bellmanok' Riverdancer |

"This place is ridiculous. Who'd build such a maze. No sane architect. That's for sure."

Joriannika |

Joriannika accepted the torch and sighed. "Amen to that, Thomas. The Canteclures were apparently anything but sane. Dead people, torture towers, devils, mazes... I hope we find what we came down here for soon."
Is this where the chain went? Sorry, I lost track of it.