after splitting the party and going into scaryville with their first-level characters, the gang now switches back to the remaining 0-level ones ... who will survive?
Judge Claire: Back to the gnoll room! After your leveled-up guys hit the road, the rest of you find yourselves in or just outside a room that has clearly seen a lot of use housing gnolls ... or maybe smelled a lot of use, since it reeks of rotting meat and unwashed bodies. There are heaps of untanned animal hides used as bedding and a crude table with wood blocks for seats.
Heddy: I'm going to check to see if these gnolls have anything on them besides their weapons.
Judge Claire: Each one has 4 cp and 1 gp, including the guy in the hall.
Elle: Mendi will search the room for secret doors. 14 plus 3 is 17.
Judge Claire: You feel confident there are none.
Hettie: Shall we proceed along the hallway in the other direction?
Ariel: Yes!
Akane: Continuing our searches of walls and floors.
Judge Claire: The hallway extends around 100' north from the guardpost. Each character give me an Intelligence roll, DC12. Let me know who makes it.
Heddy: Not I.
Hettie: Nor I.
Elle: Mendi does. And Nora.
Ariel: And Short! And Ruri!
Sasha: Stubbly does.
Akane: Both of my characters, yes.
MSG: Carson, no.
Judge Claire: That's plenty of yeses for you to feel sure there's nothing along this hall. Around the corner, the corridor continues far off into the darkness. Everyone roll again, same deal.
Hettie: Tandy succeeds.
Elle: Mendi and Nora do too.
Judge Claire: That's enough, then. I just needed to know if anyone on the left side of the marching order made it. Nora finds a secret door on the south wall after you've gone about a hundred feet down the corridor. Up ahead, you see stairs leading down.
Heddy: Can we count one of those other successes as a successful search for traps?
Judge Claire: Sure. With 12 characters, the odds of no one succeeding are very low anyway. But you find no traps.
Heddy: Ham and Short are in the lead ... Ham would rather Short do the opening, even if we detected no traps.
Ariel: Short's cool with that. He's pretty hit-pointy for a 0-level. What do we see past the door?
Judge Claire: A narrow hallway that ends in another door about 30' away. If you keep searching as you have been, I just need whoever's up front to make 3 rolls, one every 10 feet.
Ariel: Um ... 4, 14, and 16. I hope the trap wasn't right up front!
Judge Claire: You don't find any traps, and none go off as the characters file into the hallway.
Ariel: Okaysies! I open the door, then.
Sasha: Wait --
Judge Claire: No trap on the door either, fortunately.
Ariel: Oh, oops!
Judge Claire: Another great, open space with columns supporting its high roof. It's wider and longer than the reach of your lantern's glow. The walls here are covered in stained and discolored decorative panel work. To your left is a broad semicircular alcove. The air hangs thick with the stench of decaying bodies.
Heddy: Any notable sounds to be heard?
Judge Claire: Your voices and footsteps result in quiet but strangely cavernous echoes.
Heddy: Well, I vote we either search around the outer perimeter as a group, or maybe split into two search groups and have one go in each direction from the door.
Elle: Didn't we already just split the party a little while ago?
Ariel: It's a huge-ongo room, though. It'll take us forever to search it all if we don't split up.
Sasha: But splitting in two would only take it down to half of forever, and isn't half of forever still forever?
Ariel: I don't like it when you do that. Fine, we can all search around in a big group.
Judge Claire: Tell me what your characters are specifically doing to search, then.
Heddy: Ham will keep an eye on the ground for trap-doors or pressure plates. Shemp imagines that this large alcove must have been there for a reason, meaning at some point it would have had an altar or a throne or dining table or something. So he'll look for any signs of something heavy having been there once and been moved.
Hettie: Tandy will just search along the decorative panels and see if any are concealing something.
Elle: Same for Mendi and Nora.
Ariel: Short is close to the ground already, so he'll look along with Ham and Shemp. Ruri will check out paneling. Vinnie ... uh ... I guess he'll look up at the ceiling for any spear traps like before? Oh, wait, that was the other group. Well, he'll still look up there in case of vampires or something crawling around up there getting ready to jump down on us.
Sasha: Stubbly will just go along by whoever is in the lead to be ready and fight if they need him to.
Akane: Pestra goes and closes the outside door of secrecy, then returns along the hall and stands guard with her bow. Kindly will accompany his fellow dwarf, Stubbly, and also search while going.
MSG: Carson will look up at the ceiling for any kinds of traps or deadfalls.
Judge Claire: All right, Intelligence checks for your searching, if you please.
Heddy: Ham rolls a 3. Shemp rolls an 8 that becomes a 10 with his bonus.
Hettie: 9 for Tandy's panel-searching.
Elle: 16 for Mendi, 7 for Nora.
Ariel: 6 for Short. 7 for Vinnie. 6 for Ruri. I think this may be a bad die.
Sasha: Oh yeah? Watch this: search! Natural 20! Wait. Stubbly wasn't searching. Damn.
Akane: 17 for Kindly. 14 for Carson.
Judge Claire: Shemp is the only one who finds anything, and it's only because he's specifically searching the floor closely. There are no signs of furnishings having been there ages ago, though the generally scuffed quality of the floor would make it hard to tell anyway. But every few feet, regularly spaced throughout the alcove, he finds small holes about a half-inch across bored into the stone. Make a second search as well.
Heddy: 17!
Judge Claire: Near the very center of the alcove, you find a section of flooring with no holes that looks like it might move somehow. The section is circular, about 5' across, and has a seam down the middle as well as around its edge.
Heddy: Anybody have a crowbar?
Hettie: No.
Elle: Not here.
Ariel: No ... but us dwarven miners don't actually have clubs for weapons, we have picks that just work like clubs. Could we use a pick as a crowbar?
Judge Claire: When you try, the narrowness of the seam doesn't let you wedge the end of the pick into it enough to get any leverage.
Ariel: Dang.
Sasha: Stubbly asks, "What about just mining our way through it?" He figures doing some mining might take his mind off his sister dying.
Akane: Kindly is willing to attempt this. But does not wish to stand within the circle while doin so.
MSG: Probably a good move.
Judge Claire: Even after just a couple of blows, you can tell this is going to be tough. It's hard stone, and the sound it makes while you're smashing at it isn't a nice hollow one as if there's a space just under there an inch or two. It is pretty darned loud, though, sending up echoes through the whole chamber.
Heddy: All right. While they're doing that, I'll keep searching along the walls.
Hettie: A superior and quieter alternative to watching dwarves hew rock.
Elle: I'll agree and go back to searching too.
Ariel: My other characters think that's a good idea.
Akane: Pestra remains at watch beside this door.
MSG: Carson keeps searching.
Judge Claire: As you round the corner, up ahead you see that the floor of the chamber appears split by a great chasm. This is what's giving the room its strange echoes.
Heddy: How wide is it?
Judge Claire: About 10 to 12' where it splits through the wall and continues eastward into darkness. it gets wider toward the center of the room. Everyone can make search checks again as you search your way up to it.
Heddy: 12 and 21 for my characters.
Hettie: 16 for Tandy.
Judge Claire: Okay, no need to keep rolling. There isn't anything to find, so let's cut to the chase. The characters in the lead can see that across the chasm, near the wall of the chamber, stands a stone chest. It's about 25' past the chasm, which puts it 45' or so from your position.
Heddy: I'd rather not get too close to that chasm. But my interest is piqued by seeing a chest.
Judge Claire: By the way, the charnel smell of death gets heavier and more oppressive the closer you get to the chasm.
Heddy: Maybe my interest is a little less piqued.
Judge Claire: You can see now that what first looked like rubble on the ground across the way is in fact a massive arrangement of body after body after body, all rotting and arranged in orderly rows.
Ariel: I'm definitely not going over there.
Akane: Still, possible treasure in a box of stone.
MSG: Would it be possible to lasso the chest and drag it closer? Not so close that it falls off into the gap, obviously.
Ariel: Ruri has rope, but only 50'. So by the time we made a lasso it would be too short, right? Oh, but Short has a grappling hook! We could go back for it.
Akane: Also, Kindly has additional rope.
MSG: Do we want to go to the other side of the room and search that wall on our way back? The chest's not going anywhere, right? And maybe there's a secret door leading to a room with long wooden planks we could make a bridge out of.
Heddy: That seems smart.
Judge Claire: We'll just skip the rolling this time. There are no secret doors on the way back. It's probably 4 or 5 minutes of searching time plus the time you spent talking over what to do about the chest before you finish the whole circuit. The dwarves can each give me a mining skill check, adding strength bonus. On a crit, I'll say you hit a cleavage fracture in the stone and make a huge amount of progress. Otherwise you're probably looking at ... half an hour to hack away a decent portion of one of the two stone slabs?
Ariel: No crit.
Sasha: No crit.
Akane: None.
Judge Claire: Okay. You guys are back with your story of the stone chest.
Ariel: Hey, Short! Can we borrow your grappling hook?
Akane: And large amounts of rope, Kindly.
Sasha: Do you tell us about the stone chest and gobs of bodies?
MSG: Obviously.
Judge Claire:
Sasha: Then Stubbly is okay taking a break from this, in case it ends up being a fight over there or we're needed to mine our way into the stone chest.
Akane: Kindly agrees.
Ariel: Short's good with that too. And also he'll get to see his grappling hook get used, which will be cool.
Judge Claire: What route do you guys take back to the chasm?
Heddy: The shortest distance between two points is a straight line -- which would also allow us to search around the middle of the room to see if there's anything else noteworthy that way.
Judge Claire: Single file, or two by two again.
Heddy: I'm becoming suspicious of the middle of the room now.
Hettie: Single file puts the smallest number of characters at risk, but also means there's only one searcher to spot a pressure plate before it's stepped on.
Sasha: Personally, I don't have the patience for this single-file crap when there's two different places we might be finding treasure. Stubbly will go up front side by side with the leader if it helps speed things up.
Judge Claire: Okay. A search check from Stubbly and one from Ham, then.
Heddy: 5 for Ham.
Sasha: A big fat 2 for Stubbs.
Judge Claire: As you pass between the first two columns, something clicks beneath your feet, and there's a loud whoosh and roar behind you along with a burst of fiery light and a wash of heat. When you turn, you see flames spurting up from all of those holes in the ground. The people at the back of the formation are still very close when it goes off. Tandy and Shemp need to make Luck checks, or you're close enough you'll have to do a Reflex Save.
Heddy: A 1 for Shemp.
Hettie: Natural 20 for Tandy. She may be toast what's the DC I'm shooting for?
Judge Claire: 12.
Hettie: I'm about to reverse the direction of that roll now. Watch. That's a 10 ... I think I'd better spend 2 points of luck to avoid roasting.
Judge Claire: You leap forward just in time and feel the hairs on the back of your neck get singed. There's now a wall of flames engulfing the area. After a couple of rounds, you see something rising up in the center of the flames.
Heddy: Great. A flaming demon trap?
Judge Claire: No -- although the shape does look demonic, it's clearly a statue. There's no motion to its limbs or body other than the vertical. A horrible, evil laughing echoes out from the statue. You notice that the three eyes of the demon sparkle and gleam in the firelight like gems.
Sasha: That thing better not sink back down after the flames are done spewing.
Judge Claire: Do you all just stand looking?
Elle: Hell, no. I'm hiding behind one of the pillars in case that demon starts spitting flames.
Ariel: Oh! Yeah, I'm doing that too now that I see Nora and Mendi do it.
Akane: Yes, hiding seems wise.
MSG: Carson takes the same approach.
Judge Claire: Anyone not scurrying for cover?
Sasha: Stubbs is standing mesmerized by those gems.
Judge Claire: After another round, flames pour out of the statue's mouth. Stubbly needs to make a reflex save.
Sasha: Uh-oh. Potentially not good. Whew, 13. Is that enough.
Judge Claire: Yes, you dodge out of the way unharmed. After two rounds of spitting fire, the demon statue descends again into the floor. When it disappears completely, the flames are all snuffed out.
Heddy: Wow. I'm glad we decided to circle the whole room or we'd have barbecued all three of our dwarves.
Elle: And, importantly, their rope.
Sasha: So, now the choice has gone from hard work maybe for nothing versus a chest probably full of loot, to hard work for three big fat shiny gems versus a chest that might be totally empty.
Akane: Kindly would be easy to convince back to mining.
Ariel: Short wants to see his grappling hook in action, so he'll still go with the others.
Sasha: Everybody stay away from those columns when we start work again!
Akane: Pestra remains guarding the door by shortbow.
MSG: So once we get back to the chasm, who's going to throw the grappling hook?
Judge Claire: Strength is the stat you use for throwing.
Heddy: I'm guessing no one beats Shemp in that department -- he's got a 17.
Hettie: Tandy Tunely bows to your mighty thews.
Elle: I'll skip the bowing, but have at it.
Ariel: Ruri draws a tarot card and predicts Shemp will do great!
MSG: Just to be clear, before you roll the throw, we've definitely tied a rope to the end of the grappling hook, Judge.
Judge Claire: I'm glad to hear it, but I probably wouldn't have been a stickler if you hadn't specified.
Heddy: Shemp only gets a 9 on his first attempt.
Judge Claire: That would make it, but I'm giving a -2 for range. If it's outside close range for a javelin, I think it's outside for a grappling hook too.
Heddy: My second try is a 14, or I suppose a 12 adjusted for range.
Judge Claire: Everyone who's present can make an Intelligence Roll for perception.
Heddy: 17 for Ham, 5 for Shemp.
Hettie: 2.
Elle: 13 and 18 for my characters.
Ariel: 8, 12, and yuck! 1.
Sasha: Mining.
Akane: Mining and also guarding.
MSG: 3 for Carson.
Judge Claire: Ham and whichever of Elle's characters got the 18 notice something when the hook catches against the chest.
Elle: That's Nora.
Judge Claire: You each see a small blue spark of electricity around the grappling hook, just for a moment.
Heddy: Hmm. Ham's a glovemaker. I doubt he has much of an idea what that might mean, but he asks if anyone else saw it.
Elle: Nora says yeah, but it seems to be gone now, so let's get hauling on this chest already.
Heddy: Shemp gives a heave at the rope. Assuming that's a Strength check, my total is 17.
Judge Claire: The chest is either fixed in place somehow, or has something really heavy in it. It doesn't budge.
Heddy: Shemp lets everyone know it's resisting his steely muscles.
Hettie: I suppose someone could climb across ... I think there are enough of us to keep the rope steady while they do.
Elle: Nora points out that there's a column right here we could tie this end of the rope around.
Ariel: We'd need to warn our miners first! Short is very concerned his fellow dwarves might get crispied. He calls out a warning to them.
Sasha: Stubbly moves well away from the blazing danger zone.
Akane: Kindly also.
Judge Claire: Nothing happens when you approach this column and tie the rope around it. Apparently, it was just that pressure plate between the first two columns that set the trap off.
Hettie: Then next we have the matter of who should climb across.
Elle: Meaning who wants to go alone over to an area heaped full of enough bodies for a whole graveyard?
Ariel: Short's not scared. Plus his grappling hook is over there. Ruri says she'll stay on this side and shoot arrows at any of them that turn out to be zombies.
Heddy: Shemp is happy to volunteer to back Ruri up with his sling. Ham is willing to climb across.
Ariel: I guess Vinnie is too. We should definitely go one at a time, though!
MSG: Carson recommends leaving behind anything you probably won't need, to lighten your weight.
Elle: Nora assumes what Carson actually means is, to let the rest of us inherit your loot if you fall. She gives him a thumbs-up but doesn't say anything.
MSG: That's what Carson was thinking, all right. He nods at Nora.
Heddy: Ham leaves his extra rope, then.
Ariel: Vinnie leaves his chest. It's probably pretty hard to climb across a rope with anyhow. Short will leave his lantern and spyglass.
Judge Claire: Then whoever's first should describe how they approach the climb.
Ariel: I feel like swinging along by your arms sounds really tiring and scary, so my characters would want to like, hang on beneath the rope by their hands and knees and kinda inchworm their way along.
Judge Claire: That's pretty slow, but relatively safe. Make a DC 5 Strength roll to avoid mishaps.
Heddy: Ham will let Ariel's characters go first to see if it ends well for them.
Ariel: Short makes it ... and Vinnie does too!
Heddy: Ham feels emboldened by your success and follows with an 11.
Ariel: Short has a look at his grappling hook. Does it still look nice and hooked in place? Is it sparking?
Judge Claire: You think it's secure. No sign of sparks.
Heddy: I guess Ham will see if it's locked.
Judge Claire: Unfortunately, it is.
Heddy: Which pretty much screws us out of getting into it since we don't have any thieves or tools with us.
Ariel: Short still has his pick! He'll try busting open the lock with it. Ruri is still watching carefully with her shortbow for any sign of zombies getting up to go after our guys.
Heddy: Shemp as well.
Judge Claire: Short can make an attack roll on the lock. Ruri and Shemp can make Intelligence rolls to see if they spot anything.
Ariel: Pick! That's only a 9.
Judge Claire: It's an immobile object, so 9 is enough. Ruri and Shemp?
Heddy: 13 for Shemp.
Ariel: 10 for Ruri.
Judge Claire: You both notice a creeping shape -- sort of like a centipede but as large as a person. It's about 25 feet from the chest and squiggling closer.
Ariel: Yikes! I yell and shoot it. Bleh. 6.
Heddy: Shemp rolls a 12.
Judge Claire: Both of you miss. Time for initiative.
Heddy: 19.
Hettie: 16. Not that Tandy is climbing across to help just yet.
Elle: 14.
Ariel: Boo, only an 8 for me.
Sasha: I'm assuming I haven't heard anything over the clanking sounds of our miners' picks.
Akane: 12 for Pestra. Because she is guarding, probably she notices the firing of weapons by allies.
MSG: Carson is on 18.
Judge Claire: Heddy is first.
Heddy: Another sling stone from Shemp. That's an 18.
Judge Claire: Hit!
Heddy: Damage is 5. There's lots of rubble around, right? Ham will pick up a rock and throw it, because he doesn't want to get any closer to this thing. Nice, 16.
Judge Claire: That's a miss, since it's outside of close range for rock throwing.
Heddy: So better than a 14 armor class. Not great.
Judge Claire: And it's the creature's turn. It rushes to the attack, first lashing at Short with one of its many tentacles, since I know his Luck is in the toilet right now. 16 to hit for 7 points of damage.
Ariel: Yipes! He probably doesn't even have time to holler in pain.
Judge Claire: Second attack is on Ham for a 12.
Heddy: Ham is history.
Judge Claire: That leaves Vinnie ...
Ariel: How many attacks does it have!
Judge Claire: Just 3, and this one hits too. Sorry, 6 points of damage.
Ariel: Vinnie! Can he make a Luck check to dodge it or something? He's got a 17 Luck.
Judge Claire: If you burn 7 of that I'll let you have a Luck check against the remaining 10.
Ariel: Eep! 10 exactly.
Judge Claire: Carson's turn, then.
MSG: I'll try Ham's rock-throwing trick, hopefully with more success ... 15 minus 2 is worse than other rolls that already missed, so it goes wide.
Judge Claire: Hettie?
Hettie: Looks like rocks are our only recourse, but I roll worse than MSG.
Elle: I'm next, right? A rock from Mendi is a 17. Does a 15 total hit?
Judge Claire: No.
Elle: Nora misses too.
Akane: If Pestra advances 30', she is 80' from this tentacling monster, yes? This makes her very unlikely to hit, but I roll anyway. My prediction was correct.
Judge Claire: Your turn, Aers.
Ariel: I guess I'd better run -- but if I do it gets to hit at me again for free, doesn't it?
Judge Claire: Yes.
Ariel: Ughhhh ... I guess I better run. Otherwise everybody missing with bows and slings and rocks will probably hit me sooner or later.
Judge Claire: Thanks for reminding me of that ... I should have had everyone roll that this round. I'll skip it since I forgot, though. The creature hits you for 4 points and you need to make a Fortitude save if you're still up.
Ariel: Natural 20 ... boo!
Sasha: Why do you say boo?
Ariel: Because if I'd've attacked it and rolled that it would have been a crit! Anyway, I run for the rope and start swinging along it as quick as I can ... only now I roll a 3. Plus 1 for Strength, right? And then I'll spend whatever much luck I have to so I don't fall!
Judge Claire: Let's call it 3 points.
Ariel: Please tell me it doesn't climb out on the rope after me!
Judge Claire: Well, first it's Heddy's turn.
Heddy: Shemp fires his sling with a 19, doing 4 more points of damage.
Judge Claire: It's still up. It starts dragging Ham away into the darkness. Everyone can have one round of attacks before it disappears into the corpse piles.
MSG: Rock ... 17 goes down to 15 for range and misses.
Hettie: Tandy has even worse success.
Elle: Rocks going everywhere but at the centipede, it looks like. Both mine miss.
Ariel: Ruri misses with her bow.
Akane: It's the same for Pestra.
MSG: I'm keeping my eyes peeled for it to come back. Maybe we can kill it when it tries to get Short.
Judge Claire: Does that go for everyone else? If so, then you can each have one attack as it approaches Short and one as it leaves with his body.
Heddy: This is off to a good start. Shemp fumbles his first roll. The result is 2.
Judge Claire: DC10 Reflex or you trip and go prone and miss your second shot.
Heddy: 11. My second shot is much better ... a 2.
MSG: Rock, rock ... two misses.
Hettie: The same.
Elle: Mendi's first roll is a crit, thank god! That's a 2 ... Jabbed in the eye for an extra d4. What's my rock do?
Judge Claire: I'll call it 1d3, same as an unarmed strike.
Elle: That's an ungodly 9 points with a rock. Maximum on both dice plus my strength and lucky Hawkeye sign.
Judge Claire: Nice. It's still up.
Elle: Second roll is 19 minus 2 for range is 17. Is that a hit?
Sasha: Wow, Mendi's cooking!
Judge Claire: It's a hit, and with your damage bonuses, it will definitely be enough to kill it.
Elle: I'll gather some extra rocks, since I seem to be more effective with those than with my club.
Judge Claire: 3 xp for everyone but the two dwarves who kept mining. 8 survivors, right? Put them in order and I'll roll to see which two of them can level up.
Heddy: Two? Very generous.
Judge Claire: Ready? I roll 6 and 7. If those are the same player, I'll reroll the 7.
Ariel: 7 is Ruri!
Akane: 6 is Pestra.
Ariel: I think Ruri's going for Thief! She's got good Luck and Agility both and a bonus on finding traps from her birth sign. Hit points, hit points, hit points ... rats, I only roll a 2, so now I have 8.
Akane: This Pestra ... so poor with everything! I think only a Warrior is good for her. Her added hit points are 5, making her also 8.
Judge Claire: All right, I think this is a good place to wrap, and everybody can think until next session about whether you want to climb back across to investigate the chest some more, or cut your losses.
Ariel: Short still had 23 coppers on him we might get back!
Heddy: 4 well made pairs of gloves on Ham's body and 40 copper pieces. Definitely worth risking another centipede monster or zombie attack.
Sasha: Hey, that's all on you guys. Kindly and I are still going for those giant demon-statue gem eyes.
Judge Claire: Next time, then!
