Wander the path
(Inactive)
Game Master
Daedeloth
At this point it's kind of a mystery.
The ring is magical, protection +1.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-4CON
You sure you don't need it Hal? You aren't the best at taking a hit.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-4CON
True enough Hal, true enough.
Dwol dons the ring and leads the party forward into the unexplored stench.
perception: 1d20 + 17 ⇒ (8) + 17 = 25
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-3CON
Looks like something you could use Dwol.-Halafrin offers the ring to the dwarf.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-3CON
If I'm being in hitting range, there is not ring yet crafted that will do me much good. Now if it was a ring of invisibility that might be different. Better for two-legged anvils like yourself to have it; the better you can take the hammering.
perception moving forward: 1d20 + 17 ⇒ (8) + 17 = 25
Dwol takes the ring and as the party gets ready to continue towards the intersection 30' in front of them they can hear a scraping sound, sounds something like metal on stone. It kind of echoes about the sewer but you're pretty sure it is from somewhere ahead.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Sounds painful...
-detect magic-
perception: 1d20 + 17 ⇒ (3) + 17 = 20
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-4CON
Sound's friendly, wonder what it is. Well I guess we'll find out sooner or later; let's go.
-detect evil-
perception: 1d20 + 17 ⇒ (5) + 17 = 22
The group makes it to the intersection where you notice a a 4’x4’ metal grate in the stone floor of the sewer. As before the group can continue straight paralleling the river, or turn right towards the river or left away from it, or possibly down through the grate?
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-detect magic- on the grate know dungeoneering: 1d20 + 9 ⇒ (6) + 9 = 15
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Dwol squints down into the darkness beneath the grate, straining with his darkvision (60'). Wonder if that's what the scraping sound was?
-detect evil-
perception: 1d20 + 17 ⇒ (14) + 17 = 31
Garric, can you tell if anyone has been by here recently? My tracking skills are as useless here as they are in a forest.
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Let me check, Dwol
Survival: 1d20 + 7 ⇒ (20) + 7 = 27
perception: 1d20 + 10 ⇒ (8) + 10 = 18
know dungeon: 1d20 + 9 ⇒ (20) + 9 = 29
The grate is hinged and while it looks pretty heavy the group should be able to swing it up allowing entry to the area below. Peering through the grate reveals a vertical shaft approximately 20’ deep, there are wet and rusted metal rungs on one side to aid in the climb down, they look somewhat slippery.
Garric finds what he identifies as a partial track of a bipedal creature near the grate, he also finds a reptilian looking scale a few feet away, possibly from the same creature but also possible it’s from something else.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Garric = Mr. 20!
Unless anyone has any better ideas I think we are going spelunking.
Dwol heads down the ladder unless directed otherwise.
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Attach a rope in case of slippage
climb: 1d20 ⇒ 1
Dwol's hands and feet slip off the rungs and he starts to fall.
Garric strength check.
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Wow, Dwol, be careful!
Strength: 1d20 + 2 ⇒ (13) + 2 = 15
Garric saves Dwol from a fall and manages to hold him while he grabs back onto the rungs and down to the bottom of the shaft which has about 12” of water and filth at the bottom.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Careful; it's slippery and I don't think anyone wants to take a 'swim' down here.
Dwol looks around as he waits for everyone else to descend.
perception: 1d20 + 17 ⇒ (13) + 17 = 30
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
From stench to stank I suppose...
Halafrin climbs down
climb: 1d20 ⇒ 2
Dwol is in a 10x10 space with about a foot of liquid, there is a single door that is set about a foot above the liquid.
Hal makes a bit farther than Dwol before slipping.
Garric make another strength check.
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Strength: 1d20 + 2 ⇒ (5) + 2 = 7
Thankfully Hal doesn’t weigh much and Garric is able to maintain his hold on the rope and keep Hal from falling. Hal makes it down.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin calls up-Thank you Garric! Careful on the way down, the rungs are slimy.
AC 27 HP 106 INIT+6; PERCEPTION +14
Guess it's my turn.
climb: 1d20 + 2 ⇒ (2) + 2 = 4
haha, we are the worst climbers ever!
AC 21 HP 97/106 INIT+7; PERCEPTION +14
And finally...(assuming Chack makes it safely)
Climb: 1d20 + 7 ⇒ (1) + 7 = 8
don't know how those got switched, but...lolololol
AC 21 HP 97/106 INIT+7; PERCEPTION +14
strength: 1d20 + 2 ⇒ (7) + 2 = 9
Garric barely keeps Chack from falling, then follows and slips and falls into the filthy liquid.
dam: 1d4 ⇒ 1
DM note: add more climbing
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Climb out of the filthy liquid
Climb: 1d20 + 7 ⇒ (13) + 7 = 20
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
I tried to warn them about the slime on the rungs...
-detect magic- on the door and surrounding area
perception: 1d20 + 17 ⇒ (4) + 17 = 21+1 for traps
disable device: 1d20 + 14 ⇒ (19) + 14 = 33+1 for traps
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
TPK climbing!
Have a look at that door Halafrin.
Hal doesn’t detect any magic or find any traps.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Give me some room everyone.
Dwol opens the door.
As Dwol touches the door lightning arcs out blasting Dwol, with smaller bolts striking the remaining members of the party.
DC17 reflex for 1/2 dam
Dwol
lightning dam: 10d6 ⇒ (1, 2, 4, 2, 4, 6, 2, 3, 6, 5) = 35
Chack
lightning dam: 5d6 ⇒ (3, 4, 5, 3, 2) = 17
Garric
lightning dam: 5d6 ⇒ (1, 3, 5, 5, 6) = 20
Hal
lightning dam: 5d6 ⇒ (2, 2, 5, 5, 3) = 17
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-4CON
REF: 1d20 + 7 ⇒ (1) + 7 = 8
Dwol apparently gets shocked twice due to his full plate.
-35/63 HP
Very smooth Hal; very smooth...
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-3CON
REF: 1d20 + 8 ⇒ (13) + 8 = 21
-8/31 HP
The good news is Dwol that I'm not as bad with traps as you are at hitting foes in combat.
AC 27 HP 106 INIT+6; PERCEPTION +14
ref: 1d20 + 11 ⇒ (4) + 11 = 15
Cat's Luck: 1d20 + 11 ⇒ (8) + 11 = 19
-8/63 hp
AC 21 HP 97/106 INIT+7; PERCEPTION +14
ref: 1d20 + 12 ⇒ (10) + 12 = 22
-11/63 hp
The group recovers from the shock and sees the door is cracked open with a dim light spilling out. The group also hears a bell chime 4 times.
male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10
That's mighty neighborly, announcing their arrival, once per person
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-4CON
-35/63 HP
Guess the lightning blast wasn't enough to announce our presence.
channel heal x2: 4d6 ⇒ (2, 5, 1, 5) = 13
CLW wand on Dwol: 3d8 + 3 ⇒ (3, 2, 2) + 3 = 10
After some quick heals, Dwol opens the door the rest of the way and enters the room.
-detect evil-
perception: 1d20 + 17 ⇒ (16) + 17 = 33
After the second channel energy the door closes with an audible click.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-4CON
Some days I wonder if I wouldn't have been better off just staying in the mines...
Good news, I guess you get a chance to redeem yourself Hal.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin gives the door another go.
perception: 1d20 + 17 ⇒ (14) + 17 = 31+1 for traps
disable: 1d20 + 14 ⇒ (20) + 14 = 34+1 for traps
Halafrin finds and disables the trap.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
It was probably just you being heavy handed Dwol.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Dwol just snorts, opens the door, and goes through it.
Dwol finds a pit on the other side of the door, make a reflex save to see if you can avoid falling in.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Picayune GMing is in full force and effect...
REF: 1d20 + 7 ⇒ (8) + 7 = 15
Just what I was going for.
Dwol teeters at the edge of the pit for an agonizing second before managing to take a step back and regain his balance. Across the 10’ wide and 30’ deep pit is a 20’x30’ room. About halfway across the room are a pair of ghostly figures with glowing green eyes wait, other than eye color they look like the creatures you’ve fought before. A door stands open at the far side of the room and you briefly see a pale skinned gnome with blue/green hair before the door closes behind him.
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