| GM Zin |
Xusius, you are unable to connect the symbols with anything specifically arcane. You do recall Ledt mentioning some connection between the Gloomspires and the ancient Ghol-Gan Empire, so the one-eyed nature of the symbols could relate to that.
If you are moving on, do you continue past the monument, or circle back the way you came? Moving your tokens to the edge of what you can see on the map is a good way to indicate your desired direction to me. I can then open the map up from there to the next location that's significant.
Xusius
|
Let's go past the monument and to the west (top of map) if possible.
B.A.B.S.
|
Bertha would also be foraging, although I assume to no avail.
Survival: 1d20 + 8 ⇒ (8) + 8 = 16
"Stay calm, Betsy. And stay close."
| GM Zin |
Let's go past the monument and to the west (top of map) if possible.
The top of the map is north; is that what you meant?
Also, rule of three applies; is everyone else on board with moving in this direction?
Xusius
|
I must have read the map wrong. I moved my token in the direction I suggest we go, of course having no idea what is beyond the square in which Xusius is standing.
Sylvester Solstar
|
Xusius' direction is fine with my character.
| GM Zin |
As each of you passes by the stone, you feel a chill run down your spine; the lingering aura of the stone's ancient magic must still have some effect, as many of you are shaken to the core.
Bertha: 1d20 + 5 ⇒ (5) + 5 = 10 (+2 rage)
Betsy: 1d20 + 2 ⇒ (2) + 2 = 4
Ledt: 1d20 + 5 ⇒ (6) + 5 = 11 (+2 vs fear)
Akter: 1d20 + 3 ⇒ (18) + 3 = 21
Iladora: 1d20 + 2 ⇒ (11) + 2 = 13
Sylvester: 1d20 + 4 ⇒ (6) + 4 = 10 (+2 vs Illusion)
Shaggy, Dog: 1d20 + 1 ⇒ (3) + 1 = 4
Xusius: 1d20 + 5 ⇒ (2) + 5 = 7
1d6 ⇒ 3
Ledt, Akter, and Iladora are unaffected; everyone else is shaken for a short time.
While the specific aura from the stone passes as you move past it, the general sense of unease continues as you travel underneath the overgrown canopy of trees. You come to another junction in the path; you can turn left along a smaller path that continues north, or follow the main tunnel through the trees to the east.
Ledt
|
Too stoic to feel anything Ledt pushes forward with the rest past the stones. Pointing to the northern tunnel he says "Seems east we go back to where we came from. What if we just take the tunnel forward north?"
Anyway the little halfling scans both ways with detect magic.
K. arcana (north): 1d20 + 8 ⇒ (11) + 8 = 19
K. arcana (east): 1d20 + 8 ⇒ (13) + 8 = 21
Sylvester Solstar
|
Sylvester grins as the wash of emotions run over him.
"What a rush! We should try that again sometime."
Syvester nods at Ledt's plan.
| Shaggy - Riding Dog |
Shaggy does not share his master's appraisal of the situation but his whimpering subsides and he begins to move with more confidence.
B.A.B.S.
|
"Heh. Yah... a rush..." Bertha does not sound very convincing.
"Let's get this over with, shall we."
| GM Zin |
A crack in the earth splits the ground here, most of it covered by thick weeds and the roots of a huge strangler fig tree. There are several gaps between the roots through which an adventurer might squeeze. Below the tangled roots is a deep shaft that descends into the gloom.
Map updated
A medium creature would need to squeeze past the roots as a full round action; a small creature treats the opening as difficult terrain. A large creature would need to hack away some of the roots to make the opening large enough to squeeze into.
Ledt
|
"Easy" Ledt advances his way through the tangled weeds to have a look on what is below. He casts dancing lights in order to help himself see as far as possible.
Perception: 1d20 + 0 ⇒ (14) + 0 = 14
| GM Zin |
The thirty-foot-long, root-covered crack extends deep into the Gloomspire. Numerous gnarled tree roots creep down the sides of the shaft, a few of them hanging almost to the muddy floor. Dozens of shallow niches are set at irregular intervals down each of the four walls of the shaft. Though some are empty, most of the recesses hold squat, four-foot-tall stone idols of leering, horned fiends.
It looks like there are enough roots, extending deep enough, to use them to climb down, though it may be even easier to use the shallow niches as grips and footholds as well. Getting the animals down, though, would be a different matter entirely.
Xusius
|
Xusius smiles at Ledt and says, "Eet was a good suggestion of zours to purchase ze climbing keet. Let me light ze way down."
He picks up a loose branch off the ground and concentrates for a moment while moving his lips and hand. Suddenly, a bright light beams from the branch!
He drops the branch into the dark crack.
Xusius casts Light onto the branch.
Sylvester Solstar
|
Sylvester looks at the deep cavern.
"That would be a nice fall."
"Perhaps lowering people down with a rope might be a good idea. I do not see how we will be able to get the animals down any other way."
"That would mean that only the best climber among us would need to climb down at the end."
The tiny gnome smiles at the group.
"And in case anyone is wondering that is not me."
(The difficult terrain would not bother Sylvester as he has the Woodland Stride ability)
Ledt
|
Ledt gives a cocky smile at Xusius, the halfling is clearly satisfied "Maybe some of us should check the area below. No need to bring down all the animals if there is only a small cave"
The halfling helps to set up a rope. With it and bracing against the wall and helping oneself with the branches "It should be an easy descend"
| GM Zin |
How many are descending, and in what order? Are you waiting for each PC to finish the climb before the next PC starts? Each player descending needs to make a Climb check, letting me know if they are using the rope, roots or niches for the climb (they have different DCs). The climbing kit can benefit one PC at a time (+2 to the Climb check), so if you would like multiple PCs to use it, let me know how you plan to get it back to the top for the next PC.
Sylvester Solstar
|
@GM Zin - Would it not be possible to lower down people with the rope thus avoiding a climb check?
| GM Zin |
@GM Zin - Would it not be possible to lower down people with the rope thus avoiding a climb check?
It should be possible, but it would then shift the check to Strength check(s) for the PC(s) doing the lowering, based on the weight of the PC (or animal) being lowered. Note that--while I can't reveal the DC for the roots or niches--the DC for a Climb check using a rope with a wall to brace against is only 5; you might be adding more complication than is necessary.
But if your PC has a remarkably large penalty to their Climb skill, I will of course figure out a DC for the Strength check and allow you to descend that way. You get to choose how you attempt to pass obstacles; it's up to me to figure out what that means mechanically. I suspect that I'll need to figure out the "lowered on a rope" descent for the animals, anyway.
Ledt
|
"I am small, I can easily descend in parallel with someone more sturdy" offers Ledt himself. Unless someone needs it more, the halfling will equip the climbing kit tools to help in the descend "I can tie id up to the rope once below, so you can pull it up and use it too"
Once everyone is ready, Ledt starts descending the rope in parallel to whomever goes ahead with him.
Climb+kit: 1d20 - 1 + 2 ⇒ (20) - 1 + 2 = 21
Akter Phruse
|
More used to climb, the ranger packs his longbow and offers to go ahead. He leaves the climbing kit to his companions, and as he descends he tries to trace the way and help the others.
Climb: 1d20 + 6 ⇒ (20) + 6 = 26
As he completes the climb, he pulls his sword and shield to guard and wait.
| GM Zin |
The way down is moist and dirty, but proves to be no difficulty at all for these seasoned--or lucky--adventurers. Ledt and Akter both reach the bottom without difficulty, descending side-by-side with Ledt on the rope and Akter using the niches to easy effect.
Akter's roll was high enough that it wasn't an issue whether he descended using the roots or niches, so I made the choice myself, but for the rest, please indicate with your roll or IC description whether you are climbing down with the rope, roots, or niches. Thanks!
The floor is covered with a 6-inch layer of mud, rainwater, and a few shards of broken statuary (making it difficult terrain). The strangler fig roots that drop down into the shaft extend only a negligible distance past the ceiling, ending 10 feet from the floor.
Acrobatics DC 15, Akter: 1d20 + 7 ⇒ (11) + 7 = 18
Akter takes no damage from the 10' jump down to the floor.
The chamber you find yourself in appears to be constructed of huge blocks of dark, grey stone. A single door, 8 feet tall and 4 feet wide and constructed from a single piece of the same featureless stone, stands in the south wall. 1 foot wide skylights in two walls provide dim light in the chamber. Perhaps it's just the dim light, but as you look around, shadows jump and shift just on the edges of your vision, making it almost seem like the walls are moving--though when you glance back to check, everything is as it first was.
Ledt ties the climbing kit and tugs on the rope, indicating that it's ready to be pulled back up for the next climber to use. Akter stands guard, ready for trouble.
Who's next?
Sylvester Solstar
|
Sylvester knots the rope making it even easier to climb down (This should be DC 0). He then uses it and braces himself against the wall for a reasonable descent.
(Take 10 for Sylvester on Climb is 7)
| GM Zin |
Sylvester knots the rope to make the climb easier, and finds it to be abundantly so. When he gets about halfway down, however--as if by some unseen trigger--a number of the idols simultaneously fall from their niches!
1d4 + 2 ⇒ (4) + 2 = 6
Tumbling idol vs Akter/Ledt/Sylvester: 1d3 ⇒ 1
Tumbling idol vs Akter/Ledt/Sylvester: 1d3 ⇒ 1
Tumbling idol vs Akter/Ledt/Sylvester: 1d3 ⇒ 1
Tumbling idol vs Akter/Ledt/Sylvester: 1d3 ⇒ 2
Tumbling idol vs Akter/Ledt/Sylvester: 1d3 ⇒ 3
Tumbling idol vs Akter/Ledt/Sylvester: 1d3 ⇒ 3
Tumbling idol vs. Akter: 1d20 + 15 ⇒ (15) + 15 = 30 Damage, B: 3d6 ⇒ (2, 2, 6) = 10
Tumbling idol vs. Akter: 1d20 + 15 ⇒ (9) + 15 = 24 Damage, B: 3d6 ⇒ (3, 4, 4) = 11
Tumbling idol vs. Ledt: 1d20 + 15 ⇒ (8) + 15 = 23 Damage, B: 3d6 ⇒ (2, 5, 3) = 10
Tumbling idol vs. Sylvester: 1d20 + 15 ⇒ (16) + 15 = 31 Damage, B: 3d6 ⇒ (6, 6, 4) = 16
Tumbling idol vs. Sylvester: 1d20 + 15 ⇒ (9) + 15 = 24 Damage, B: 3d6 ⇒ (6, 5, 4) = 15
Sylvester gets pummeled by two of the idols on their way down, and three of the remaining four tumbling idols batter Akter and Ledt!
Sylvester, please make a reflex save to keep from falling; I will post the result no earlier than 1 hour after the timing of your post to give you time to use a reroll if you have one and choose to use it.
Status
Akter: 7/28 hp
Ledt: 27/37 hp
Sylvester: 7/38 hp (Ref save pending)
FYI, in light of my knowledge of this trap, I was a bit worried that you'd send the animals down first; I'm glad that didn't happen. I've never killed anybody's pet, and wasn't looking to start!
Iladora Unfallen
|
"You all right down there? Hold on, I'm coming!" Iladora makes her way down on the protruding tree roots, wary for any repeat of the trap.
Climb: 1d20 + 4 ⇒ (10) + 4 = 14
B.A.B.S.
|
Bertha straps Betsy to her torso and starts to make her way down last, using the rope.
Climb: 1d20 + 8 ⇒ (4) + 8 = 122
Sylvester Solstar
|
Reflex save: 1d20 + 3 ⇒ (16) + 3 = 19
Ledt
|
"Even demons fall!" Ledt tries to cover himself from the falling idol rocks. The halfling looks for a small overture in the walls where to protect himself.
There he brings up his healing wand and taps himself.
UMD DC 20: 1d20 + 13 ⇒ (10) + 13 = 23
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Seeing Akter is also rather injured by the boulders, he also heals him.
UMD DC 20: 1d20 + 13 ⇒ (9) + 13 = 22
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
As Sylvester seems to avoid the trap, Ledt waits to see how much healin the gnome might need.
Xusius
|
Are all of the pets down there? I see where Betsy and Akter went down, but I don't know about the others. I think they are down. I lost track of how many we have.
Xusius begins to climb down the knotted rope while muttering about how the dirty roots are going to stain his new silk robes.
Climb: 1d20 ⇒ 10
| GM Zin |
Bertha straps Betsy to her torso...
Care to elaborate? I don't see this as a trivial challenge; is there a skill you'd like to use to ensure that this is done securely?
| GM Zin |
dice=Reflex save
Sylvester is unfortunately unable to keep his grip. The idol knocks Sylvester free of the rope; Sylvester tumbles to the bottom, landing hard, though he remains conscious (barely).
Damage, falling: 2d6 ⇒ (5, 1) = 6
| GM Zin |
Are all of the pets down there?
Shaggy Dog (Sylvester's mount) is still at the top.
| GM Zin |
Iladora, hearing the commotion from down the shaft, quickly tries to make her way down, but find the roots too slippery to be effective.
Iladora failed, but by less than 5; she makes no progress, but also doesn't fall.
BABS remains at the top briefly, working out how she's going to tie her boar to her chest to make their way down.
Xusius makes his way down the rope with little difficulty.
Shaggy dog stands at the edge of the rift, sniffing out Sylvester's scent and trying to find a foothold to follow, but ends up simply whimpering confusedly.
Status
Akter: 16/28 hp (bottom of shaft)
B.A.B.S.: 37/37 (top of shaft)
- Betsy: 26/26 (top of shaft)
Iladora: 28/28 (bottom of shaft)
Ledt: 34/37 hp (bottom of shaft)
Sylvester: 1/38 hp (prone; bottom of shaft)
- Shaggy: 13/13 (top of shaft)
Xusius: 30/30 (bottom of shaft)
Sylvester Solstar
|
Sylvester pulls out his wand and attempts to cure himself. The gnome is almost in a panic as he struggles to remain conscious.
UMD,wand: 1d20 + 14 ⇒ (8) + 14 = 22
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
UMD,wand: 1d20 + 14 ⇒ (3) + 14 = 17
UMD,wand: 1d20 + 14 ⇒ (12) + 14 = 26
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
UMD,wand: 1d20 + 14 ⇒ (12) + 14 = 26
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
After half-healing himself with his wand he gets to his feet and asks either Illaodora or Akter to help him with the wand after revealing the command word.
"There is no need to jam it up for no reason."
(With the assumption that help is provided)
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Sylvester signals to Shaggy to stay at the entrance for the time being. The fall had almost killed the gnome and he does not want to risk his travelling companion's life.
Handle Animal, Stay DC 10: 1d20 + 5 ⇒ (13) + 5 = 18
B.A.B.S.
|
My assumption is that I am able to communicate my intent to the boar and since it is wearing leather barding that a 50' of silk rope could be used to strap her to me. If that is not the case, then I suppose I will just be leaving her top side to hang out.
Iladora Unfallen
|
Unable to find a good path down using the natural foliage, Iladora grabs the rope and braces against the wall.
Climb: 1d20 + 4 ⇒ (4) + 4 = 8
Good thing that drops it to a DC 5!
Once at the bottom, Iladora quickly takes Sylvester's wand and heals him.
Xusius
|
Xusius picks up the branch with the Light cantrip cast on it and looks around the place they are in as well as the idols and parts of them.
| GM Zin |
The group decides that it's best to leave the animals at the top of the opening.
Taking a moment to look around, the rest of the Pathfinders now see what Ledt and Akter first saw when they came down: the chamber you find yourself in appears to be constructed of huge blocks of dark, grey stone. A single door, 8 feet tall and 4 feet wide and constructed from a single piece of the same featureless stone, stands in the south wall. 1 foot wide skylights in two walls provide dim light in the chamber. Perhaps it's just the dim light, but as you look around, shadows jump and shift just on the edges of your vision, making it almost seem like the walls are moving--though when you glance back to check, everything is as it first was.
Status
Akter: 16/28 hp
B.A.B.S.: 37/37
Iladora: 28/28
Ledt: 34/37 hp
Sylvester: 38/38 hp
Xusius: 30/30
Xusius
|
"I zuggest we heal ze injured first before we go through zat door. Eef one of ze people who can use zis wand would do so for zem?"
He holds up his Wand of Light Healing.
Ledt
|
UMD DC 20: 1d20 + 12 ⇒ (19) + 12 = 31 CLW: 1d8 + 1 ⇒ (1) + 1 = 2
UMD DC 20: 1d20 + 12 ⇒ (10) + 12 = 22 CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Ledt uses his own wand to almost fully heal Akter.
Looking around he winces "The shadows here are unnerving" he casts dancing lights to try make it better.
"Let's just open that door" the halfling goes ahead and tries to open the door in front.
| GM Zin |
Strength, Ledt: 1d20 - 3 ⇒ (12) - 3 = 9
Ledt approaches the door and--gripping the stone handle tightly--struggles initially, but finally is able to get the heavy door moving; it swings open to reveal a short hallway.
Strength, Ledt: 1d20 - 3 ⇒ (6) - 3 = 3
Moving down the hallway, Ledt attempts to open the next door, but finds the effort of opening the first one sapped what little strength he has; the door won't budge.
Status
Akter: 24/28 hp
B.A.B.S.: 37/37
Iladora: 28/28
Ledt: 34/37 hp
Sylvester: 38/38 hp
Xusius: 30/30
Ledt
|
"Where are the large ones when you need them? Does the halfling have to do everything?" the halfling very angrily pushes the new doors with renewed mental vigor "Grrrrmmmffgggfffxxx!"
Strength: 1d20 - 3 ⇒ (20) - 3 = 17
| GM Zin |
Ledt's second attempt proves fruitful; after gathering his strength, he pushes the second door open, revealing a perfectly square, low-ceilinged chamber. A sickly-sweet smell--like that of rotting meat--assaults your nostrils as the door swings open. The east wall features a large bas-relief carving portraying a wide-eyed hag devouring her own hands.
You see the hag’s eyes suddenly lock on to your eyes with an icy glare.
Map updated
Sylvester Solstar
|
Sylvester casts a light spell on his wand of magic missiles which he places back in its sheath to conceal its illumination but is ready if it is needed.
He calls out to Ledt with a tone of concern.
"Ledt. Wait up for the bigger folk to go in first."
Sylvester goes in between the doors to back up the sorcerer if required.
Ledt
|
"They are just there looking. We short ones have to do all the stuff all the time, haven't you notice Sylvester? Not only in noblemen houses we are working, also in the Society. What will they do without us?" the complaining halfling suddenly seems to go silently, staring at the statue in the room "I do not like how that statue is looking at me"
The halfling hair starts to crackle with electricity, the sparks descending to his right arm and making all its way to the hand. When Ledt points at the statue's eyes a ray of crackling electricity blasts the offending stone eyes!
Elemental ray+PB (7/8): 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Electrical damage+PB: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Sylvester Solstar
|
| 1 person marked this as a favorite. |
Sylvester simply smiles.
"I am sure that they will be along shortly."
He is easily distracted by the ray of electricity produced by the Halfling Sorcerer and claps with excitement.
"That is nifty."
Iladora Unfallen
|
"It's my understanding that here on the Material Plane, walls and shadows don't move on their own," Iladora remarks, without explaining her comment further.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
She permits herself a small indulgence watching Ledt struggle against the door, which finally budges.
"They are just there looking. We short ones have to do all the stuff all the time, haven't you notice Sylvester? Not only in noblemen houses we are working, also in the Society. What will they do without us?"
"Fail, most likely, because your kind is so adept!"
Xusius
|
Xusius smiles and moves up next to the door.
"Eet seems ze scouts are moving ahead of us. Entrez dans la porte s’il vous plaît?"
He motions to the way beyond the door.