| Otto Adler |
Otto resurfaces to explain the situation.
There seems to be a way forward, lads.
How can we transport Colm's armor? Do we each carry some of it?
Or are we going to have to split the party?
| Vinyarion Ohtar |
Vin looks dubiously at the waters-I'm not sure Otto. Light sources aren't air and not all of us are strong as an ox or magicked with potions. Why don't you make sure there is a place where we can catch our breath before we all commit to drowning?
dice gods: Is this clearly the only remaining path forward or are there other unexplored areas for us to review?
| Otto Adler |
I am game to scout further. A rope sounds good both as a trail and a precaution. How about two pulls for safe, three to pull me back?
Otto starts to tie a rope around his waist and is ready to take a dive.
@Dice gods: Any rolls to tie the rope? Reading the skill page for Swim at d20pfsrd has confused me about how long Otto can hold breath and how far he can move per check . . . Basically what do you want me to roll to get deep into the tunnel? Thanks
| dice gods |
Do you have more than one rope to tie together? You are pretty sure that 50' is going to fall short. No special roll for the rope.
Swim check for swimming.
Con check for breath holding, though I do not ascribe to the Pathfinder breath holding rules. I find them to be totally out of whack based on my experiences.
| Otto Adler |
Did anyone else have rope? If so, Otto will wait to tie the ropes together.
If not, Otto is willing to risk it.
Swim: 1d20 + 7 ⇒ (16) + 7 = 23
CON: 1d20 + 2 ⇒ (8) + 2 = 10
@dice gods: Yeah, the breath holding was crazy by my reading. Let me know if I have to roll more swims to get further?
Ninja Edit: Can Otto take 10 on holding breath? Disappointed in the roll.
| dice gods |
Otto plunges into the water again and makes his way down and into the tunnel heading towards a light that he hopes indicates a place where he can breathe.
| Otto Adler |
Alright, Otto tempts fate by trying to return to the team.
Swim: 1d20 + 7 ⇒ (16) + 7 = 23
CON: 1d20 + 2 ⇒ (3) + 2 = 5
OMG! I am cracking up at these rolls. I hope you ruled that Otto can take 10. . . . Yikes
| Otto Adler |
Catching his breath:The tunnel is longer than I expected. Or I must continue to train for conditioning. However, there is a door in a small alcove. We could try your rope idea so I can guide you and Vinyarion.
| dice gods |
Carbour: armor check penalty for banded mail is -6
Carbour and Colm flail about in their armor, almost drowning, and barely make it back to the starting point.
Otto momentarily forgets how to swim, back to the start.
Vin splashes about and sucks in a bunch of water before making it back to the start.
DM note: No more underwater adventures for the party, especially Colm who has a potion but doesn't use it.
| Colm Corbec |
-just seeing if you're paying attention, but of course you are, oh magnificent one-
cough, cough...maybe I should take my potion.
drink my potion before next attempt.
| Vinyarion Ohtar |
Bizarro Vinyarion cuts the rope and heads back to the ship selling the piece to the Aspis Consortium and lives out his days in luxury.
I've probably got the hang of this now; should be just like walking through a beautiful forest...
CON: 1d20 ⇒ 3
swim: 1d20 ⇒ 6
| Vinyarion Ohtar |
Once Vinyarion recovers from his second near drowning he takes a look at the door and the room.
perception: 1d20 + 10 ⇒ (4) + 10 = 14+1 for guidance; +1 for traps
disable device: 1d20 + 10 ⇒ (17) + 10 = 27+1 for guidance; +1 for traps
| dice gods |
The cold air of a crypt and several skeletons greet Otto as he opens the door. The boney fingers of two skeletons claw at Otto forcing him back!
Claw: 1d20 + 3 ⇒ (15) + 3 = 18
dam: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 3 ⇒ (1) + 3 = 4
Claw: 1d20 + 3 ⇒ (19) + 3 = 22
dam: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 3 ⇒ (16) + 3 = 19
dam: 1d4 + 1 ⇒ (2) + 1 = 3
Six skeletons in total force their way into the room with you. Party action.
| Otto Adler |
-9/23 HP
Otto fights his combatants off with a flurry of blows from his chain
Nine Section Whip PA: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Nine Section Whip PA: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
| dice gods |
Otto's whip bludgeons two skeletons to pieces. Colm's blade rakes across skeletal ribs doing a bit of damage but less than it would on a living opponent. Vin's acid burns into a skeleton doing some minor destruction. Carbour's swing smashes some bones apart dismantling a skeleton but like Colm's blade it is less effective than it would be on living flesh.
The three remaining skeletons continue attacking.
Carbour
claw: 1d20 + 3 ⇒ (13) + 3 = 16
claw: 1d20 + 3 ⇒ (13) + 3 = 16
Colm
claw: 1d20 + 3 ⇒ (6) + 3 = 9
claw: 1d20 + 3 ⇒ (6) + 3 = 9
Otto
claw: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (14) + 3 = 17
dam: 1d4 + 1 ⇒ (3) + 1 = 4