Bagurm
|
Off we go.
Bagurm takes his waraxe and looks toward the tunnel of the sewers.
Darkvision 60 feet.
| GM Redelia |
You open the grate the map indicates, and look down into the room below.
Murky puddles dot the tile floor below, which gently slopes toward the room’s center where some of the puddles are very slowly draining into a large, 10-foot-by-10-foot drain. Thick, sticky webs cover most of the corners of the room, and several large vermin appear to be caught in the webs. The sound of running water can be heard to the north.
I need two perception checks per character, please.
You can also think about how you are going to safely get down into the room below. The floor is 20 feet down.
Ela Kukai
|
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
As they look down into the room, Ela asks Did anybody bring rope?
Bagurm
|
Perception 1, +2 to notice unusual stonework: 1d20 + 7 ⇒ (9) + 7 = 16
Perception 2, +2 to notice unusual stonework: 1d20 + 7 ⇒ (15) + 7 = 22
What is the DC to climb down? I have a silk rope and +4 to Climb.
Dass
|
Perc #1: 1d20 + 7 ⇒ (9) + 7 = 16
Perc #2: 1d20 + 7 ⇒ (7) + 7 = 14
Dass uses his LongStrider wand and then tells: "I have a Climber's kit containing crampons, pitons, ropes, and other tools."
| GM Redelia |
Ela, Neri, Bagurm, and Dass all notice that there are severa; somethings that look like dead creatures in the webs.
(anyone can make a knowledge:nature check to figure out what they are)
Neri and Bagurm also notice the grate in the middle of the room below has been damaged by time and is not safe to stand on until someone can fix it (mechanically, a trap).
Bagurm
|
Knowledge (nature): 1d20 + 4 ⇒ (18) + 4 = 22
Bagurm looks at the webs while he waits for Specter to finish.
Ela Kukai
|
Knowledge (nature), untrained: 1d20 + 5 ⇒ (12) + 5 = 17
| Unchained Specter |
Specter suggests that we either:
-Put light spell up and everyone get down together as usual, or
-Have the people with darkvision (Bagurm and Specter) put up defensive buff then go down to check out
Bagurm
|
Is the trap immediately where we descend, or is it possible to climb down and stop somwehere where there is no trap? Bagurm could follow nearby on bodyguard duty.
| Unchained Specter |
Or we could tie Specter on a rope, Mission Impossible style, and then lower her down enough for her to fix up the trap first before everyone come down
Bagurm
|
Bagurm has +4 to Climb. So, he can take 10 if that is enough. Or use the climbing kit, if Dass sets it up.
Laurentina Rosenthal
|
Laurentina will put Shield and Mage Armor spells on Specter after Dass set it up with knotted rope, then have Specter take point and climb down first.
Specter Climb: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Ela Kukai
|
Ela holsters her pistol and follows shortly after.
Climb: 1d20 - 2 ⇒ (3) - 2 = 1
As simple as a knotted rope should be, she slips on one of the knots and takes a tumble.
Laurentina Rosenthal
|
Laurentina tabs herself with Shield wands and rappel down as well.
Climb, Climber's Kit: 1d20 - 1 + 2 ⇒ (10) - 1 + 2 = 11
"The key is not letting go."
And she will have Specter disable the trap so people don't fall in it.
Disable Device: 1d20 + 16 ⇒ (6) + 16 = 22
Bagurm
|
Bagurm takes 10 to Climb for a total of 14. I guess that with the rope it should be enough.
| GM Redelia |
Specter is able to deal with the trap promptly.
The room is 20 feet deep, but I'm going to rule that those who failed the climb check made it a little way down the rope first, so take
1d6 ⇒ 1 falling damage and are prone.
Please move yourselves into the room, with those who fell in the four squares at the bottom left of the room and Specter near the trapped grate she fixes.
You also can also roll initiative and perception for yourselves, since there's already a brief delay for you to move your map tokens.
Laurentina Rosenthal
|
Specter Perc: 1d20 + 5 ⇒ (18) + 5 = 23
Laurentina Perc: 1d20 + 0 ⇒ (17) + 0 = 17
Specter Init: 1d20 + 1 ⇒ (17) + 1 = 18
Laurentina Init: 1d20 + 2 ⇒ (7) + 2 = 9
Ela Kukai
|
Ela gets up rubbing her backside.
I think I broke my tail bone... and rattled my skull.
She's on the map!
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Auray Misterius
|
Climb: 1d20 - 2 + 2 ⇒ (14) - 2 + 2 = 14
Auray climbs down the rope clumsily but safely.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Bagurm
|
Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Perception (+2 to notice unusual stonework): 1d20 + 7 ⇒ (13) + 7 = 20
| GM Redelia |
bad guy initiative: 1d20 + 3 ⇒ (15) + 3 = 18
bad guy stealth: 1d20 + 8 ⇒ (10) + 8 = 18
surprise round:
Bagurm
Neri
spider
Specter
round 1:
Ela
Bagurm
Auray
Neri
spider
Specter
Laurentina
Bagurm, Neri, and Specter notice a spider in the corner, up about 20 feet in a web.
Surprise round, Bagurm and Neri may act. (reminder: only a standard or move action, not both)
Since I do not know if anyone at the table has problems with spiders, I will just use a pacman to represent the enemy.
Bagurm
|
I ready attacking the spider if it comes within reach or 5 feet (in which case I would take a 5-foot step.
| GM Redelia |
Neri's bolt misses the spider.
The spider sends a web at Auray.
attack: 1d20 + 5 ⇒ (1) + 5 = 6
The bit of web just ends up on the ground.
Specter and Dass may act in the surprise round (so move or standard, not both)
Also, Ela, Bagurm. Auray, and Neri may take their first round turn.
Ela Kukai
|
Ela steps out from behind Neri (but backward just a step) to get a clearer shot on the spider.
[step] NE
She exhales just before firing...
[standard] attack spider
+1 pistol (vs touch AC, into melee) spider, B & P damage (PbS): 1d20 + 7 + 1 - 4 ⇒ (14) + 7 + 1 - 4 = 181d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
[move] reload pistol
Bagurm
|
Bagurm waits for the coward spider to come down. If his companions take it, well, there will more spiders in the sewers for sure.
As I understand that the spider is still 20 feet high, I ready the same action: attack with my axe (and 5-foot step if necessary).