Grandmaster TOZ |
As Selter whirlwinds down into the shaft, the swarms of bats launch from their perches in a cacophony of high pitched squeaks and wingbeats. From above, barbed spikes begin shooting out, spearing the flying rodents and reeling them in on silken strands. Two pairs of horse-sized crablike creatures cling to the upper ledges of the shaft, spearfishing the optional swarms. The bats begin to scatter from the natural predators, winging into the depths out of range, while the predators retreat back onto their higher ledge with their meals.
Selter Sago de'Morcaine PFS |
Buffs:
Shield Other - dur 4 hours
Longstrider - dur 4 hours
Airwalk - dur 8 minutes
Wild Shape - Medium Air Elemental - dur hours
Mage Armor - dur 1 hour
AC = 23 and HP = 75 of 75
Self wonders if Self remembers anything about those...
knowledge nature: 1d20 + 14 ⇒ (2) + 14 = 16 nope, not a thing.
Selter doesn't recognize the creatures but does recognize the threat they will pose to his companions and looses a spell about them.
Garden of Peril, gives 9 poisonous mushrooms. I can't see where the creatures are, but I will scatter the mushrooms in every other square around them. I will set them off next round.
Grandmaster TOZ |
Grandmaster TOZ |
How would the rest of the party like to proceed? Waiting for scouting, following after?
Narayan Singh |
Narayan shuffles along after Selter, eyes alert for any other subterranean surprises.
Not-Trixie |
Not-Trixie floats after as well, giving the nagaji enough room to operate stealthily while still being close by in case something terrible happens.
Grandmaster TOZ |
Selter sees the shaft descends 20 feet below before opening out into empty space. As far as his vision extends, all that can be seen is empty air.
Bo Goh Twang |
The simple monk recalls a short incantation and floats down to follow the others.
Cast Feather Fall
Narayan Singh |
Narayan ambles down the shaft until it hits the depthless pit. Rather than jump down entirely unaware of what awaits him, he fishes out a torch, lights it, and drops it into the abyss.
Grandmaster TOZ |
The torch falls down the 20ft shaft before falling through open air, landing nearly two hundred feet below, by Narayan's judgement.
Darn, I was looking forward to seeing that feather fall expire in midair. :P
Selter Sago de'Morcaine PFS |
Buffs:
Shield Other - dur 4 hours
Longstrider - dur 4 hours
Airwalk - dur 8 minutes
Wild Shape - Medium Air Elemental - dur hours
Mage Armor - dur 1 hour
AC = 23 and HP = 75 of 75
Selter spirals down through the open space heading near the dropped torch, then heading out from there.
Grandmaster TOZ |
I assume Narayan doesn't want to jump off the ledge now. :P
Narayan Singh |
Unless I'm misunderstanding something about how the pit is set up...
Narayan fishes out a scroll from his belt pouches and uses it to subtly reshape his limbs to a new purpose. With that taken care of, he sets out to scamper down the wall!
Monkeyfish, should take about 5 rounds to get down if no one else has a faster path
Grandmaster TOZ |
No, there is no wall after 20ft. It looks to be a hole in a ceiling.
Descending through the dark, Selter can see the massive chamber is of the same smooth white rock, its walls, floor, and roof molded into flowing curves and fantastical shapes. The crystalline structure within the rock catches the light of the torch and reflects it back a hundredfold. Revealed in this illumination, at the far end of the massive cavern is a jagged scar of darkness—a rift in the cavern wall and ceiling sealed by a tumble of dark rock. At the base of this collapsed area can be seen toppled walls and broken columns.
The torch lays on the opposite end of the cavern from the rift, where you can see the floor is broken with hundreds of small fissures, covered with the droppings of generations of bats. While difficult to judge in the shifting shadows cast by the reflected torchlight, the dome-like cavern appears to be over a thousand feet in diameter.
Selter Sago de'Morcaine PFS |
Seeing no immediate threats, Selter returns to tell the others what he found. {see above} Ssself can carry you down in turnsss. Firssst be lonely for few momentsss until back with ressst of othersss.
With a strength of 22, I should have no problem carrying them down one at a time.
Grandmaster TOZ |
That depends on if the party was going to wait for Selter to get back.
Narayan Singh |
I'm good for waiting
Not-Trixie |
Not-Trixie peers anxiously after Selter, but doesn't fly down after him right away.
Grandmaster TOZ |
Between the Harbinger and Selter's abilities, the party is able to descend into the domed cavern safely.
Selter Sago de'Morcaine PFS |
After carrying them down, The only obviousss thing to check isss the rift at the far end. Ssself suggessst we head there firssst. Invessstigate on way.
Selter will use his speed and altitude to check to either side of the groups advance across the cavern floor. Casting detect magic and detect poison every so often.
perception: 1d20 + 15 ⇒ (14) + 15 = 29
Grandmaster TOZ |
The shifting lights play shadows over the uneven terrain and makes judging the distance difficult. No creatures appear from the darkness nor do any magical signatures reveal themselves to the party's divinations.
After some five to six hundred feet of broken ground, you see what at first glance appears to be little more than a pile of rubble tumbled down from above. However, on closer examination an opening is visible on one side of it, while many of the walls within the ruin still appear to be intact.
Bo Goh Twang |
The monk moves down the cavern as if following breadcrumbs. Upon seeing the opening, he hisses to the others, "The trail continues."
Narayan Singh |
"Burrowing beasstss? Or did ssomeone build this passsage?"
Narayan Singh |
Well Narayan doesn't have the Perception or Knowledge to figure it out for himself :-p
Grandmaster TOZ |
Selter sees the halls continue into a larger open space.
Narayan Singh |
Narayan follows along at a discreet distance, and beckons for the others do do so as well.
Grandmaster TOZ |
A pit in the floor bars the way forward to the next chamber, only appearing to be five feet across.
Bo Goh Twang |
Having learned to be wary of such a simple looking danger, the monk look for any magic in the area, even down in the pit.
Perception: 1d20 + 32 ⇒ (7) + 32 = 39
Casting Detect Magic
Grandmaster TOZ |
Peering downward, Bo sees it ends in a roughly dug floor twenty feet below. No magical auras reveal themselves to his eyes.
Bo Goh Twang |
"Not much further down. There are no auras."
Happy to wait for someone more stealthy to take point.
Grandmaster TOZ |
Selter and Bo see that the chambers beyond are smaller, with a larger space open to the left.
Bo Goh Twang |
With his knotted rope securely tied off, the monk lowers himself down.
Take 10 with knotted rope for a 16 vs DC 5 or 10 (depending of whether or not he can use the wall as a brace)
Grandmaster TOZ |
Selter spies a wider pit ahead, splitting the chamber in half and separating its other exits.
Narayan Singh |
Narayan keeps pace, staying about a room behind the Selter-scout.
Grandmaster TOZ |
4d20 ⇒ (15, 5, 1, 5) = 26
Selter sees little of interest in the pit, but catches a glimpse of pale forms in the tunnels beyond!
Bo init: 1d20 + 16 ⇒ (12) + 16 = 28
Harbinger init: 1d20 + 11 ⇒ (6) + 11 = 17
Selter init: 1d20 + 1 ⇒ (13) + 1 = 14
Not-Trixie init: 1d20 + 7 ⇒ (8) + 7 = 15
Vendalfek init: 1d20 + 3 ⇒ (10) + 3 = 13
Narayan init: 1d20 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Red init: 1d20 + 8 ⇒ (10) + 8 = 18
Yellow init: 1d20 + 8 ⇒ (15) + 8 = 23
Blue init: 1d20 + 8 ⇒ (2) + 8 = 10
Green init: 1d20 + 8 ⇒ (7) + 8 = 15
Orange init: 1d20 + 8 ⇒ (17) + 8 = 25
Purple init: 1d20 + 8 ⇒ (19) + 8 = 27
Pink init: 1d20 + 8 ⇒ (9) + 8 = 17
White init: 1d20 + 8 ⇒ (8) + 8 = 16
Black init: 1d20 + 8 ⇒ (5) + 8 = 13
Cyan init: 1d20 + 8 ⇒ (7) + 8 = 15
Gray init: 1d20 + 8 ⇒ (7) + 8 = 15
Red init: 1d20 + 8 ⇒ (3) + 8 = 11
Bo hears Selter call out a warning, but does not see the enemy yet.
28 Bo
Enemy Init
17 Harbinger
15 Not-Trixie
14 Selter
13 Vendalfek
9 Narayan
Bo Goh Twang |
Hearing that danger is not too far off, the monk enchants his weapon so it hits with greater force.
Casting Gravity Bo(w)
That leaves me with a move action. Is it possible to move forward without having to fly/plummet? I can't tell if I have lower myself enough. If I can, I would like to get closer. If that means jumping more than 20' and feather falling to the ground, then I will do that.
Acrobatics {if needed}: 1d20 + 8 ⇒ (18) + 8 = 26
Sense Motive to AC: 1d20 + 31 ⇒ (4) + 31 = 35
Grandmaster TOZ |
Bo is able easily leap the 5ft gap and land in the next room. The pale-skinned creatures swarm out of the tunnels, leaping across the pits and swinging clubs at Selter and Bo as they land to cling to walls and crouch on the stone floor.
Purple Club on Bo: 1d20 ⇒ 16
Orange Club on Bo: 1d20 ⇒ 7
Yellow Club on Selter: 1d20 ⇒ 20
Red Club on Selter: 1d20 ⇒ 8
Yellow Crit on Selter: 1d20 ⇒ 15
Damage on Selter: 2d6 + 4 + 1d6 ⇒ (2, 1) + 4 + (5) = 12
Selter takes a hard unexpected blow as the Harbinger moves to assist as well, flying over Bo close to the 10ft ceiling of the chamber.
Pink Club on Selter: 1d20 ⇒ 12
White Club on Selter: 1d20 ⇒ 6
Cyan Club on Bo: 1d20 ⇒ 13
Gray Club on Bo: 1d20 ⇒ 10
Another pack of leaping climbing figures assail the two Pathfinders but fail to land another strike.
28 Bo
27 Purple
25 Orange
23 Yellow
18 Red
17 Harbinger
17 Pink
16 White
15 Cyan
15 Gray
15 Green
15 Not-Trixie
14 Selter (Damage: 12)
13 Black
13 Vendalfek
11 X
10 Blue
9 Narayan
GM loading...and done! Bold are up!