
Shalissa |

K. religion: 1d20 + 10 ⇒ (3) + 10 = 13
Shalissa looks at the skeletons and mumbles "It seems there is nothing left in this place but undeads..."
Are they humanoid or lizard skeletons?

Davor Krill |

Davor steps across to the other corridor, muttering.... "Stupid animated bones again! I really need a better weapon!"
He switches to his club and calls out, "Let the boneheads come to us. They've no smarts for strategy...."

GM Kulko |

@ Davor: I think a readied Attack would have been useful
The Skeleton lurch forward trying helplessly to slash at Davor but missing utterly.
Skeleton(Blue)
rapier: 1d20 + 0 ⇒ (9) + 0 = 9
Dam: 1d6 ⇒ 5
Skeleton(Red)
rapier: 1d20 + 0 ⇒ (5) + 0 = 5
Dam: 1d6 ⇒ 5
Skeleton(Green)
rapier: 1d20 + 0 ⇒ (2) + 0 = 2
Dam: 1d6 ⇒ 3
Battle Status - Characters in bold may act
Davor
Skeleton(Blue)
Skeleton(Red)
Skeleton(black)
Skeleton(Green)
Gregor
Shalissa
Kerndrew(15/25)

Davor Krill |

I had to switch weapons. 1d4+1-5 means I'd have to have a crit to do anything but put a non-damaging scratch mark on my target....
The skeletons lurch forward and Davor tries to slam his club down on one of them. Red?
To Hit: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16 BAB, Guidance
Damage: 1d6 ⇒ 3

Shalissa |

"Let me try to soften them!" Shalissa raises her trident invoking the power of her god.
Channel energy 3/4: 2d6 ⇒ (3, 5) = 8
Will DC 12 for half

GM Kulko |

When Shalissa infuses teh air with gozreths energy, the skleton immediately crumble into a heap of bone.
"Battle" is over this where only L1/3 Skellis who would not suirvive even if they made the save.
UNfortunately you find nothing of interest in the room.
Next steps? Over the bridge or along the southern tunnel?

Shalissa |

Shalissa smiles feeling powerful instead of defenseless for once in the island of nightmare "We brought peace to these long dead humans"
As the group finds nothing else of interest in this area, she points to the east "What do you think if we take the bridge and further to the east? We already cleared the bridge from the resistance here after all"

Davor Krill |

Davor hangs his club on his belt again and nods to Shalissa. "You were correct again. I'm sorry for the mistake diverting us this way. It brought nothing but trouble...."
Heading to the bridge across the entry room, carefully searching for traps.

GM Kulko |

You open the door with another loud screeeeeech echoing throught the temple halls. Davor steps onto the bridge 40 ft above the ground of the main hall. Luckily the passway is broad enough that you can navigate it without fear, but you think with a shudder of the thought of plummeting down there.
Behind the other door there is another one of these tunnels and you proceed carefully forward. You still almost manage to miss the fine lines in the floor hidden between the decorations. Gregor notices them just in time to avoid steping on the square and now that you know what you are looking for you find a 15 ft area in the floor which looks suspiciously like a trap door.
Perception Davor: 1d20 + 10 ⇒ (6) + 10 = 16
Perception Gregor(+2 vs Humans): 1d20 + 8 ⇒ (18) + 8 = 26
Perception Shalissa: 1d20 + 8 ⇒ (6) + 8 = 14
Perception Kerndrew: 1d20 + 7 ⇒ (10) + 7 = 17

Shalissa |

Shalissa smiles understanding and takes her hand around Davor's one while they cross the bridge, trying to avoid looking down "The bridge height is scary. Do not worry Davor, we would have wanted to check that place at one moment or another. We would have faced the skeletons eventually"
Observing Gregor takes attention to something she halts her advance "What is it Gregor?"
"Perhaps we should avoid that area. Can we open the trapdoor to see what is below?"

Davor Krill |

Davor moves up to examine the trap once Gregor points out what he missed, "Well, usually a pit trap is set off by applied weight...." He presses on the surface of the trap, being careful not to over-extend himself in case the trap opens.
"Maybe if we haul any loose rubble, or those bones, and toss it onto the surface? But it will likely open just long enough to drop the weight through, then reset. Unless someone is ready and wedges something, like one of their broken weapons in the way...."

Gregor Kardoff |

Gregor pulls the think chain off his backpack and standing next to the trap door, he holds one end of the chain and throws the other end out 5' away onto the floor, seeing where it drops folks.

GM Kulko |

After you carry over some more bones from the scriptorium and Gregors adds his heavy chain, the wieght is finally enoug to trigger the trap.
Two large slaps of stone fall to the side with a loud crash, leaving any unsuspecting victim to fall 30 ft into a stone pit.
in the walls of the pit are some fissures, which might allow a medium or smaller creature to pass. Although probably not Father Kerndrew in all his armor.

Shalissa |

Perception (darkvision): 1d20 + 8 ⇒ (2) + 8 = 10
"Hmmm... I do not think we can jump that" Shalissa looks at his companions heavy equipment "And improvising a bridge is going to take us perhaps more time we want to invest..."
She looks at the end of the corridor, piercing the darkness, and points "I do see a set of stairs leading south. Perhaps it connects with the other tunnel there"
"Unless you have an idea on how to fly over this pit, we might wish to try the southern corridor"

GM Kulko |

The Jump is Acrobatics DC 15. And now that he has seen it work, Davor guesses the Disable DC would have been 20. Unfortunately now that its is open it cannot be disabled anymore.

Shalissa |

"Do you have a rope?" Shalissa points down "We can climb down, then up. Our best climber can hold the rope here, then once we cross to the other side, he can be the first one to go up and hold the rope for the rest of us to make it back to this level"
She offers.

Davor Krill |

Davor thinks on it a moment, then points back the way they came. "I think we can return to the doorway to the entry room and go the other way. Remember the stairs there? Maybe it leads back up here and we can bypass this hole...."
Back across the bridge, down the stairs and up the opposite side.
"I'm a bit suspicious though. With an easy bypass there's possibly a similar trap over there. But there's also possibly some way to disable it without opening it...."
Perception to search for a similar pit trap on the other side.....: 1d20 + 10 ⇒ (11) + 10 = 21
I moved us all on the map. I hope that's OK?

GM Kulko |

Even knowing what he is looking for, Davor almost misses the trap while slowly moving down the corridor. His foot already in the air he throws himself backwards bowling Father Kerndrew almost to the ground with him.
Disable device please if thats what you had in mind.

Shalissa |

"Wow! That was close! Good reflexes Davor" Shalisa tries to help casting guidance on the group's trapper and using her good advice to point how to better proceed.
+3 to the DD check (+1 guidance, +2 Verbal Instruction)

Davor Krill |

Davor grabs on to Father Kerndrew, trying not to fall and not to knock him down. "Sorry! That was sneaky even knowing what to look for!"
"Thanks Shalissa!" He moves forward, looking for any way to disable the thing, wedge it to a stuck position, etc. Disable: 1d20 + 8 + 3 + 1 ⇒ (5) + 8 + 3 + 1 = 17 And +1 for MW tools.... Still not enough. Does that set it off?
Actually, Shouldn't the GM roll so we don't know if I was successful? We still have to figure out how to cross it. If we think it is safe we might "stroll" across....

GM Kulko |

if you want it that way we can do it, but you would still need to tell me all your modifiers.
Davor tries to wedge some pieces of metal into the gaps, but they are too tight and the metal too rusty.
So jumping or climbing it is. Also you have more than enough ropes and you have been using them all the time.

Davor Krill |

I don't know. I know it can get confusing sometimes for who should roll things. If I am searching/listening, should I roll the Perception or the GM? If I roll and get a bad roll I might think that I didn't hear because of the roll. If I don't know what the roll was I only know that I didn't see/hear anything. Maybe there wasn't anything there to detect? But you are right. No need to change things mid-game, especially when everyone is enjoying it. Just RP it correctly. Thanks!
Davor stares at his work critically.... "I don't think that will be any safer than the one that we opened.... Let's just try using some rope and climb across. Let me shed my gear and I'll try to do a running jump across...."
Acrobatics to jump across the pit: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 That should clear a 15' span by over 10', and land as gracefully as an Olympic athlete! Now just hope there's not another trap on the other side!

Shalissa |
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"Can you maybe disable it now that you are at the other side?" Shalissa will give Verbal Instruction to Davor trying to help with the rusty mechanism.
+2 aid another at range
If things do not really work, then Shalissa stays behind and tries to help Gregor and Kerndrew pass by giving instructions and bringing Gozreh's guidance on them before they try to jump or climb. Then finally, she is the last one to attempt the did "Farther of Lightning, give us wings to pass upon this obstacle"
Acrobatics (jump)+guidance: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
+3 to everyone (guidance+verbal instruction)

Davor Krill |

Davor looks again at the trap. "I can try to jam it, stop it from opening...."
disable: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 If a second attempt is allowed?

GM Kulko |
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WELLLLL. Normally not, but they way I described your failure it makes sense to look on the other side for better gaps. so lets shorten things a bit.
Davor takes a running start and gracefully sails the distance managing to even land upright on the other side.
Enthused by his success Shalissa graps her chicken and lets herself carried by it over the trapped floor.
When you examine the floor on the other side, you notice a decayed corner on one of the floor plates, which allows you to ram a piece of bone in there and keep the plates from dropping on the right side at least. You test it with your own weight before giving Gregor and Kerndrew the signal to rush over.
When the heavily armored Iomedean crosses he almost drops when theleft side of the trap collapses but the right side is holding up well enough and you all make it across the dangerous section without problem.
Perception Davor: 1d20 + 9 ⇒ (1) + 9 = 10
Perception Gregor: 1d20 + 7 ⇒ (3) + 7 = 10
Perception Shalissa: 1d20 + 7 ⇒ (19) + 7 = 26
Perception Kerndrew: 1d20 + 5 ⇒ (7) + 5 = 12
Unfortunately the Creators of this evil place have not felt that two traps are enough and you soon spot a third one further down the corridor. Now that Davor knows what he is looking for he is able to spot a weak point and block the device.
Disable device + Guidance + instruction: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20 Barely :-)

GM Kulko |

As you enter carefully the next room you immediatlely notice An oval pool of what looks like softly rippling blood sitting at the center of this octagonal room, filling the air with a metallic tang.
Four round pillars support a ceiling decorated with crisscrossed supports and grooves, while ten two-foot-wide circular holes decorate the walls at chest level.

Shalissa |

"Good job" Shalissa smiles and helps Kerndrew and Gregor pass. She also soothes the blue crested chicken "It's done now, we follow forward now"
As they reach the octagonal room, the elf halts to observe it calmly "This place has a strange disposition. We better open well our eyes" casting detect magic to scan the place.
Spellcraft: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

Father Kerndrew |
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Father Kerndrew watches the nimble Davor and magical Shalissa cross the gap with clear jealousy, and clumsily crosses after they've fixed one side to not fall. This Iomedean skin seems sometimes more a curse in this place than a boon! Inheritor, thanks be that you've given me such friends to look after my lumbering form.

Davor Krill |

Davor readies his magical dagger before moving closer to the pool. As disgusted as he feels about what appears to be a pool full of blood, he wonders how it could still be liquid after probably years since it was filled. "Demon worshipers and their foul masters! I know it's not part of what we are here for, but I'd love to collapse this place so there's not even a memory left!"
With Shalissa's words he remembers the traps in the place and starts searching the room.
Perception: 1d20 + 10 ⇒ (2) + 10 = 12

GM Kulko |

Shalissa notices a moderate transmutation magic in the ceiling. as well as another aura of transmutational energy around the pool.
When you step nearer to the pool you find that this a real bloodbath. You cannot imagine what horrible porpuses this construction served when the temple was in use.
You have barely begun to search the place when suddenly with a loud screech sheets of that strange metal crush down in front of the doors and block the way out.
Gregor must make a Reflex save DC 15. On Sucess you can decide if you want to be inside or outside of the room. If you fail take 3 d6 Damage you are poinned under the sheet.
Everybody else can take a surprise round action to do something.

Gregor Kardoff |

Watching Davor maneuver through the traps was nothing short than art. Then they came to a room with a strange blood red pool...he paused in the doorway looking around, and it was then that a metal plate meant to seal everyone in came crashing down and he got caught underneath it. It slammed him to the floor and he felt as if a rib might have broken. He cursed under his breath &^#($_&*
reflex save DC15: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 3d6 ⇒ (3, 1, 5) = 9

Davor Krill |

Davor moves quickly over to Gregor to see if he can help the man get out from under the metal plate. "I don't have anything to wedge under it, but maybe I can help lift? Or I can help pull you if the Father can wedge his shield in the way?"

GM Kulko |

To free Gregor is a strength Check DC 25 Which can be aided of course. If Father is willing to risk his shield breaking I would give you a +2 circumstance bonus on top of the aid.
Alternatively Gregor can try to Wriggle out (Escape Artist DC 30).
[/ooc]
We are currently on turn mode. so please only describe short actions.

Father Kerndrew |

Surprise Round
Father Kerndrew spins when he hears the metal plate slam down on Gregor. "Are you okay? Can you breathe?" Once he confirms that the warrior is injured but not dying, he tries to assess the situation.
He nods at Davor. "Let's try our arms first; we can bring a lever into play if we see we need it. I won't choose the shield over Gregor, but no sense risking it if we don't need to."
Standard: Strength check to lift metal plate
Strength: 1d20 + 3 ⇒ (14) + 3 = 17

Davor Krill |

Davor grabs the edge of the metal, but knows that his physical strength is not good.
Strength Aid: 1d20 ⇒ 13

GM Kulko |

The way I see it even three successfull aids and a guidance woud not suffice to get you up to 25, so I assume you try and fail.
All four of you pull up hard but the bronze sheet is heavier than it looked.
You set reset once more to give it a second try, when you hear a loud Whooosh coming from the top of the room.
With horror you see a huge double bladed axe swibng from one of the grooves in the ceiling and catches Shalissa squarely in the back, leaving a deep cut and throwing her across the room, almost into the pool.
GDSK: 1d4 ⇒ 3
Attack vs. Shalissa: 1d20 + 5 ⇒ (18) + 5 = 23
Dam: 1d6 + 4 ⇒ (6) + 4 = 10
Everybody is up

Davor Krill |

Horrified by the hit on Shalissa Davor stares up at the ceiling where the blade came from. It seems like a mechanical trap, possibly something that could be disabled with time, but that is something they just don't have. "The blades are swinging down from the ceiling. Get low either by the wall or by a column and be ready to duck it. The blade can't hit the wall or column so we can use them."
Questions about the things in the room:
Is the oval shaped pool sunk into the floor? Or are the sides raised above floor level?
With the crisscrossed supports and grooves in the ceiling I assume an axe could drop from any. Did the axe swing down and across the room, ascending back up in the ceiling?
How low was the swing? Would it have hit someone prone on the floor?
Are there any grooves lining up with the columns?
How about the 10' holes on the walls, about chest high? Are there any grooves there?
Obviously I'm looking for structure in the room to shelter from a swinging axe.... Am I missing anything?

Shalissa |

"It is better to support the lever in..." Shalissa is giver advice when the axe swings against her "Awww!"
HP 11/21 AC 16 TAC 12
Thrown into the ground, she quickly looks around trying to find the source control of the trap "They should have something to deactivate it when they are crossing"
Perception (darkvision): 1d20 + 10 ⇒ (16) + 10 = 26

GM Kulko |

@Davor The ingineous construction of the various gropves oin the ceiling makes it impossible to find an absolutely save place. However you can take cover behind a column or the pool and benefit from full cover (+4 to AC)
@ Shalissa Unfortunately the ensuing chaos and subsequent hit made you release your detect magic, but you are sure there was something else apart from the ceiling, but you are not sure what. Maybe you should try to look once more.

Davor Krill |

"It would have to be something simple in case they needed to stop it quick. Not locked behind a secret panel or anything like that...."
Scanning the walls, columns and pool for any irregularity....
Perception: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 The +1 is Class ability to find traps. Hmmm.... Nope!

Father Kerndrew |

Father Kerndrew looks over his shoulder at the blade with concern, then redoubles his efforts to free Gregor. He shoves the heel of his shield in the small gap between the metal plate and floor and puts all of his own weight behind it. "Gonna need your help with this one, bud. Get ready to heave; let's go... now!"
Strength, with shield as lever: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Do we realistically have a way to get Gregor out of this trap? Kerndrew needs to roll a Nat 20 with his shield as a lever, and taking 20 is out of the question even without the swinging blades, due to the risk of breaking his shield. The DC 30 Escape Artist is wildly out of reach for Gregor himself. Not seeing many options here.

Davor Krill |

I think we have to find whatever will disable the trap. Some lever or whatever that disables it will probably lift the bronze plates and open the doors.

GMMichael |

Gregor lay pinned beneath the heavy bronze door he struggles as they try and lift it and then the axe swings down to strike Shalussa he cusses and mutters through gasps ingeiuns $@#-_$ doors get blocked ...huuh axe swings cutting ...huh groves collect blood huuh and deposit in pool.
He tries to wriggle free
Escape artist: 1d20 + 2 ⇒ (4) + 2 = 6

Father Kerndrew |

I was actually looking for a Str aid check; it won't be enough to lift the plate, but it would reduce how much Kerndrew missed the DC by, which could save his shield.

GM Kulko |

Yes thats correct. Also if everybody would have time to aid, this roll would have been good enough.
But thirdly yes all these DCs are pretty high for the supposed party level, but this is also the boss dungeon so I assume its to be expected.
GDSK: 1d4 ⇒ 2
Attack vs. Davor + Full cover: 1d20 + 5 ⇒ (17) + 5 = 22
Dam: 1d6 + 4 ⇒ (5) + 4 = 9
Davor crushes behund one of the columns to avoid the next blade coming, but the next one ios coming from the other side and catches him unaware.
When you turn on darkvision once more, you spot tiny bits of magic on the inside of the four columns. If you make another Perception Check DC 15 you find the buttons which deactivate the trap. Otherwise you can describe it to the others and they can try to make a perception DC 20.

Shalissa |

"A bit to the left Kerndrew!" Shalissa sees the Father trying to free Gregor and gives some advice on how to make lever.
+2 aid from verbal instruction
Perception (darkvision): 1d20 + 10 ⇒ (4) + 10 = 14
Standing up after the axe hit, she looks at the columns "Davor, I spot some tiny bits of magic on the inside of the four column. I think there might be something able to disable the trap there"
If any of you succeed at a Perception DC 20 you can open last GM post Shalissa's spoiler

Davor Krill |

Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Hearing Shalissa's direction Davor moves to the inner side of the column that he is near and starts searching for whatever is there. He growls, more to himself than anyone.... "Crap! I should have readied my own detect magic spell. Then maybe I'd see it!!!"
Searching and pounding on the column, still expecting another axe to come swinging down which is probably why he doesn't find it!

Father Kerndrew |

Perception DC 20: 1d20 + 6 ⇒ (20) + 6 = 26
"Gregor, I'm not leaving you! Hopefully we can reverse this trap and get you out. Stay with us!"
Father Kerndrew rushes to the far column and engages the button there.