
Oorgatch |

”come on, Oorgatch, you’ve done well this fight. ”
Acrobatics (E): 1d20 + 14 ⇒ (12) + 14 = 26
He finally gets free to go help scarred one.
'branch': 1d20 + 14 - 5 + 1 ⇒ (1) + 14 - 5 + 1 = 11
Magic, Ghost Touch, Piercing : 2d6 + 2 ⇒ (4, 2) + 2 = 8 | deadly: 1d8 ⇒ 5
And then he misses. Badly

Yan Tovis |

Yan Heals Scarred One then grabs him by the collar to help pull him out!
Then he drop an arrow into the mimic:
Lbow, Aura, Volley, Cover: 1d20 + 9 + 1 - 2 - 1 ⇒ (18) + 9 + 1 - 2 - 1 = 25
P: 2d8 ⇒ (7, 2) = 9
Finally, he grabs Scarred one by the collar and readies to yank him off the creature!
Aid Escape, Athletics?: 1d20 + 13 ⇒ (16) + 13 = 29
If SO doesn't;t try to escape will use champ reaction.

Scarred One |

Scared one sends another bolt of flame
Produce a flame: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Fire: 3d4 + 4 ⇒ (2, 4, 1) + 4 = 11
Than he raises his shield

Oorgatch |

Oorgatch takes a moment to dust himself off, and to peal off the remaining glue. "Huh. I've heard of these, as any adventurer has. Bit more scary in person I should think.
"Elder, are you going to heal us? Oh, and you mentioned something about me wearing the gloves of healing?"
The younger orc then starts searching around the room, to see if there was anything of real value.

Pirate GM |

4d20 ⇒ (6, 12, 3, 11) = 32
Shattered jars fill the supply room in the north. Among the debris Orgatch finds a few intact bottles, Oorgatch recognizes ones as lesser sea touch elixir while Sendoski is able to identify the runes on the bottle of a corked potion as "Bottled Air"
The The hatches leading down into the water below are open. A few of the ladder rungs are missing (Athletics DC 10) but its definitely a safer way down to the water below than jumping down a hole.
There are additionally some rusty scraps of metal lying around and bits of long rotting claw or carapace, it seems impossible to tell.
Finally, the air here, and perhaps in the previous room as well as a bit of a metallic tang to it that's beginning to irritate the roofs of your mouths although does not otherwise seem immediately dangerous.

Scarred One |

Scarred One unglues the remains of the mimick from his belongings and gives Oorgatch his shield
"I will heal you, while you can work on the shield."
Healing@Oorgatch, DC20, Risky Surgery, healing plaster: 1d20 + 13 + 2 + 1 ⇒ (15) + 13 + 2 + 1 = 31
Heal: 4d8 + 10 - 1d8 ⇒ (7, 7, 6, 5) + 10 - (6) = 29
Healing@Scarred One, DC20, Risky Surgery, healing plaster: 1d20 + 13 + 2 + 1 ⇒ (14) + 13 + 2 + 1 = 30
Heal: 4d8 + 10 - 1d8 ⇒ (2, 4, 5, 8) + 10 - (6) = 23
Healing@Scarred One, DC20, Risky Surgery, healing plaster: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34
Heal: 4d8 + 10 - 1d8 ⇒ (5, 7, 7, 1) + 10 - (5) = 25
He looks at the potions.

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Sendoski breathes from the bottled air.
"I'm not sure we should be sending so much time in here. Let's check this door to the south and head back. Assuming no one gets stuck to anything..."

Yan Tovis |

Agreed. Yan takes a pull off the bottle of air and passes it around, stows the bow, and draws his scarf.

Oorgatch |

Oorgatch pulls out his repair kit to work on the shield.
Wovenwood shield is level 4, DC19
Crafting DC19: 1d20 + 8 ⇒ (9) + 8 = 17
Crafting DC19: 1d20 + 8 ⇒ (16) + 8 = 24 10 hp back. looks like that fixes it.
He then spends a little time repairing a lockpick.
crafting DC18: 1d20 + 8 ⇒ (16) + 8 = 24
"Thank you, Elder. Here's your shield back, good as new."

Oorgatch |

Oorgatch readies himself as the group moves to the south, musing that he should get runes for his hand crossbow.

Pirate GM |

Heading south takes you to a hallway that ends in another iron bound wooden door. Beyond it is a corridor that heads west towards yet another iron bound wooden door, where to the east the passageway heads towards a room where the air appears thick with fungal spores.
There's some disagreement between Oorgatch and Scarred One about how safe the room is to traverse although both agree it would be wise to minimize your exposure.

Scarred One |

"Hmm"
Is the sound that the old one sometimes makes.
"How about we head towards the door, iron-bound door usually tries to keep something inside."

Pirate GM |

Almost all of the doors on this floor have been iron bound so far.
Heading to the west leads to a room where a counter wrapes around the northern and northeastern wall. It bears a few cracked serving dishes. A dusty and shattered display case features only grime and broken glass.
Carved into the old shattered display case in small text is the words 'They Are Watching You' Perhaps of more interest to Oorgatch at least is a hinge on the back side of the display case that he suspects opens to a secret door.
There is no magic present and another iron bound door leads to the north west,

Yan Tovis |

Yan takes another pass around the room, looking for peepholes. Was this a kitchen? Why spy on the servants?

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"Maybe they were stealing books," Naught says, giving Yan a look.
Sendoski asks, "Was this carved as a warning, or a reminder?"
Shall we go through the secret door?

Yan Tovis |

Secret door it is. Yan follows SDP (Standard Door Protocol), then opens it.

Scarred One |

Scarred One moves in, looking for any signs of traps.
"Ruindelver let us know if any magic can be sensed, bones could mean undead."
He looks into gouges as they move
"They are watching you could be a reference to that petty deity of theirs. "

Scarred One |

"How about those doors to the north?" he stops in front of them

Pirate GM |

6d4 ⇒ (3, 2, 1, 1, 1, 1) = 9
Moving cautiously forward Yan eventually gets to the the larger chamber at the end of the winding hall.
His first step into the room gives the resounding click of a pressure plate. There is the sound of metal zipping against stone from inside the walls from all around.
A trio of large scything blades cut through the hallway behind Yan, each scraping walls and cutting through the party before they retract into the wall and the sound of metal moving quickly throughout the walls is heard again.
Scything vs Oorgatch: 1d20 + 20 ⇒ (7) + 20 = 27
Scything vs Oorgatch: 1d20 + 20 ⇒ (9) + 20 = 29
Scything vs Oorgatch: 1d20 + 20 ⇒ (18) + 20 = 38
Hit, hit, crit
Scything vs Sendoski: 1d20 + 20 ⇒ (8) + 20 = 28
Scything vs Sendoski: 1d20 + 20 ⇒ (5) + 20 = 25
Scything vs Sendoski: 1d20 + 20 ⇒ (1) + 20 = 21
Crit, hit, miss.
Scything vs Scarred One: 1d20 + 20 ⇒ (8) + 20 = 28
Scything vs Scarred One: 1d20 + 20 ⇒ (12) + 20 = 32
Scything vs Scarred One: 1d20 + 20 ⇒ (16) + 20 = 36
Hit, Crit, Crit
Oorgatch damage: 1d12 + 8 ⇒ (4) + 8 = 12
Oorgatch damage: 1d12 + 8 ⇒ (4) + 8 = 12
CritOorgatch damage + Deadly: 1d12 + 8 ⇒ (1) + 8 = 9
extra deadly: 1d12 ⇒ 8
Sendoski Crit Damage: 1d12 + 8 ⇒ (8) + 8 = 16
Deadly: 1d12 ⇒ 1
Sendoski Hit: 1d12 + 8 ⇒ (9) + 8 = 17
Scarred damage: 1d12 + 8 ⇒ (1) + 8 = 9
Scarred Crit 1: 1d12 + 8 ⇒ (7) + 8 = 15
Scarred Crit 2: 1d12 + 8 ⇒ (11) + 8 = 19
bonus deadlies: 2d12 ⇒ (12, 1) = 13
No blades spin in the large central room but there are plenty of gaps and gashes that there is no guarantee it'll be safe momentairly.
Initiative:
Yan 73/73
Oorgatch 14/64
Sendoski 0/43 Dying 1, Prone
Scarred One 0/72 Dying 2, Prone
SHUFFLING SCYTHE BLADES
Yan and Oorgatch are up!
There are multiple blades spinning around in the walls, they can be disabled individually with (expert thievery), also Seeking might tell you something useful and being prone is likely no help considering the arcs the blades too.
Yan and Oorgatch are up!
Popped Scarred One back as horrible things happen as soon as first person steps in.

Yan Tovis |

Yan Lays on Hands Scarred One and Seeks, desperate for a way to turn off the blades. They won't make it back through 65 feet of scything blades.

Pirate GM |

Yan hears the blades spinning, honing in on the center room.
Next time the trap goes off, 4 blades will strike the center room while 1 will slice through the north hallway most of the party is in. There's at least 1 more blade deeper in.
More importantly as Yan shifts his weight he hears the blades slowing down momentarily and realizes if he backs out of the center room the trap will stop spinning.

Yan Tovis |

Stay still!!
Yan slowly backs off the plate. I think this means back into the hallway?

Oorgatch |

Oorgatch quickly tries to patch up Sendoski, now that Scarred One is up.
Battle Medicine DC15: 1d20 + 9 ⇒ (8) + 9 = 17
patching up: 2d8 ⇒ (5, 3) = 8
"That pressure plate looks beyond my skills at this time.' says the younger orc. "We should try elsewhere first, in case there is a way to go around the long way."
He then seeks (in case there is more), and patches himself, now that the spinny things have stopped.
Battle Medicine DC15: 1d20 + 9 ⇒ (16) + 9 = 25
patching up: 4d8 ⇒ (6, 1, 5, 1) = 13

Scarred One |
2 people marked this as a favorite. |

Before
Scarred One was walking behind Yan when he spotted the first blade. He know it would be bad as soon as it struck him, and he saw a glimpse of a second one. He saw fragments of his life passing through his eyes, for some reason he recalled a particularly ineffective and dull potion that he was trying in Crow's Casks.
He wanted to yell Really? From everything that I lived through that would be my last memory? and the darkness came...
First he saw a woman leaning towards him, pale skin, no tusks and beard? THat was no woman, it was Worddancer! Scarred One smiled still feeling the pain in his body "Have we died? Are we fighting her minions even on the other side? " he sniffs the air "If we would be dead, the smell should be nicer. So I am still alive."
He gets up and follows the others gathering his belongings.
He walks to the safety and reaches for his healing tools but leaves his blade hidden "I don't feel like adding more scars."
Treat Wounds@Self, healing plaster: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Healing: 4d8 + 10 ⇒ (4, 2, 8, 4) + 10 = 28
Treat Wounds@Sendoski, healing plaster: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Healing: 2d8 + 10 ⇒ (6, 7) + 10 = 23
Treat Wounds@Oorgatch, healing plaster: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Healing: 2d8 + 10 ⇒ (3, 5) + 10 = 18
Treat Wounds@Self, healing plaster: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Healing: 4d8 + 10 ⇒ (6, 5, 6, 5) + 10 = 32
Treat Wounds@Sendoski, healing plaster: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Treat Wounds@Oorgatch, healing plaster: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
Healing: 2d8 + 10 ⇒ (5, 1) + 10 = 16
Treat Wounds@Sendoski, healing plaster: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
Healing: 2d8 + 10 ⇒ (3, 8) + 10 = 21
Scarred One = 18+28+32 = 72+ - full
Sendoski = 8(Oorgatch bm) +23+28 = 59 ;) full
Oorgatch = 14+13(Oorgatch bm) + 18+16=51 (if Yan would Loh he would be full)
Time: 70 mins

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"What happened back there?" Sendoski winces as Scarred One patches him up.
Should we head back around the other way, or do we think we can disarm the trap?

Oorgatch |

"Sounds like Yan walked right into a trap! Unfortunately, it is a bit beyond my skill, for now."

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"Let's head back around then. I'm sure there's plenty more for us to find."
I believe there were more doors in the room with the giant pit. Maybe we try the southern one?

Pirate GM |
1 person marked this as a favorite. |

As before these iron bound wooded doors have closed behind you after a minute or so, a clever bit of engineering. That said they are no trouble to reopen.
Back through the lounge, past the spores, through the mimic room leads you back to the chamber with the giant pit.
One could retreat back up to the previous floor, sling yourself into the pit in despair, check out either of the 2 remaining doors or head down the spiral towards the bottom of the pit.

Yan Tovis |

Why don't we look in the bottom of these pits? Yan throws a stone in one of them to see what happens. Vote for spiral stairs

Scarred One |

I vote we stay on this level and check out the other doors before we go down.
agreed!

Pirate GM |

Opening the door to the south reveals a stately hallway that stretches from your single iron bound door to the to a wide exit to the south.
Frescoes depicting powerful creatures in battle with each other adorn the walls. Pinpoints of light glimmer in the vaulted ceiling, illuminating the hallway with a pale radiance. Balconies run the length of the hallway, 20 feet above the floor, their low railings rusty and twisted in places. A stone bridge connects the balconies across the hallways to each other, providing access to the tunnels out of the hallway to the east and west from the balcony. Several badly damaged statues decorate the south end of the hall.

Scarred One |

Scarred One looks into the hallway
"If I would be making such a place, I would put archers on those balconies, and set up spearman at the end of the hallway. That could be a death trap."
He looks at the statues
Can perception tell me something from that distance? +13
Do anyone want to be a benefit of the spider climb, before we enter that scrum?

Oorgatch |

Oorgatch beckons the team forward. "Guess we need to get some 10' poles or something." Moving carefully, blade in hand, he and the team make their way down the stairs.
Moved us forward

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Sendoski nods in agrent with Yan.
Might be a door idea to at least check the eastern door before we go any further here. That way we can pick our poison, so to speak."