| GM Mauve |
Queezing through the hole, you find yourself in a cavern that seems to stretch endlessly beneath the streets of Otari. Who knows what menace could be lurking down here? UP ahead, the passageway ends in a cliff that plunges sharply into the darkness.
From here on out, there will be no light source (unless I say otherwise). So you'll need torches or some other source of light!
The cliff is 10 feet tall, but slick with moisture. There are various stalagmites nearby.
You have to roll an Athletics check to climb down the cliff. If anyone has a rope, you can tie it off to a nearby stalagmite
Borkinhaf
|
Borkinhaf squints down the cavern as far as the torchlight carries, then produces his own role as well. I wouldn’t be much of a scout if I didn’t know how to climb myself. she says rather pompously. She finishes securing the rope and lowers it down, then looks over the cliff and a visible shiver runs down her spine. Then again... she whispers. Her resolve wins out though and grabs a torch from her pack, ties it to the side of her arm without lighting it, and cautiously moves down.
Athletics: 1d20 + 4 ⇒ (2) + 4 = 6
| Slorol Nutflush |
Slorol doesn't have darkvision. He can crawl with a torch but probably will have to stow his shield. Can anyone cast light?
| Slorol Nutflush |
I will assume Cherim will cast light on Slorol's shield when Slorol asks.
Slorol leads the way, with a lighted shield. He'll tie a rope to the stalagmite and go first.
Athletics: 1d20 + 6 ⇒ (15) + 6 = 21
"Looks fine down here, just a bit damp, that's all."
He will try to catch his companions of they slip and fall.
| GM Mauve |
Cherem casts light on Slorol's shield and the room radiates light. Slorol quickly slides down the rope no problem at all and makes it to the bottom without a scratch. Bruna is able to climb down about 5 feet. Both Borkinhaf and Cherem are unable to get a good handhold on the rope and make no progress down the rope at all!
The DC is now 10 with a rope! A crit success, you climb down the whole way. On a success, you climb down 5 ft. On a fail, you make no progress at all. On a crit fail, you fall. If you fall from the top, you take 5 damage. If you were halfway, you take 2 damage.
| Cherem Choombolat |
Now that Slorol's shield is providing the party's light rather than his own staff, Choombolat is able to stow the staff and climb with both hands once the rope is clear, and he makes much better progress.
Athletics: 1d20 - 2 ⇒ (15) - 2 = 13
More Athletics: 1d20 - 2 ⇒ (18) - 2 = 16
Bruna NightGuard
|
Athletics: 1d20 + 1 ⇒ (6) + 1 = 7
Athletics: 1d20 + 1 ⇒ (2) + 1 = 3
Athletics: 1d20 + 1 ⇒ (9) + 1 = 10
Bruna gets stuck halfway but is finally able to get down.
Borkinhaf
|
athletics: 1d20 + 4 ⇒ (9) + 4 = 13
athletics: 1d20 + 4 ⇒ (11) + 4 = 15
After a couple of rounds, Borkinhaf also succeeds at getting down. She looks about and whispers. Ok, not my greatest moment, though I still have some keen eyes if you wish me to scout ahead. she will creep along the side of the passage, right ahead where the light source begins to dim and slip into the shadows. Using stealth and perception along the way.
| GM Mauve |
Once all the heroes climb down the cliff, you can examine this area. There is little of interest here, but anyone who looks can find a trail in the dust and grime, making it clear that creatures have come this way in the recent past. Moisture and time have obscured any details such as footprints, however.
There is a patch of mushrooms in the corner that look like they could be edible.
And there is a set of stairs heading down to the north.
Borkinhaf
|
nature: 1d20 + 2 ⇒ (7) + 2 = 9 Borkinhaf kneels down to examine the mushrooms, but upon inspection she says. Yup, these are mushrooms alright. then gives a queer face that says she has no idea what kind they are.
| Slorol Nutflush |
"Is anyone good with tracks? It'd be nice to get a general idea of what we're chasing here ... big, small, furry, scaly ... ?"
Borkinhaf
|
Borkinhaf kneels down by the tracks survival: 1d20 + 5 ⇒ (1) + 5 = 6 but is still unable to determine anything of value. great first impressions Borkinhaf she chides to herself.
| GM Mauve |
Borkinhaf checks the mushrooms then checks the tracks, but she's full of adrenaline which seems to be clouding her mind. She's unable to determine what made the tracks. In fact, she accidentally stumbles and erases some of the tracks!
The tunnel continues deeper underground, eventually opening into a large chamber. Patches of glowing blue fungus cling to the ceiling and provide dim light. You can just barely make out vast strands of webbing across the floor and walls of this cavern, stretching between stalactites like shimmering curtains.
The webbing in this room is difficult terrain, meaning it costs 5 extra feet of movement per square and you cannot Step. You can do a DC 15 Acrobatics to Balance by carefully walking on rocks and narrow ledges. It might take multiple checks to cross. If anyone fails (or doesn't roll an Acrobatics check), please stop and wait for an update!
Borkinhaf
|
you know, I was once in a tomb with vast amounts of webbing like this, and you know what I learned? Borkinhaf pulls out a torch and lights it with her flint and steel, then holds it close to the webbing. It burns quite easily. with a wicked grin, she holds the torch to the nearest stands and watches them burn.
not sure how thick the webbing is, if this proves effective she will continue touching her way through the passage, if not, she will start making Acrobatics checks
| GM Mauve |
Borkinhaf is smart - she knows that webbing can burn! And burn it does. But unfortunately, there isn't enough material and the fire quickly subsides.
I placed you on the map. The fire can clear one 5x5 square. Please draw on the map which square you cleared. But before you do...
Bruna: 1d20 + 7 ⇒ (9) + 7 = 16
Borkinhaf: 1d20 + 7 ⇒ (9) + 7 = 16
Slorol: 1d20 + 6 ⇒ (4) + 6 = 10
Cherem: 1d20 + 5 ⇒ (3) + 5 = 8
Spider: 1d20 + 8 ⇒ (8) + 8 = 16
Immediately after the fire dies out, a giant spider crawls out of the den in the northwest and slides down its web towards Borkinhaf.
?: 1d20 + 9 ⇒ (16) + 9 = 25
?: 1d6 + 2 ⇒ (3) + 2 = 5
?: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14
?: 1d6 + 2 ⇒ (1) + 2 = 3
The giant spider bites down hard on the elf, injecting her with venom. (25 to hit, 5 points of damage. Borkinhaf must make a DC 16 Fortitude save or take 1d12 ⇒ 10 poison damage and gain the flat-footed condition for 1 round. ). It tries bites down hard again, but Borkinhaf is prepared and dodges out of the way this time!
-------------
[u]Round 1[/u]
Giant Spider
Bruna (16/20 hp)
Borkinhaf (10/15 hp; must make Fortitude save)
Slorol (15/17 hp)
Cherem (16/16 hp)
Everyone is up!
Borkinhaf
|
I would have burnt the fist space available closest to the wall but directly ahead of me (N).
Fort: 1d20 + 12 ⇒ (16) + 12 = 28
Borkinhaf screams out in pain as the spider gets the drop on her and sinks its fangs Into her skin, but she will not be deterred. With a flourish she strikes at the spider, tumbles around behind it, and strikes again.
Action 1:Strike: 1d20 + 7 ⇒ (17) + 7 = 24
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
Action 2:Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Action 3:strike 2: 1d20 + 3 ⇒ (13) + 3 = 16
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
| Slorol Nutflush |
I've put yellow boxes to indicate which squares are cleared?
Slorol will raise his shield and move up into the web.
Acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14
2 actions, pausing per request - that's a failed Acrobatics.
| GM Mauve |
Oh, the failed Acrobatics check meant you alerted the spider to your presence (since you touched the web). But since Borkinhaf alerted it with fire, the spider decided to come out and attack!
Borkinhaf withstands the spider's poison, then readies an attack. With her rapier, she pokes several holes in the hide of the spider.
Bruna attempts to stun the giant spider. But it has the mental fortitude to withstand the attack. (passed). But it seems to be wearing out rather quickly. Another solid blow might knock it out.
-------------
[u]Round 1[/u]
Giant Spider (-13 hp)
Bruna (16/20 hp)
Borkinhaf (10/15 hp)
Slorol (15/17 hp) (2 actions left)
Cherem (16/16 hp)
Slorol has 2 actions remaining. Cherem is up!
| Cherem Choombolat |
Choombolat directs another blast of what is rapidly proving to be a favorite cantrip at the giant spider.
Daze, 4 mental damage, DC 17 vs action loss
| GM Mauve |
Choombolat calls upon some arcane energies and blasts the spider with a mental effect. But it can't stand it anymore. It stumbles for a minute before falling to the floor. Dead!
We are now back out of combat!
The group is free to explore the spider's lair as nothing else seems to come out.
You find a wrapped up bundle of bones and dried skin ghat looks like some sort of small, reptilian creature. It also contains a shortsword that has a small emerald in the pommel (which isn't magical but can be sold for 5 gp). There is also a healing potion that restores 1d8 HP when consumed.
There is a set of stairs leading to the northwest.
| Cherem Choombolat |
Choombolat blows imaginary gunsmoke off his finger and winks at his companions before examining the lair for anything of interest.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
However, his search proves to be rather less than thorough.
Borkinhaf
|
perception: 1d20 + 7 ⇒ (7) + 7 = 14
Borkinhaf returns to the job of burning away the webbing, making it easier for the party to walk through the lair. He casts his torch about slightly and tries to see if there is anything of note, but the webbing is just too thick. Soon he finds himself peering down the stairs to the northwest and continues her role as the scout and creeps silently onwards.
Bruna NightGuard
|
You seem to be doing the same thing as me, but differently Choombalat Bruna comments before attempting to patch up Borkinhaf.
Treat wounds: 1d20 + 7 ⇒ (20) + 7 = 27
Crit heal: 4d8 ⇒ (8, 3, 8, 5) = 24
| GM Mauve |
Slorol Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Bruna Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Both Slorol and Bruna get a glimpse of something tucked in the back, in the spider's lair. They both find a wrapped up bundle of bones and dried skin ghat looks like some sort of small, reptilian creature. It also contains a shortsword that has a small emerald in the pommel (which isn't magical but can be sold for 5 gp). There is also a healing potion that restores 1d8 HP when consumed.
The group decides to rest a bit while Bruna massages Borkinhaf's tired body. The rogue feels rejuvenated and feels better than ever!
Bruna (16/20 hp)
Borkinhaf (15/15 hp)
Slorol (15/17 hp)
Cherem (16/16 hp)
After the web-infested cave, the passageway leading deeper underneath the streets of Otari appears to be mostly natural, but someone, or something, has worked to open the cavern and level out the floor, making the passage easily traveled. A crude barricade made from old wooden planks and part of a barrel blocks the entrance to a side tunnel, while the main passage continues off into the gloom.
You hear a faint clattering noise coming from somewhere beyond the barricade.
With the light on Slorol's shield, you can easily tell the tunnel opens up into a larger room ahead, with a large rectangular object in the middle.
You can break the barrier with weapons or attempt to quietly take it apart with a DC 15 Crafting or Thievery skill check. Or you can ignore it and head south.
Borkinhaf
|
perception: 1d20 + 7 ⇒ (9) + 7 = 16
As the party advances on the barricade, Borkinhaf holds up a fist and whispers Something isn't right. Just beyond that barricade is some kind of clattering noise. What is it I couldn't tell you. I think I can jimmy some of the boards and get us past it. Just give me a couple minutes. What do you guys think? With that, she creeps back up, and carefully starts dismantling the barricade.
| GM Mauve |
Borkinhaf and Slorol quickly and quietly dismantle the barricade without making a sound. Bruna and Cherem stand behind, watching guard. Beyond the barricade, an old cavern corridor winds down into the earth, ending in an ancient burial vault lit by a strange torch with a blue flame. Alcoves line the walls, each one containing a rotten wooden coffin, while the center of the room has a raised platform holding a stone sarcophagus.
Bruna: 1d20 + 7 ⇒ (12) + 7 = 19
Borkinhaf: 1d20 + 7 ⇒ (10) + 7 = 17
Slorol: 1d20 + 6 ⇒ (20) + 6 = 26
Cherem: 1d20 + 5 ⇒ (13) + 5 = 18
1: 1d20 + 2 ⇒ (5) + 2 = 7
2: 1d20 + 2 ⇒ (20) + 2 = 22
3: 1d20 + 2 ⇒ (1) + 2 = 3
4: 1d20 + 2 ⇒ (12) + 2 = 14
z: 1d20 + 0 ⇒ (12) + 0 = 12
As the group enters the room, Slorol hears something. And sees something! The lids of four of the coffins start moving and fall to the ground. The lid of the sarcophagus moves and falls to the ground too! Only he is quick enough to react. The undead are rising!
All the undead in here (four skeletons and one zombie) are lying down in their respective coffins. They'll have to spend an action to stand up.
----------------
[u]Round 1[/u]
Slorol (15/17 hp)
Blue skeleton
Bruna (16/20 hp)
Cherem (16/16 hp)
Borkinhaf (15/15 hp)
Yellow skeleton
Zombie
Pink skeleton
Red skeleton
Slorol is up!
| Slorol Nutflush |
Slorol moves up to the nearest coffin. He pulls out his sword and tries to stop the skeleton from rising.
Longsword: 1d20 + 8 ⇒ (12) + 8 = 20
Slashing: 1d8 + 3 ⇒ (4) + 3 = 7
| GM Mauve |
Slorol senses the undead are about to rise. He moves into the room and slashes at the skeleton laying there. Though his hit strikes true, the sword mostly strikes air. Seems like they might have some resistances to slashing.
The blue skeleton then stands up and shambles over to Slorol with it's arms raised high.
----------------
[u]Round 1[/u]
Slorol (15/17 hp)
Blue skeleton
Bruna (16/20 hp)
Cherem (16/16 hp)
Borkinhaf (15/15 hp)
Yellow skeleton
Zombie
Pink skeleton
Red skeleton
Bruna, Cherem, and Borkinhaf are up!
Bruna NightGuard
|
Bruna does a recall knowledge on the skeleton and then fires a cantrip of disrupt undead at the blue one.
Basic Fort save DC 17
Positive damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Student of the canon so no incorrect info on bad religion roll. Undead hatred so +1 to disrupt undead.
| Cherem Choombolat |
Choombolat works a spell and bends the bow of light that it summons for him, sending a mystic dart flying unerringly into a skeleton. Though the bow dissipates after that shot, a few motes of power remain, surrounding the mage and warding him from harm.
Force Bolt (blue skeleton if it survives Bruna, otherwise yellow), then Shield for AC 19.
1d4 + 1 ⇒ (4) + 1 = 5
Borkinhaf
|
Borkinhaf watches as the sword does little of anything to the skeleton and tries sprinting else, swinging his torch like a club to try and hit the blue (red if blue has fallen, may move me to accommodate) skeleton.
Strike: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 2 ⇒ (4) + 2 = 6
| GM Mauve |
Religion: 1d20 + 7 ⇒ (8) + 7 = 15
Bruna recalls hearing about skeletons. Swords and spears aren't very effect. Use something more blunt (e.g. skeletons have resistance to piercing and slashing weapons). Mental attacks and poison attacks will not work (i.e. immunities!). Cold, electric, or fire damage aren't as effective as they could be (i.e. resistances!)
As Bruna points at the blue skeleton, it clatters to the ground in a heap of bones! (Destroyed!)
@Cherem, Force Bolt should be a one action attack. Someone in one of my others tables brought it up. Believe it's a typo in the Heroes Handbook. You still have one action left! Though from where you are, you can't see any of the undead. All are in their coffins (and yellow/red are blocked by the wall of the cave). You'll have to move up to attack.
Borkinhaf switches to a weapon more suited for the deed of destroying these undead. But is unable to land a solid strike.
----------------
[u]Round 2[/u]
Slorol (15/17 hp)
Blue skeleton
Bruna (16/20 hp)
Choombolat (16/16 hp) (one action left)
Borkinhaf (15/15 hp)
Yellow skeleton
Zombie
Pink skeleton
Red skeleton (-2 hp)
Choombolat is up!
| Cherem Choombolat |
The wizard advances towards the battle as he works his magic.
That does make it seem more attractive. I'll stride. If I can attack from the spot I moved my token to, I will go there. If I need to get closer, I'll move just east of Borkinhaf instead.
| GM Mauve |
@Choombolat, you're fine right there!
Choombolat moves forward, into the room, and blasts the yellow skeleton as it's waking up. Good thing he did as the skeleton shatters into a million tiny pieces!
Then he hears a rumbling. He sees a figure stand up in the sarcophagus in the middle of the room. It looks like a man, but the flesh is grey and rotten. It shambles forward, lunging at him. But it's slow and barely makes it to the wizard.
The pink skeleton stands up from its resting place. It sees Borkinhaf across the room. It hurries over as fast as it can, claws raised.
Lastly, the red skeleton stands up and turns to (1d2 ⇒ 2) Borkinhaf and slashes at her.
claw: 1d20 + 6 ⇒ (10) + 6 = 16
slashing: 1d4 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
slashing: 1d4 + 2 ⇒ (2) + 2 = 4
The rogue easily dodges both claw attacks!
----------------
[u]Round 2[/u]
Slorol (15/17 hp)
Bruna (16/20 hp)
Choombolat (16/16 hp)
Borkinhaf (15/15 hp)
Zombie
Pink skeleton
Red skeleton (-2 hp)
Everyone is up!
Bruna NightGuard
|
Don't slash at the bones! Bruna calls as she tries to remember what she can about the fleshy one as she turns her righteous rage at the pink one.
Same actions as last time. Just recall knowledge zombie and disrupt undead pink skeleton.
disrupt undead pink: 1d6 + 5 ⇒ (2) + 5 = 7
Borkinhaf
|
Borkinhaf having dodged both attacks knows a good opportunity when she sees it and lashes out with her torch.
Strike 1: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 2 ⇒ (6) + 2 = 8
Strike 2: 1d20 ⇒ 51d6 + 2 ⇒ (4) + 2 = 6
Strike 3: 1d20 - 5 ⇒ (14) - 5 = 91d6 + 2 ⇒ (1) + 2 = 3
Her resilience to not get hit is only matched by her ability not to hit as well.
| Slorol Nutflush |
Slorol holds onto his longsword just in case, but he slams Pink with his shield.
Shield Bash: 1d20 + 8 ⇒ (6) + 8 = 14
Bludgeoning: 1d4 + 3 ⇒ (3) + 3 = 6
Shield Bash, MAP: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
Bludgeoning: 1d4 + 3 ⇒ (1) + 3 = 4
Then, he raises his shield defensively.
| GM Mauve |
Fortitude: 1d20 + 2 ⇒ (12) + 2 = 14
Religion: 1d20 + 7 ⇒ (17) + 7 = 24
Bruna knows that zombies are inherently slow and can't do as much as others. Similar to the skeletons, anything mental or poison related will not work. But positive damage or slashing damage works wonders!
As she recollects her knowledge, she channels her deity (who do you worship?). The pink skeleton goes down in a pile of bones!
Borkinhaf looks at the red skeleton. She smashes the butt of the torch on the skeleton, but it simply isn't hard enough to do anything.
Then Slorol comes along. With a simple bash, he hits the spine, breaking it in half. Another skeleton down. Only the zombie is left!
----------------
[u]Round 2[/u]
Slorol (15/17 hp)
Bruna (16/20 hp)
Choombolat (16/16 hp)
Borkinhaf (15/15 hp)
Zombie
Choombolat is up!
| Cherem Choombolat |
Choombolat fires an elemental ray at the zombie advancing on him, attempting to fend it off.
Ray of frost: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Then renew Shield, AC 19