| Wren Chavali |
Wren takes a 5’ step back and fires of a barrage of magic Missiles as the undead threatening her.
Magic missile 4d4 + 4 ⇒ (2, 3, 4, 1) + 4 = 14
| Grenwold Houtvester |
Grenwold takes the hit with aplomb and drops the glaive onto the ground, frowning. He draws his scimitar and holds it with two hands, slicing into the weird creature.
scimitar, bull, outflank, haste: 1d20 + 10 + 2 + 4 + 1 ⇒ (6) + 10 + 2 + 4 + 1 = 23
scimitar damage 2 handed, bull, fire focus: 1d4 + 3 + 3 + 2d6 ⇒ (4) + 3 + 3 + (5, 4) = 19
With barely a gesture, Ringo’s natural weapons also alight, and he looks stronger too.
Grenwold
Free - drop glaive
Move - draw scimitar
Standard - attack foe
Swift - switch Ringo’s focus
Ringo-
Full - full attack with entangling strike
| Ringo the Deer |
Ringo snorts when the enemy attacks Grenwold.
gore, bull haste, outflank: 1d20 + 10 + 2 + 1 + 4 ⇒ (5) + 10 + 2 + 1 + 4 = 22
gore damage, bull, fire focus: 1d8 + 5 + 2 + 2d6 ⇒ (8) + 5 + 2 + (2, 5) = 22
gore, bull haste, outflank: 1d20 + 10 + 2 + 1 + 4 ⇒ (20) + 10 + 2 + 1 + 4 = 37
gore damage, bull, fire focus: 1d8 + 5 + 2 + 2d6 ⇒ (5) + 5 + 2 + (2, 3) = 17
hoof 1, bull haste, outflank: 1d20 + 5 + 2 + 1 + 4 ⇒ (20) + 5 + 2 + 1 + 4 = 32
Hoof damage, bull, fire focus: 1d3 + 2 + 1 + 2d6 ⇒ (1) + 2 + 1 + (4, 1) = 9
hoof 2, bull haste, outflank: 1d20 + 5 + 2 + 1 + 4 ⇒ (18) + 5 + 2 + 1 + 4 = 30
Hoof damage, bull, fire focus: 1d3 + 2 + 1 + 2d6 ⇒ (1) + 2 + 1 + (5, 3) = 12
gore confirm, bull haste, outflank: 1d20 + 10 + 2 + 1 + 4 ⇒ (19) + 10 + 2 + 1 + 4 = 36
gore damage, bull, fire focus: 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13
hoof 1 confirm,bull, haste, outflank: 1d20 + 5 + 2 + 1 + 4 ⇒ (19) + 5 + 2 + 1 + 4 = 31
Hoof damage, bull, fire focus: 1d3 + 2 + 1 ⇒ (2) + 2 + 1 = 5
scimitar, bull, outflank, haste: 1d20 + 10 + 2 + 4 + 1 ⇒ (12) + 10 + 2 + 4 + 1 = 29
scimitar damage 2 handed, bull, fire focus: 1d4 + 3 + 3 + 2d6 ⇒ (4) + 3 + 3 + (1, 1) = 12
scimitar, bull, outflank, haste: 1d20 + 10 + 2 + 4 + 1 ⇒ (15) + 10 + 2 + 4 + 1 = 32
scimitar damage 2 handed, bull, fire focus: 1d4 + 3 + 3 + 2d6 ⇒ (2) + 3 + 3 + (2, 3) = 13
| Caspan Saal |
HP 83/83
AC 18, touch 12, flat-footed 16, CMD 24 (+1 vs. grapple; +2 vs. dirty trick; +4 vs. trip); 25% chance to negate criticals
Fort +10, Ref +9, Will +3 (+1 resistance bonus to recover from a continuing effect)
Unbreakable Survivor (11 hp) 0/1
Martial Flexibility 1/7; knockout (DC 18) 0/1
Effects:
Caspan closes in on the nearest quarrygeist and throws a fist at it.
"They're not so tough!" he encourages his companions.
Fist (Power Attack): 1d20 + 14 - 3 ⇒ (19) + 14 - 3 = 30
Damage: 1d10 + 12 ⇒ (6) + 12 = 18
| GM ShadowLord |
Indeed they are not so tough!
The creature appear tough at first, resisting some of the damage from every attack. But the damage adds up quickly and Ringo and Grenwold combine to take out one while the rest of the party manages to dispatch the other. Those that identified them know that these creatures are a form of ghost, meaning they will be coming back.
In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.
The path continues north further into the mine.
Thael Silverstep
|
Thael ponders Caspan's question, wondering if he's read about putting undead to rest for good.
knowledge (religion): 1d20 + 17 ⇒ (14) + 17 = 31
| Wren Chavali |
”Maybe there will be a clue deeper in as to why they are so upset that they can’t rest. Other than that, I don’t think there is anything we can come up with right now,” Wren mutters, looking closer at the scene.
| Grenwold Houtvester |
Grenwold's brow furrows and he frowns, "it seems we have a limited window to investigate this place. If the ghosts were responsible for the death outside, we may be able to explore the secrets before they return." He looks down at the odd mess of ecoplasm and debris, "though - I would put them to rest if such a thing were possible."
| Father Emil |
Father Emil channels positive energy throughout the region, to heal those who were injured and perhaps to affect the haunt.
Positive Energy Channel: 4d6 ⇒ (4, 4, 2, 2) = 12
"Let's check what's behind this door afore we move on."
| GM ShadowLord |
The door leads to a small office, which you already opened here.
Moving further into the mine, you come across enormous blocks of stone that have dislodged from the ceiling, filling the passage with three feet of debris. Several mangled bodies of hobgoblins lie amid the debris. You do not find any useful items among the bodies however, so you push on.
There are numerous section of tunnel that abruptly dead-end due to collapses, so it takes a moment to find the correct passage forward, winding east, then north, then east again.
Emerging from the small five-foot tunnels, you enter a wide, natural cavern that is eighty feet across and nearly as tall. A wooden bridge once spanned the forty-foot drop to the stone floor below, but it has apparently collapsed, leaving no easy connection between the mine tunnels to the northwest and southeast.
The natural cavern here drops 40 feet below the level of the mining tunnels; scaling the cavern walls is relatively easy.
5d20 ⇒ (13, 2, 18, 8, 14) = 55
| Caspan Saal |
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
"Looks like there's a way to get down below," Caspan points out. "We could probably clear it."
He looks to see if the moose wants to move all the heavy stuff so he won't have to do it himself.
| Wren Chavali |
Perception 1d20 + 14 ⇒ (17) + 14 = 31
”Yep. Once we clear that debris, looks like there is a drainage tunnel down there.”
Thael Silverstep
|
"Perhaps an ally could help us excavate more quickly," Thael says.
Drawing on his previously-prepared spells, he summons a small earth elemental.
He points at the debris, then says something in a gravely language.
| Father Emil |
Never one to shirk honest labor, Emil helps where he can.
| GM ShadowLord |
Thael summons his earth elemental which begins the descend down the side of the wall. When it gets halfway, four creatures with spider-like front legs that end in immense, grasping claws descend from the darkness below. Their mouths sport a pair of huge vertical mandibles and they look intent on feeding on the elemental.
Everyone is up on top. The cliff descends 40' to the bottom. The elemental is 20'. The four baddies have climbed the wall from the bottom and are directly below the elemental. Climbing the wall is a DC15.
You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.
Caspan, Thael, Elemental, Wren, Baddies, Gren, Emil
Init: Caspan: 1d20 + 2 ⇒ (19) + 2 = 21
Init: Father Emil: 1d20 + 2 ⇒ (3) + 2 = 5
Init: Grenwold: 1d20 + 2 ⇒ (9) + 2 = 11
Init: Thael: 1d20 + 5 ⇒ (13) + 5 = 18
Init: Wren: 1d20 + 4 ⇒ (9) + 4 = 13
Init: Mandibles: 1d20 + 4 ⇒ (8) + 4 = 12
Thael Silverstep
|
Thael casts fly on himself in preparation for the battle and to bypass climbing the wall.
He directs the earth elemental to defend itself.
slam vs. nearest enemy (earth mastery): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 191d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
| Grenwold Houtvester |
Earlier
Grenwold sighs, ”Ringo is from Nirvana - a blessed servant of Shelyn herself. I feel like I should be offended on his behalf…” and he says something in Gnomish. Ringo stamps his feet and shakes his bushy head as Grenwold watches.
”But neither of us have so much pride that we cannot put in an effort. Come, young Caspan, we will both aid you. I may be small but I am strong.”
| Wren Chavali |
Know. Nature 1d20 + 9 ⇒ (5) + 9 = 14
”Oh no, those creepy crawlies are albino cave vermin, and they are plenty mean. They are vicious hunters, so we’d best be careful with them!”
| Father Emil |
Emil summons one of nature's allies to help deal with the problem. "Let's fight vermin with vermin," he says as a giant wasp appears flying next to the creatures attacking the elemental. After casting, Emil uses his ability to speak with animals to give the wasp instructions to attack the albino cave vermin but not the elemental. He also tells it to attack the ones already wounded if it can.
The casting is a full round action. Make this attack once the wasp's turn comes up.
Speed 20 ft., fly 60 ft. (good)
Melee sting +6 (1d8+6 plus poison)
Space 10 ft., Reach 5 ft.
Wasp Sting attack: 1d20 + 6 ⇒ (19) + 6 = 25
Sting Damage: 1d8 + 6 ⇒ (4) + 6 = 10 + poison
frequency 1/round for 6 rounds;
effect 1d2 Dexterity damage;
cure 1 save.
The save DC is Constitution-based, and includes a +2 racial bonus.
It has a listed fly skill of +3. I'm not sure if it can fly around and sting creatures on the wall automatically or if it needs to make a fly skill to hover.
Knowledge (Nature): 1d20 + 11 ⇒ (19) + 11 = 30
After Wren identifies the creatures, Emil adds, "Aye, Solifugids they're called--mindless hunters, so just attack 'em an' beat 'em down. Don't try spells that affect the mind."
| Caspan Saal |
Earlier
"Hey, I'm definitely from Nirmathas too! You're not trying to suggest I'm from Molthune, are you? Because I'm not! I hate them as much as the rest of us do, especially after they threw me in prison!" Caspan objects. He's not sure why it matters that the cow is also from Nirmathas, but if it makes the halfling happy, who's he to care?
Now
"If they're down there, and we're up here, it's not a big complexation," he says, pulling out his rarely used heavy crossbow and fitting a bolt into the groove.
| GM ShadowLord |
The earth elemental lands a solid blow on one of the vermind, but it's going to take quite a bit more than that to take one of them down!
Everyone prepares for combat by adjusting to range weapons, casting spells for flight and helping to enhance the party's combat speed.
I'm fine with them stinging without a fly check here.
The four solifugid's surround the earth elemental, mindlessly biting and clawing at the creature. I'm assuming it has AC17 with 13HP? If that's correct, three attacks land at 21, 19 and 24 and kill it. If not, adjust accordingly please.
Damage: 1d8 + 3 + 1d4 + 3 + 1d4 + 3 ⇒ (1) + 3 + (1) + 3 + (4) + 3 = 15
R1: Baddies, R1: Gren, Emil R2: Caspan, Thael, Elemental, Wren
Bite: 1d20 + 7 ⇒ (14) + 7 = 21
Claw: 1d20 + 7 ⇒ (2) + 7 = 9
Claw: 1d20 + 7 ⇒ (3) + 7 = 10
Bite: 1d20 + 7 ⇒ (1) + 7 = 8
Claw: 1d20 + 7 ⇒ (5) + 7 = 12
Claw: 1d20 + 7 ⇒ (1) + 7 = 8
Bite: 1d20 + 7 ⇒ (12) + 7 = 19
Claw: 1d20 + 7 ⇒ (17) + 7 = 24
Claw: 1d20 + 7 ⇒ (7) + 7 = 14
Bite: 1d20 + 7 ⇒ (8) + 7 = 15
Claw: 1d20 + 7 ⇒ (4) + 7 = 11
Claw: 1d20 + 7 ⇒ (7) + 7 = 14
| Father Emil |
Emil calls forth Erastil's Spiritual Weapon and sets it firing at the vermin, starting with whichever one is injured the most.
Spiritual Weapon: 1d20 + 10 ⇒ (7) + 10 = 17
Force Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Spiritual Weapon: 1d20 + 5 ⇒ (19) + 5 = 24
Force Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Giant Wasp sting: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 6 ⇒ (8) + 6 = 14 plus poison)
Poison (Ex) Sting—injury; save Fort DC 18;
frequency 1/round for 6 rounds;
effect 1d2 Dexterity damage;
cure 1 save.
The save DC is Constitution-based, and includes a +2 racial bonus.
Dexterity Damage: 1d2 ⇒ 2
Wasp Defense:
AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size)
hp 34 (4d8+16)
Fort +8, Ref +2, Will +2
Immune mind-affecting effects
Thael Silverstep
|
Yes, it was a standard small earth elemental (though would have lasted longer than a typical summons)
Thael frowns as his summoned creature is quickly taken apart. From his position flying above the battlefield, he casts slow on the congregated spiders.
DC 19 Refl
| Grenwold Houtvester |
Earlier
Grenwold finds himself stumped regarding Caspan's response. "No, noble bruiser, I do not hate the Molthune - they have done nothing to me, nor my family. My loathing is reserved for Arlantia, the witch of the Fangwood, who befouls all of this country with her creeping tendrils of rot." He stops himself, before he begins to yammer on and confuse the brawler further, "erm, well, there is a smelly lady who lives in the forest... who is mean." He shrugs, hopeful that Caspan understands.
Now
Grenwold nods as the others pepper the creatures, and he grits his teeth as if preparing for something, "verily, let these beasts approach us. I will protect you as best as I can."
With a slight click and a gesture of his knees, he and Ringo ready themselves to be between the foes and his allies, casting a spell and then drawing his glaive.
Swift - Bull and Fire focus on self
Gren - Standard - Cast Barkskin on self
Gren - Move - Draw Glaive
Ringo - Move - none
Ringo - Standard - Readied Action to gore any bug thing that approaches
glaive, bull: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
glaive damage, bull, fire focus: 1d8 + 3 + 3 + 2d6 ⇒ (5) + 3 + 3 + (1, 6) = 18
glaive, bull: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
glaive damage, bull, fire focus: 1d8 + 3 + 3 + 2d6 ⇒ (3) + 3 + 3 + (3, 6) = 18
glaive, bull: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
glaive damage, bull, fire focus: 1d8 + 3 + 3 + 2d6 ⇒ (3) + 3 + 3 + (2, 3) = 14
| Ringo the Deer |
Ringo snuffs and his eyes shine, ready to clobber one of the vermin that approaches.
gore, outflank: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30
gore damage: 1d8 + 5 ⇒ (7) + 5 = 12
| Father Emil |
Pila sits at the edge of the drop off, hunched and ready to extend a paw should one of the creatures get close enough.
I still can't get Roll 20 to launch.
| Caspan Saal |
LOL @Grenwold. Defused my response before I could even make it!
Caspan moves to the lip of the wall and fires his crossbow -- not coming anywhere close to his target. "Stupid thing must've broken since last time I used it!"
Heavy crossbow: 1d20 + 10 ⇒ (1) + 10 = 11
| GM ShadowLord |
Gren takes defensive measures and prepares for the solifugid's to approach. Email and his wasp land three strikes again the already injured cave dweller.
Only one of the creatures manages to avoid Thael's spell, the other three suddenly slowing down.
Caspan's bolt misses, but Grenwold and Ringo both land attacks at the four creatures close in. Two engage Gren and two fly to Wren, one of which tries to attack her but misses.
Party up!
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (11) + 3 = 14
1d20 ⇒ 5
1d20 + 7 ⇒ (6) + 7 = 13
Thael Silverstep
|
Thael counsels the group to focus on the spider that wasn't slowed by his spell.
"Kill that one first!" he points.
The wizard conjures a pair of crackling lightning orbs, one centered on the fast spider and the other on the closest slow one.
ball lightning (DC 21 Refl for no dmg: 3d6 ⇒ (2, 6, 5) = 13 -4 to save if wearing metal armor.
ball lightning (DC 21 Refl for no dmg: 3d6 ⇒ (1, 5, 1) = 7 -4 to save if wearing metal armor.
| Father Emil |
Once the creatures crawl up and threaten people, Emil gives Pila the signal to attack them. His summoned wasp and spiritual weapon continue their attacks. He goes after the solifugid east of Grenwold with his scythe.
+1 Scythe, 1st, Haste: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
+1 Scythe, 1st, Haste: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27 Extra attack from haste
Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
+1 Scythe, 2nd, haste: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Pila attacks red.
Bite, haste: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Bite Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Extra attack from haste.
Bite, haste: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Bite Damage: 1d6 + 4 ⇒ (1) + 4 = 5
If either bite hits:
Grab, haste: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
claw 1, haste: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
claw 1 Damage: 1d3 + 4 ⇒ (1) + 4 = 5
claw 2, haste: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
claw 2 Damage: 1d3 + 4 ⇒ (1) + 4 = 5
Spiritual weapon continues attacking the one it attacked last round. I'm not sure which one that was. Let me know which one it is attacking. I did not specify it last time because I couldn't get the map to load. I'm still having trouble with the map in Chrome, but I got it to work in Edge just now.
Spiritual Weapon: 1d20 + 10 ⇒ (11) + 10 = 21
Force Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Spiritual Weapon: 1d20 + 5 ⇒ (7) + 5 = 12
Force Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Wasp: if either of it's previous attacks hit and the save vs. poison was failed, make another save and apply 1d2 dexterity damage.
Giant Wasp sting: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 6 ⇒ (7) + 6 = 13 plus poison)
Poison (Ex) Sting—injury; save Fort DC 18;
frequency 1/round for 6 rounds;
effect 1d2 Dexterity damage;
cure 1 save.
The save DC is Constitution-based, and includes a +2 racial bonus.
Dexterity Damage: 1d2 ⇒ 2
Emil Defense:
AC 21
Pila Defense:
AC 20
Wasp Defense:
AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size)
hp 34 (4d8+16)
Fort +8, Ref +2, Will +2
Immune mind-affecting effects
| Grenwold Houtvester |
Grenwold tosses his glaive aside and draws his little scimitar, and then strikes the creatures.
scimitar on light purple, bull, outflank, power attack: 1d20 + 10 + 2 + 4 - 2 ⇒ (8) + 10 + 2 + 4 - 2 = 22
scimitar damage, bull, power attack, fire focus: 1d4 + 2 + 2 + 4 + 2d6 ⇒ (3) + 2 + 2 + 4 + (2, 4) = 17
Swift - Bull and Fire focus on Ringo
Free - drop Glaive
Gren - Move - Draw scimitar
Gren - Standard -
Ringo - Full Attack on light purple or blue
| Ringo the Deer |
Ringo targets the same foe as Grenwold.
gore, bull, outflank: 1d20 + 10 + 2 + 4 ⇒ (12) + 10 + 2 + 4 = 28
gore damage, bull, fire focus: 1d8 + 5 + 2 + 2d6 ⇒ (7) + 5 + 2 + (2, 2) = 18
hoof 1, bull, outflank: 1d20 + 5 + 2 + 4 ⇒ (16) + 5 + 2 + 4 = 27
hoof damage, bull, fire focus: 1d3 + 2 + 1 + 2d6 ⇒ (1) + 2 + 1 + (4, 5) = 13
hoof 2, bull, outflank: 1d20 + 5 + 2 + 4 ⇒ (16) + 5 + 2 + 4 = 27
hoof damage, bull, fire focus: 1d3 + 2 + 1 + 2d6 ⇒ (2) + 2 + 1 + (3, 2) = 10
| Caspan Saal |
HP 83/83
AC 18, touch 12, flat-footed 16, CMD 24 (+1 vs. grapple; +2 vs. dirty trick; +4 vs. trip); 25% chance to negate criticals
Fort +10, Ref +9, Will +3 (+1 resistance bonus to recover from a continuing effect)
Unbreakable Survivor (11 hp) 0/1
Martial Flexibility 0/7; knockout (DC 18) 0/1
Effects:
"Dumb solar-fugs!" Caspan says as he tosses his crossbow to the ground and starts driving his fists into the nearest bug thing.
Enter Boar Style, then attacking the one to my southwest.
Brawler's flurry (unarmed, Power Attack): 1d20 + 14 - 5 ⇒ (13) + 14 - 5 = 22
Damage: 1d10 + 12 ⇒ (9) + 12 = 21
Brawler's flurry (unarmed, Power Attack): 1d20 + 14 - 5 ⇒ (20) + 14 - 5 = 29
Damage: 1d10 + 12 ⇒ (9) + 12 = 21
Brawler's flurry (unarmed, Power Attack): 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7
Damage: 1d10 + 12 ⇒ (9) + 12 = 21
Brawler's flurry (unarmed, Power Attack): 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 15
Damage: 1d10 + 12 ⇒ (8) + 12 = 20
Boar Style extra damage if two strikes hit: 2d6 ⇒ (5, 1) = 6
Crit?: 1d20 + 14 - 5 ⇒ (20) + 14 - 5 = 29
Damage: 1d10 + 12 ⇒ (9) + 12 = 21 Nice. At least 42 hp, maybe 69...
| GM ShadowLord |
In an impressive display of combat mastery, the party combines to put down all four solifguds once they close within melee range. You guys put out serious damage in a round. AC17 doesn't stand a chance with those rolls!
With the threat neutralized, the party is once again free to move.
Emerging from the small five-foot tunnels, you enter a wide, natural cavern that is eighty feet across and nearly as tall. A wooden bridge once spanned the forty-foot drop to the stone floor below, but it has apparently collapsed, leaving no easy connection between the mine tunnels to the northwest and southeast.
The natural cavern here drops 40 feet below the level of the mining tunnels; scaling the cavern walls is relatively easy.
Caspan spotted a grating covered by rubble down below. There is a 25' chasm between you and the otherside.
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (10) + 3 = 13
Thael Silverstep
|
Still flying because of his spell, Thael volunteers to check out the other side.
"Perhaps it is not an optimal solution, but I could carry a trio of ropes across and tie them off to replicate the fallen bridge. Using the two for stability, the rest of you could walk across on the one. I am willing to entertain better ideas," he adds.
While the others consider ideas, Thael ventures to scout to the other side and check things out.
perception: 1d20 + 13 ⇒ (15) + 13 = 28
Thael Silverstep
|
Thael nods and checks out the grate, as well.
perception: 1d20 + 13 ⇒ (11) + 13 = 24
I'll get detect magic going on the search, as well.
| Grenwold Houtvester |
Grenwold retrieves his glaive and wipes the ichor off of it and the scimitar. He looks at the rope and then at Ringo.
"I believe Ringo and I will leap over the pit - he cannot balance on rope."
He concentrates barely a moment, and wheels around with Ringo, and with a running start they clear the distance with some ease.
He turns to Thael, "I shall help tie off the impromptu rope bridge while you check out the grate."
Switch Ringo to Stag/Tiger to make his acrobatics check to jump at +31.
acrobatics, stag, tiger: 1d20 + 25 + 4 + 2 ⇒ (7) + 25 + 4 + 2 = 38
I believe that the acrobatic check DC is only 25.
| Ringo the Deer |
Ringo stamps the ground a bit, and snorts.
| Father Emil |
Emil admires the jump across the chasm by Ringo and Grenwold. He looks at Pila and knows she won't make the jump so easily. Nor can she walk the rope bridge. He could carry her when he goes over on the ropes (by having her cling to his pack).
"Thael, would ya be able ta carry Pila across? She's not very heavy and I kin explain ta her what ta do."
What is the DC if we were to climb down and up the other side? Pila weighs 45 lb. Pila's climb bonus is +15.
| Wren Chavali |
Wren decides the best way for her to cross would be the rope bridge once it is constructed. She waits for Thael to scout and set up the ropes
| GM ShadowLord |
Thael carries the ropes across before chauffeuring Pila. Once Ringo and Gren get across, they being to reconstruct the bridge while Thael flies down to check out the grate below.
Pulling it open, he finds cold, foul-smelling water that covers the floor of a roughly chiseled passageway. The water is about two feet deep and runs about one hundred feet before dead-ending.
Near the end of the tunnel is a body submerged in the water. Flying above the foul-smelling liquid, Thael finds a body which appears to be dead for at least a few days. The belt that the dead female is wearing detects as magic.