
DM-Camris |

Round 7_________________
Player characters take their turns in order of posting, enemies will go last.
Light is dim directly under the shaft, pitch black elsewhere in the chamber.
Aquatic terrain penalties apply here.
Swim check DC10 to keep your head above water each round. (Armor check penalties apply here).
Bludgeoning and slashing weapons are -2 to hit and half damage.
Piercing weapons are Normal to hit/Normal damage.
Jask is undead, risen and is attacking.
Ishirou is undead, risen and is attacking.
Thurden is dead and sunk to the bottom.
Your characters understand that as Ishirou and Jask are not skeletons, blunt weapons won't be of advantage here.

"Sunny" |

"How the #$%#% do I do THAT girl? Just get to Ishirou and maybe disarm him; maybe grapple him fer Reijo ta deal with! Get it done 'for he scallops the lot o' us!" Shouted Bellamy before he swam over to Reijo.
Sunny pops up with a spout of the grungy waters. "I dun't be knowin'! Ye is all'a magic an's tuffs!" Sunny quickly shouts back only to see yet another of her former friends is now more 'Former' than friends.
"GAH! There be somat below doin' this ta' peoples!" She exclaims (Probably quite redundantly) even as she flips and darts back under the waters.
Move action to get 'Below' Jask then while he's still 'Confused' (Maybe?) Sunny will do her best to have at him and help take him permanently out of the fight.
Of course... Sunny is not submerged down here with the other 'Thing'. The thing is submerged down here with Sunny. :P
Att Roll !:1d20 + 2 + 2 - 2 ⇒ (15) + 2 + 2 - 2 = 17
Att Roll 2:1d20 - 2 + 2 - 2 ⇒ (7) - 2 + 2 - 2 = 5
Goram it! Two hits would be adding some nice damage ta' tha' fightin'
Dam Roll:1d3 - 1 ⇒ (2) - 1 = 1
Sneak Attack Dam:1d6 ⇒ 5
Perception:1d20 + 7 ⇒ (10) + 7 = 17
She tries to position herself the better, in the coming rounds, to attack the skellignton still threatening Shaedeen
Oh....and Thurden.... uhm... (>_>)

Shaedeen M. Valzanar |

Shaedeen holds her breath, then gives a big twist, trying to break the skeleton's grasp on her.
Shaedeen Escape Artist Check (grappled): 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
Shaedeen Swim Check (maintain depth): 1d20 + 4 ⇒ (8) + 4 = 12

Reijo Ilvonen |

When Bellamy taps Reijo on the shoulder to heal him, he looks disappointed.
"Where's the rum?!"
Reijo then flies into a fit of rage on spotting Thurden go down, and seeing Sunny and Shaedeen struggling too. Glaring at the dead-eyed Ishirou, he hollers:
"EH! MANSCAPE! YE NEEDS A CLOSER SHAVE! LEMME HELP!"
With a sudden swing, he aims to cleave Ishirou's jaw from his head with the slashing blade of his boarding axe.
He then swiftly swims closer to Jask, flanking him with Sunny.
Stay afloat.
Swim vs DC 10: 1d20 + 9 ⇒ (5) + 9 = 14
Actions: RAAAAGE!!! [free] Attack Ishirou [standard]. Then move to flank Jask with Sunny [move].
Attack Ishirou, boarding axe: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage, boarding axe: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
If Ishirou is not killed, Reijo attempts to avoid an AoO when moving 5 ft. to flank Jask (unless he can 5 ft. "step" in water?).
Acrobatics: 1d20 + 5 ⇒ (7) + 5 = 12

Shaedeen M. Valzanar |

Shaedeen follows up her escape with a hilt bash to her bony foe.
Shaedeen rapier (hilt): 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 for bludgeoning damage: 1d6 ⇒ 5

DM-Camris |

Round 7 completed_________________
"GAH! There be somat below!" Sunny exclaims even as she flips and darts back under the waters. Move action to get 'Below' Jask then Sunny will do her best to have at him.
She hit once for minor damage.
Shaedeen holds her breath, then gives a big twist, trying to break the skeleton's grasp on her.
She slipped free effortlessly.
Shaedeen follows up her escape with a hilt bash to her bony foe.
Her hilt shattered bone, dealing serious damage to the skeleton.
With a sudden swing, he aims to cleave Ishirou's jaw from his head with the slashing blade of his boarding axe. He just clipped him, taking off his jaw dealing serious damage. But he’s still coming for you.
He then swiftly swims closer to Jask, flanking him with Sunny.
Jask attacked Sunny.
Claw 1: 1d20 + 2 ⇒ (13) + 2 = 15 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Claw 2: 1d20 + 2 ⇒ (1) + 2 = 3 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Undead Ishirou slashed his katana overhand at Reijo.
Katana slash: 1d20 + 5 ⇒ (17) + 5 = 22 for a possible 1d8 + 3 ⇒ (1) + 3 = 4 damage.
Claw 2: 1d20 + 2 ⇒ (17) + 2 = 19 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Undead Thurden emerged from the water behind No-Eyes, then savagely pulled him under.
Sasha attacked underwater, but missed.
Skeleton 10 attacked Sasha from below, slashing at her and trying to drag her under.
Claw 1: 1d20 + 2 ⇒ (12) + 2 = 14 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Claw 2: 1d20 + 2 ⇒ (18) + 2 = 20 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton 11 attacked Shaedeen from below, slashing at her and trying to drag her under.
Claw 1: 1d20 + 2 ⇒ (11) + 2 = 13 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Claw 2: 1d20 + 2 ⇒ (11) + 2 = 13 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton 12 attacked No-Eyes from below, slashing at him.
Claw 1: 1d20 + 2 ⇒ (1) + 2 = 3 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Claw 2: 1d20 + 2 ⇒ (19) + 2 = 21 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 damage.
No-Eyes cast cure light on Skeleton 12, disintegrating it.

DM-Camris |

Round 8_________________
Player characters take their turns in order of posting, enemies will go last.
Light is dim directly under the shaft, pitch black elsewhere in the chamber.
Aquatic terrain penalties apply here.
Swim check DC10 to keep your head above water each round. (Armor check penalties apply here).
Bludgeoning and slashing weapons are -2 to hit and half damage.
Piercing weapons are Normal to hit/Normal damage.
Jask is undead, risen and is attacking.
Ishirou is undead, risen and is attacking.
Thurden is undead, risen and is attacking.
Your characters understand that as Ishirou, Jask and Thurden are not skeletons, blunt weapons won't be of advantage against them.

"Sunny" |

I dun't see Shasha, nor Thurden nor No Eyes on'a map. :(
Sunny tries her best to end the skellginton still attacking Shaedeen. The better to try and turn the tide/flank on Jask.
Though with Thurden AND Ishirou AND Jask AND maybe Shasha and No Eyes all bein' nasty like? ;_;
Att Roll 1:1d20 + 2 + 2 - 2 ⇒ (5) + 2 + 2 - 2 = 7
Att Roll 2:1d20 - 2 + 2 - 2 ⇒ (11) - 2 + 2 - 2 = 9
And fails to be productive at all this round. (;_;)
I dun't got any ideas a-tall. Maybe someone can help give me some clues as to how better be helping?
Even her CMD is only +0 ;_;

DM-Camris |

Round 8 completed_________________
Sunny tries her best to end the skellginton still attacking Shaedeen. The better to try and turn the tide/flank on Jask. She missed both attacks.
(npc) Shifting a little to flank with Sunny, Shaedeen follows up with another hilt bash to her bony foe.
Shaedeen rapier (hilt): 1d20 + 5 - 2 + 2 ⇒ (9) + 5 - 2 + 2 = 14 for bludgeoning damage 1d6 ⇒ 5 damage plus 1d6 ⇒ 6 precision damage. Skeleton is shattered.
(npc) Reijo lashed out at Ishirou again.
Attack Ishirou, boarding axe: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Miss.
No-Eyes deals 1d8 + 2 ⇒ (3) + 2 = 5 positive energy damage.
Then struggled to the surface for a breath.
Sasha rapier (hilt): 1d20 + 5 - 2 + 2 ⇒ (12) + 5 - 2 + 2 = 17 for bludgeoning damage 1d6 ⇒ 1 damage plus 1d6 ⇒ 2 precision damage.
With her enemy shattered, she surfaces to gasp for breath.
Thurden attacked No-Eyes from below, slashing at him.
Claw 1: 1d20 + 2 ⇒ (13) + 2 = 15 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Claw 2: 1d20 + 2 ⇒ (4) + 2 = 6 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Jask attacked Sunny from below, slashing at her.
Claw 1: 1d20 + 2 ⇒ (7) + 2 = 9 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Claw 2: 1d20 + 2 ⇒ (13) + 2 = 15 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 damage.

DM-Camris |

Round 9_________________
Player characters take their turns in order of posting, enemies will go last.
Light is dim directly under the shaft, pitch black elsewhere in the chamber.
Aquatic terrain penalties apply here.
Swim check DC10 to keep your head above water each round. (Armor check penalties apply here).
Bludgeoning and slashing weapons are -2 to hit and half damage.
Piercing weapons are Normal to hit/Normal damage.
Jask is undead, risen and is attacking.
Ishirou is undead, risen and is attacking.
Thurden is undead, risen and is attacking.
Your characters understand that as Ishirou, Jask and Thurden are not skeletons, blunt weapons won't be of advantage against them.

Shaedeen M. Valzanar |

With all the skeletons apparently eliminated, Shaedeen swims close to undead Jask, stabbing at his chest.
Shaedeen Swim Check: 1d20 + 4 ⇒ (17) + 4 = 21
Shaedeen rapier: 1d20 + 5 ⇒ (17) + 5 = 22 for piercing damage: 1d6 ⇒ 4 (18-20)

"Sunny" |

Sunny grimaces as now nasty Jask gives her a bopping. She takes an action to swig one of the other potions they've managed to find.
Cure light wounds:1d8 + 3 ⇒ (1) + 3 = 4
Before simply flipping around in the water and trying to return the favour to Nasty Jask.
Again using mainhand and off had attack
Att Roll 1:1d20 + 3 + 2 - 2 ⇒ (1) + 3 + 2 - 2 = 4
Att Roll 2:1d20 - 1 + 2 - 2 ⇒ (3) - 1 + 2 - 2 = 2
Oh come ON! *Expresses some rilly naughty words* >:(

Reijo Ilvonen |

Stay afloat.
Swim vs DC 10: 1d20 + 9 ⇒ (12) + 9 = 21
"Oi! Blindey! Get away from'im!" Reijo gives Bellamy obvious advice as he swings one more time at Ishirou's animated corpse.
Ishirou's blade and clawed hand scratch him up a bit, but Reijo's mojo is affected not one iota.
"Missed a spot, I did!" Turning his attention back to undead Ishirou, he cracks his axe into his skull this time. "There ye goes! Now that be a close shave!"
Torn between which of his allies to aid, he opts to flank undead Jask with Shaedeen.
Actions: Attack Ishirou [standard]. Then move to flank Jask with Shaedeen [move].
Attack Ishirou, boarding axe: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage, boarding axe: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
If we survive this, I can't wait to take the two-weapon fighting feat.

DM-Camris |

Round 9 completed_________________
With all the skeletons apparently eliminated, Shaedeen swims close to undead Jask, stabbing at his chest. The blade sank it deep, dealing moderate damage.
Sunny swigs one of the other potions they've managed to find. She heals 8.
She also attempts to hit Jask, but missed wildly.
Reijo gives Bellamy obvious advice as he swings one more time at Ishirou's animated corpse.
His blade tore Ishirou’s head from his shoulders, and he fell lifeless again into the murky depths.
Torn between which of his allies to aid, he opts to flank undead Jask with Shaedeen.
Sasha splashed over next to No-Eyes and stabbed Thurden through the chest, dealing serious damage.
No-Eyes swung weakly against Thurden, but his belaying pin is useless against corporeal undead.
In desperation, he reached up and lifted one of his eyepatches.
An inky blackness filled with tiny lights like interstellar space flowed out and over Thurden.
His form frosted over and the water around him froze, leaving him frozen and stiff inside his own mini-iceberg.
Jask attacked Shaedeen, slashing at her.
Claw 1: 1d20 + 2 ⇒ (19) + 2 = 21 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Claw 2: 1d20 + 2 ⇒ (16) + 2 = 18 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 damage.

DM-Camris |

Round 10_________________
Player characters take their turns in order of posting, enemies will go last.
Light is dim directly under the shaft, pitch black elsewhere in the chamber.
Aquatic terrain penalties apply here.
Swim check DC10 to keep your head above water each round. (Armor check penalties apply here).
Bludgeoning and slashing weapons are -2 to hit and half damage.
Piercing weapons are Normal to hit/Normal damage.
Jask is undead, risen and is attacking.
Your characters understand that as Jask is not a skeleton, blunt weapons won't be of advantage against them.

Shaedeen M. Valzanar |

Shaedeen yelps in pain as Jask's clawlike hands tear her flesh; she now regrets suggesting that the man be freed from the manacles he was found in. Knowing that she's got the undead guy currently flanked with Reijo, though, she fights the urge to flee and strikes out with her blade, again scoring a decent hit (for her).
Shaedeen Swim Check: 1d20 + 4 ⇒ (18) + 4 = 22
Shaedeen rapier (flanking): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 for piercing damage (DF/trait plus SA/precision damage): 1d6 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6

"Sunny" |

Sunny moves a bit to try and get a better angle from beneath Nasty Jask before again trying to help out.
Att Roll 1:1d20 + 3 + 2 - 2 ⇒ (10) + 3 + 2 - 2 = 13
Att Roll 2:1d20 - 1 + 2 - 2 ⇒ (20) - 1 + 2 - 2 = 19
Well, at least one connection.
Confirm:1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 (I think that's right?)
I dun't think that's enough to confirm?
Dam:1d3 - 1 ⇒ (3) - 1 = 2
Then Sunny pauses... thinking *Wait? Whut's keepin' Jask afloat?*
Perception:1d20 + 7 ⇒ (18) + 7 = 25
Int Check:1d20 + 0 ⇒ (15) + 0 = 15
Okay. IF Jask is swimming? Then he needs limbs to paddle with, right? If he get all tangled up... he stops paddling? If he stops paddling, he sinks? Yes
Sunny peers about for anything with which to tangle nasty Jask up with. (Like cloth, rope, ruin etc)
Perception:1d20 + 7 ⇒ (19) + 7 = 26

Reijo Ilvonen |

Stay afloat.
Swim vs DC 10: 1d20 + 9 ⇒ (6) + 9 = 15
The angry sailor turns towards what was once Jask and, without hesitation, aims the spiked tip of his boarding axe at the back of his skull.
"Sorry Shackles," he mutters in his gravelly voice after landing the blow.
He then quickly glances around and, if undead Jask is dead again, he swims over to whomever needs assistance staying afloat and lends a hand.
Actions: Attack Jask [standard].
Attack Jask, boarding axe: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Damage, boarding axe: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

DM-Camris |

Round 10 completed_________________
Shaedeen yelps in pain as Jask's clawlike hands tear her flesh.
She fights the urge to flee and strikes out with her blade, again scoring a decent hit (for her), puncturing a lung.
Sunny moves a bit to try and get a better angle from beneath Nasty Jask before again trying to help out. Sunny's second punch criticals, doubling her damage and crushing his jaw.
Sunny peers about for anything with which to tangle nasty Jask up with. (Like cloth, rope, ruin etc). She sees a tangle of old and rotted rope in a corner, wrapped around an old beam.
Reijo turns towards what was once Jask and, without hesitation, aims the spiked tip of his boarding axe at the back of his skull. The hit split Jask’s head, and he stopped moving to sink into the turgid water.
The battle is over.

Shaedeen M. Valzanar |

"Aerys...went looking...for vines...to pull us out!" Shaedeen grunts to Sasha as she doggy-paddles toward the northeast tunnel. "They...don't grow...on trees...you know!"
Well, maybe they do. Whatever.

"No-Eyes" Bellamy |

No-Eyes paddled over to Sunny.
"Got a little bit 'o healin' left Sunny girl! Hold still now." He said, laying on hands.
Sunny is healed 1d8 + 2 ⇒ (7) + 2 = 9

Reijo Ilvonen |

Looking up, Reijo grumbles in response to Sasha's question.
"Good bloody question..."
Spotting Shaedeen make her way down the tunnel, he follows after her. He lights up his pipe in the dry chamber. His eyes then light up as he spots the treasure chests. Lighting up a torch, Reijo examines each chest carefully in the torchlight, one at a time.
Scan three chests for traps (will roll more if needed).
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

"Sunny" |

No-Eyes paddled over to Sunny.
"Got a little bit 'o healin' left Sunny girl! Hold still now." He said, laying on hands.
Sunny is healed 1d8+2
Sunny smiles at Bellamy's soothing touch. Couchs a gout of the brackish water for an instant before thanking him for his efforts.
With people moving to, into and through the tunnel Sunny does her best to help people swim along.
Sunny can 'Tak ten' at aiding others I do believe?
All the better to quickly help get people out of the terrible waters.
"We should be comin' back laters an' droppin' a fire ball on'a place. Just ta' make sure..." She grumbles, even as she casts a glance back over a tanned shoulder frowning.
Depending on how much room there is within the chamber Sunny is content to wait a turn to peruse whatever's been found. She's more interested in looking for other ways and means to get the heck out of the pit everyone fell into and that not everyone is going to be emerging from.....
Pewrception:1d20 + 7 ⇒ (5) + 7 = 12
She al;so takes time to peer up at the walls of the pit they're in. Gauging what it might take for them to make the climb up on their own.

Shaedeen M. Valzanar |

Once there's light, Shaedeen examines the chests for traps.
Shaedeen Perception Check (traps; Chest #1): 1d20 + 7 ⇒ (8) + 7 = 15
Shaedeen Perception Check (traps; Chest #2): 1d20 + 7 ⇒ (18) + 7 = 25
Shaedeen Perception Check (traps; Chest #3): 1d20 + 7 ⇒ (5) + 7 = 12
Likewise, Shae will make additional checks if there are more than three chests. Additional, Shae would get a secret auto-check if she came within 10 feet of a trap, thanks to her trap spotter rogue talent.
If No-Eyes has any healing remaining, Shae could use some before trying to open the chests. If none is forthcoming, she'll drink her potion of cure light wounds before working the locks.
Shaedeen Disable Device (Chest #1): 1d20 + 9 ⇒ (8) + 9 = 17
Shaedeen Disable Device (Chest #2): 1d20 + 9 ⇒ (8) + 9 = 17
Shaedeen Disable Device (Chest #3): 1d20 + 9 ⇒ (5) + 9 = 14
Plus a few more, if needed....
Shaedeen Disable Device (Chest #?): 1d20 + 9 ⇒ (9) + 9 = 18
Shaedeen Disable Device (Chest #?): 1d20 + 9 ⇒ (10) + 9 = 19
Shaedeen Disable Device (Chest #?): 1d20 + 9 ⇒ (12) + 9 = 21
She might have time to take 20, depending on whether or not Aerys and the gnome come back. There was a gnome, right? Or did we eat him?

DM-Camris |

Shaedeen's sixth sense raised the hair on the back of her neck.
By moving slowly and carefully, she managed to deactivate a deadfall, a gas trap taking up one of the chests, and as it turned out, inside the chest containing all the coinage, the coins are covered by a contact poison.
After all the traps have been dealt with, you find a wide variety of treasures Captain Quellig took off of his victims.
There are chests of elegant silks and noble clothing, all long rotted now.
There are chests of magic books and scrolls, all rotted. Well, except for a sealed mithril scroll tube.
The same rot afflicted a chest of rare and expensive spices and pipeweed.
The chest with expensive wines and liquors survived nicely intact though.
The money chest has several thousand coins in it, as well as a coffer filled with gemstones.
Last is a couple of chests full of weapons and armor.

"Sunny" |

Sunny is interested in looking at the stuff, though nothing seems to really capture her imagination.
Even the coins don't seem to hold her gaze. She makes mention that some of the stone look kind of pretty but eventually she makes her way back to the cave mouth and looks up.
"Is stoppin' rainin' some." She lets her freinds know. With no sign of her top side friends having found anything she eventually shrugs and begins the slow, careful process of climbing up the side of the pit.
"If n't there weren't somit nasty in'a water I'd be lookin' fer a way out'a tha' bottom." She mumbles quietly and to anyone that might hear they might think they hear anger nin Sunny's voice for the first time.
Well.. taking 'Ten' still only gets Sunny to a total of 13. So... 'Take twenty'? It's going to be a loooong climb.

DM-Camris |

I should mention that I described the treasure briefly, as in a first glance and not as if you took hours to catalogue the whole thing, since you obviously can't take it all yourselves. If you want to take the time to do that, tell me.
Also, in a climb situation, you can aid another.

"Sunny" |
1 person marked this as a favorite. |

Also, in a climb situation, you can aid another.
Jus' be watchin' where ye be puttin' them hands. :P

Shaedeen M. Valzanar |

Shaedeen basks a bit in the spotlight as she sniffs out trap after trap after trap. She points out what she believes to be the best weapons and armor, the starknife and a darkwood shield.
"Most of this stuff's too heavy to get out of here and carry across the island; better to come back for it if we get the chance." Looking to Reijo and Sunny the teen adds, "Could be worthwhile to dive and recover the gear of those who this deathtrap killed. Maybe take some of their clothing to wipe down the chest of gemstones and the jewels themselves. Those should be portable."
Eyeballing the muddy walls, Shae decides to give them a try to see how difficult they'll be to scale.
Shaedeen Appraise Check: 1d20 + 7 ⇒ (16) + 7 = 23
Shaedeen Climb Check: 1d20 + 4 ⇒ (8) + 4 = 12

DM-Camris |

The walls are soft and slippery clay, with some old and rotted timbers as old bracings when the shaft was constructed. Climb DC is 30.
On the plus side is at least two of your fallen companions had 25 ft. rope each. (Also, are you looting them now or later?)
The rope will give you a +5 bonus to the skill check.
Select someone with a good climb and everyone else Aid Another; that should get you +10 to the roll.
The coffer of gemstones weighs about 10 lbs.

"Sunny" |

"Most of this stuff's too heavy to get out of here and carry across the island; better to come back for it if we get the chance." Looking to Reijo and Sunny the teen adds, "Could be worthwhile to dive and recover the gear of those who this deathtrap killed. Maybe take some of their clothing to wipe down the chest of gemstones and the jewels themselves. Those should be portable."
Sunny is happy that Shaedeen is happy. At the mention of the water, though, she shudders.
"Nuh-uh. There's somit in a' waters. People's shouldn't just, y'know, turn in't shamblers like that." Sunny peers into the dark depths before turning her attention to the climb.
"It in't right..."
Yeah, no. Not goin' swimmin' in that stuff intill we come back with a LOT more fire power.

Shaedeen M. Valzanar |
1 person marked this as a favorite. |

I was thinking that Thurden had at least one potion of cure light wounds on him before he turned, and since we're now without any source of healing (outside of No-Eyes), we ought to recover that. Also, I wasn't sure if the gems and their box had contact poison, so that's why I was thinking that tearing the shirts off the dead makes sense for wiping the treasure down (we've already got plenty of water for that task)...and Shae doesn't want to walk away from this debacle empty-handed.
In terms of Climb checks, scrawny Shae's got a +4 modifier (+5 if she goes all Sunny and strips out of her armor for the ascent). She'd need LOTS of help to hit a DC of 30.

, |
*Hugz* I completly agree. Kind of. Yes, we need stuff. I'm not keen at all on getting down into that muck and finding whatever it is doing all the nasty, though.
Hmmm. How about a trade? We go swimming and Shaedeen matches Sunny for the climb? ;)
I suppose when we're 'Ready' for whatever it is. We should do better?
Now, where'd that potion of water-breathing get too? :P

Reijo Ilvonen |

"Aye," Reijo absentmindedly agrees with the teen about leaving the treasure here. However, as she grabs a few special weapons, he pockets some gems and coins.
"Friggit," he curses aloud as the ladies debate. He dives right into the creepy waters. He feels around for his deceased companions' bodies, seeking their packs and intent only on grabbing rope. And if he happens to find a bottle on Thurden's corpse, he grabs that too.
Presumably making it back up with rope in hand, Reijo finds as stable a place to stand as he can (if he can). After tying a several knots to make the climb easier, he tosses the rope up. After several tries, he manages to make purchase with something above, and begins to climb.
Though his feet slip and slide at times in the muddy wall, and though he curses like a sailor every time, Reijo manages to eventually make it to the top. After taking a suspicious look around him for signs of danger or the others, he tosses the loose end of the rope back down for the next climber to begin their treacherous ascent.
Appraise the treasure.
Appraise vs DC 12: 1d20 + 1 ⇒ (11) + 1 = 12
Swim down just to spot and loot rope off the bodies.
Swim vs DC 10 (?): 1d20 + 9 ⇒ (3) + 9 = 12
Try to climb the precarious wall with rope and aid.
Climb vs DC 30: 1d20 + 7 + 10 ⇒ (15) + 7 + 10 = 32
Reijo pockets a third of the weight (3.3 lbs.) of gems and coins (still bearing a light load). I'm figuring the other two thirds are for Sunny and Shae: they can leave their shares here if they have to.
Also, would it help if Reijo uses his strength to pull the rope up to aid each of the ladies as they simply hold onto the rope?

"Sunny" |

"Friggit," He curses aloud. Before suddenly diving right into the creepy waters.
"GAH!" Is Sunny's exclamation as Reijo suddenly becomes possessed and dives into the terrifying, dark, mysterious waters.
Diplomacy:1d20 + 4 ⇒ (11) + 4 = 15
Random1d2 ⇒ 1(1)Shaedeen, (2)Sasha
Glomp hugging Shaedeen in her panic.
"He jus' jumped in!" Sunny cries out, even as she untangles herself from Shaedeen and panicky sorts through their salvaged gear.
Perception:1d20 + 7 ⇒ (11) + 7 = 18
"Were is at potion gots too...?" She mumbles, looking through the salvaged loot from earlier. Actually. Did the potion make up with everyone else? Or is it down amongst the dank?
Before giving up, summoning up her courage and diving in after the mad headstrong Reijo.
Sunny should be able to 'Take Ten' naturally for the swimming.
Perception:1d20 + 7 ⇒ (20) + 7 = 27
As she searches about for Reijo and stuff.
Ref Check:1d20 + 5 ⇒ (16) + 5 = 21 To avoid bumping into anything nasty, like

Shaedeen M. Valzanar |

Shaedeen does her part in the dive to recover sunken gear. Afterward, she dog-paddles in the murky water while watching (and helping with) Reijo's climb up the slimy walls. She, too, takes a third of the gemstones.

"Sunny" |

Pretty sure Sunny is easily able to help 'Aid another' with the swimming things. (^_^)

Shaedeen M. Valzanar |

Actually...since Sunny doesn't seem to have any pockets, Shaedeen thoughtfully takes the nekkid elf's third of the gemstones to carry for her. :D
Shae has a +4 modifier to Swim checks, so she can swim OK on her own in calm water. It's just during combat, where she has to roll higher than a 5 to make the check, that she has problems.

DM-Camris |

Fishing Jask's corpse yields nothing more than masterwork manacles.
Fishing Ishirou's corpse out yields a masterwork chain shirt, a masterwork katana, and an empty belt pouch except for a sealed scroll tube with a number of suspicious treasure maps.
Fishing Thurden's corpse yields more.
scythe
sling (10 bullets)
spell component pouch
hide armor
--Backpack--
healers kit
backpack
belt pouch
blanket
holly
rope, 50'
mistletoe
mess kit
soap
trail rations (5 days)
waterskin
flint and steel
iron skillet
ladle
skewer
wooden cutting board
cutting knife
iron pot
iron tripod for the pot
packet of tinder
Seasonings
3x potion of cure light wounds (1d8+1)
1x potion of cure moderate wounds (2d8+3)
20 gp

DM-Camris |

With everyone using aid another, Reijo is able to climb up the slippery clay wall to the first tier of rotting timber supports.
From there is a slow and careful climb until he finally makes up to the top and out of the money pit!
For a moment Reijo is stunned.
The air is incredibly clean after the filthy rot water of the pit, the blazing sunshine heats up his chilled flesh, the intense humidity immediately makes him sweat, he can see verdant green jungle and sapphire blue ocean.
But...
There is none of your companions here. Where are they?

Reijo Ilvonen |

After glancing around in vain for the others, Reijo mutters "Bloody scallywags" to himself, aloud. He then spits a large wad on the ground.
Before checking the ground for tracks, he remembers the ladies below. The salty sailor looks around for anything to help him secure the rope: a nearby heavy rock or tree trunk perhaps. Anything he can use as leverage.
"Oi!" He then loudly whispers down at them. "Grab the rope an I'll pull ye's up! One at a time!"
After looping one end of the rope around whatever he finds to secure it, he drops the other end down the hole for the others to grip. When he feels the rope tighten, he pulls them up as they climb.
Aid the ladies in their Climb checks (taking 10).
Climb vs DC 10: 10 + 7 = 17
Climb vs DC 10: 10 + 7 = 17
Climb vs DC 10: 10 + 7 = 17