Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)

The group cautiously explores the beach and the surrounding area.
Granite and quartz cliffs loom some sixty feet into the salt-sprayed air like a colossal, forbidding castle rampart. Though steep and jagged, their surface is irregular enough that climbing them could be accomplished with some effort… and risk. The wall is complete from one end of the beach to the other where they terminate in sharp outcroppings of rock that thrust out into the beach like gigantic jetties. [sblock=Perception or Nature DC17]You notice that the cliff has been climbed before by several people. Hand and footholds are clearly marked by unnatural deformations in the rock at regular intervals of about 2.5 feet each.[/sblock]The sea is extremely rough. Water avalanches out of the mouth of the cave with deafening force, such that the waves close to the beach are actually propagating away from the beach which slopes steeply up toward the cliffs, evidently the result of silt deposited by the river’s waters.
The arched mouth of the cave in the cliff wall forms an opening thirty-five feet across and twenty feet high. The sides of the cliff reach out into the sea in thirty-foot-long arms that are swallowed up on the far side by the cliff wall. The arm n the near side forms a natural wave break against the torrent that flows from the cave’s mouth. This is likely what allowed silt and pulverized granite to collect in eddies along the beach. The cave’s walls have been worn smooth by years of erosion, and from the inside they cannot be scaled.

Looking inside the cave, the party sees that the fast-flowing water powers down through a straight, sluice- like channel, thirty feet high, for about 200 feet where an enormous, subterranean waterfall pours through the ceiling of the cave, illuminated by flickering light. Granite, sand-covered, walkways have been carved out of the rock at a height of 10 feet above the surface of the river, on either side of the cave and run the full length back to small caves that bore into the rock to either side of the waterfall.
The flickering light comes from two side passages about 150 back from the cave entrance, where sizable openings in the side of the cliff have been made at a height of 20 feet above the walkway (30 feet above the river). A rope bridge spans river from one passage to the other (30 feet above the river). Two boats are tethered percariously to rocks, and at the end of the path on the right-hand side of the river, a large, bridled beast stamps about nervously.[sblock=Perception, Dungeoneering, or Nature DC 17]It’s too loud to hear anything, but you swear that you see shadows of living creatures playing against the walls of the side passage on the right. The side passages are not naturally formed. They were made by hand hundreds of years ago.[sblock=DC20]The shadows are reptilian in shape.[/sblock][/sblock][sblock=Climbing the cliffs *edited*]The cliffs can be climbed with 6 DC 14 athletics checks (one per turn for every 10 feet you climb). Failure means that you did not succeed in climbing that section of 10 feet. Failure by 5 or more means that you fall to the beach taking 1d10 fall damage for every 10 feet fallen (based on the number of prior successes).[/sblock][sblock=Tenchuu (Insight DC 17)]Your insight reveals that the scout definitely passed this way, and that he did not climb the wall. The location of the door is obvious enough. The tracks lead right up to the wall and right through it, but you don’t see any mechanism to open a door.[/sblock][sblock=Riardon (Arcana DC 17)]The secret door is illusionary. If you step into the wall following the line of the creature’s tracks, you will step right into a small cave passage beyond.[/sblock]
The campsite is barren, but the fire is still going. Worthless odds and ends litter the campsite [sblock=Nature DC 17]The creature stationed here was a kobold. A second bedroll indicates that a second kobold had been stationed here as well, but it left some time ago (perhaps yesterday) and either the tide or the wind has washed away its tracks.[/sblock][sblock=Map]I know this map is zoomed way far out, but I figure you're way far away from the features you are observing, so it about evens out ;).
WalrynsLayerRound2.png
[/sblock]
 
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Riardon

"The wall is just an illusion. We could step right though it. Has anyone else found something." Riardon announces.

[sblock=OOC]

Two just miss rolls :(

Using sunblade to get enough bright light. Also, dealing radiant damage unless saying otherwise.

-----

When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 19 Insight: 14 Low-light Vision
AC 22 Fortitude 19 Reflex 19 Will 17
Initiative: +3
Hit Points: 54 / 54 Bloodied: 27
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:13 Surges per day: 8 / 8
At-Will Powers: Directing Strike, Intuitive Strike
Encounter Powers: Inspiring Word 2/2, Battlefront Shift, Arcane Mutterings, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep, Rousing Words, Amulet of Life
Daily Powers: Calculated Assault, Stand the Fallen, Sunblade Burst

Condition:

[/sblock][/sblock]
 
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OOC: I rolled Perception, Nature, and Dungeoneering for Rujah and Fenwick on the beach. Their results were less than desirable, but here you go, in case you doubt [sblock=NPC Rolls for Rujah and Fenwick][sblock=Rujah: Perception & Nature]Perception = 10
Nature = 7

Dungeoneering = 15[/sblock][sblock=Fenwick: Perception, Nature, Dungeoneering]Perception = 5
Nature = 6
Dungeoneering = 12
[/sblock][/sblock]These rolls do not apply to the scenario below. They're going to have to roll for that.
Riardon steps forward and disappears behind an illusionary wall of rock, seemingly no different from its solid surroundings. It's as if he is some phantom over whom nature has no hold.

Cautiously, the others follow from the light of day into the black of night. If it were not for Riardon's blade, the passageway into which they step would be pitch black. As it is, though, a narrow tunnel opens up in the rock before them, cutting deep into the face of the cliff under the bluff, and smelling of an uncomfortable cross between sea salt, ozone, and musty filth. The walls glisten with a thin damp coating of water that seeps through small cracks in the walls glinting in the light of Riardon's sword.

The height of the passageway is roughly seven feet, and the floor is paved with rough-hewn granite blocks over-which moss has actually begun to grow.

Surprisingly, no traps spring here.

Exactly how far back it goes, is not immediately certain, but it proves to be an uncomfortable and confusing distance. Just when the Riardon begins to feel that he has led his companions into an unending labyrinth, the passageway widens into a rectangular antechamber, the ceiling of which is about fifteen feet high. The walls are no longer rough, but become smooth and polished, so that Fenwick starts at his own reflection in the granite.

At one end of the antechamber is a large, marble wall that extends from floor to ceiling, and from side to side of the passageway.

In the center of the antechamber is a large, ornately carved granite block, roughly four feet to a side, bearing an odd inscription

At the other end of the passageway, the floor drops away into a ten-foot-deep pit of spikes, the tips of which glisten with some foul-smelling, jelly-like substance.

The walls along the pit are rough, and it appears that one might be able to circumvent the the danger by climbing along the wall, but not without some risk.

Just in front of the pit, is a series of three large levers that seem to work some kind of mechanism.

At the far end of the spiked pit, a torchlight flickers from a passageway leading off to what you believe is the north.
[sblock=Map]
WalrynRound2.png
[/sblock][sblock=The Inscription on the Stone]
Inscription.png
[/sblock][sblock=History DC 10]The inscription is not written in a known language, but appears to be a code of some sort.
OOC: If you, the player, cannot decipher the code, a History or Thievery check DC 17 can be attempted requiring 20 minutes of effort.
[/sblock][sblock=Dungeoneering/Thievery DC 10]The large stone and the levers are designed to retract into the floor of the antechamber.

The large marble wall is designed to push forward like a piston. It appears that anything caught in its path that does not jump back into the passageway will be pushed into the pit of spikes.

The inscription on the stone is likely some kind of instruction or riddle written to reveal how the trap works.

It is unclear whether the levers are designed to arrest or spring the trap.[sblock=DC17]The spikes in the pit are designed to retract into the floor of the pit.

It is unclear whether the levers are designed to arrest or spring the trap.[/sblock][/sblock][sblock=Perception DC 10]The floor of the pit appears to have footprints that step right through the spikes as if they were not there. You surmise that the spikes are designed to retract into the floor.[sblock= DC 17]There is a marble slab suspended within a slot in the ceiling designed to drop and block off retreat into the passageway from which you came.[/sblock][/sblock][sblock=Nature DC 12]The jelly-like substance coating the spikes is a highly poisonous neurotoxin, but it is only dangerous if it is introduced directly into the bloodstream(OG 5 poison damage (Save Ends. Roll multiple saves if necessary. The number of failures before a save indicates the amount of damage taken)[sblock=DC 17]Reptilian creatures, such as dragons, lizardmen, kobolds, and dragonborn, are immune to the poison.[/sblock][/sblock][sblock= Arcana DC 17]The area radiates magic designed to move large objects.[/sblock][sblock=Climbing the Wall]You can traverse one square along the wall of the pit for every successful Athletics DC 17 check. Failure means that you can not find a hand-hold or foot hold to continue. You end up returning to the antechamber to restudy the wall (start the challenge over again) or try something different. Failure by more than 5 means that you fall into the pit. If you start over and fail for a total of three failed crossings, you fall in following the third failed crossing.[/sblock][sblock= Leaping the Pit. (You must declare this separately from Climbing the Wall)]At Athletics DC25, you can leap the entire length of the pit with a running start. Failure means that you get cold feet just before you leap. Failure by more than 5 means that you pluck up the courage to jump, but you end up missing the far platform and fall into the pit. Which square you fall into depends on how much you fail by.
A roll of:
18-19 puts you in column 5
16-17 puts you in column 6
14-15 puts you in column 7
12-13 puts you in column 8
11-12 puts you in column 9
10 or below puts you in column 10[/sblock][sblock=Mervin: Arcana, History, Thevery, Nature, Perception]Arcana =
Dungeoneering = 16
History = 13
Nature = 25
Perception = 18
Thievery = 23


Boy did you get lucky. Oh yeah. EB didn't roll these. That's why they're so high :erm:.

Anyone is free to read the information in the appropriate spoilers per the DC's above. Please role-play how Mervin communicates this information to the rest of the group.
[/sblock]
OOC: All levers are currently pointed North. If you play with the levers, please indicate what orientation you put them in and in which order you throw them.

Feel free to be creative with your investigations and your solutions, but make a separate check for each new investigation using an appropriate skill.
[sblock=Spike Pit]Fall damage = 1d10
Spikes: [sblock=If a character falls in] Attack: +8 vs Reflex 2d10+OG 5 poison damage (Save Ends. Roll multiple saves if necessary. The number of failures before a save indicates the amount of damage taken)[/sblock][sblock=If a creature tries to walk along the floor of the pit]Attack: +5 Reflex for every square traversed. 1d4+OG 5 poison damage (Save Ends. Roll multiple saves if necessary. The number of failures before a save indicates the amount of damage taken). OG damage does not stack if the creature has already been exposed, but if the creature saves and is re-exposed, the OG damage is, again, applied.[/sblock][/sblock]
 
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Riardon

"Mervin, do you feel this, too? Some strong residual telekinetic magic. Maybe the magic is used to lower the spikes. Do you see the tracks passing right though?
Or this is just mechanical. ... Do you see this? The marble wall? It could drop to bar the way back. Maybe it is hold by the magic."
Riardon relays his observations.

"Or the magic moves the lever and the back wall. It seems the levers can be retracted to allow the wall to push one into the spikes." Mervin adds.

"Could be, too. Maybe the writings will give us a clue. I can try to translate them, but this will take a while. Any other ideas?" Riardon asks the group as a whole.

[sblock=OOC]

The History 23 was to decipher the writing if needed. I read the need for a 17 as I checked the information from Mervin.


Using sunblade to get enough bright light. Also, dealing radiant damage unless saying otherwise.

-----

When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 19 Insight: 14 Low-light Vision
AC 22 Fortitude 19 Reflex 19 Will 17
Initiative: +3
Hit Points: 54 / 54 Bloodied: 27
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:13 Surges per day: 8 / 8
At-Will Powers: Directing Strike, Intuitive Strike
Encounter Powers: Inspiring Word 2/2, Battlefront Shift, Arcane Mutterings, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep, Rousing Words, Amulet of Life
Daily Powers: Calculated Assault, Stand the Fallen, Sunblade Burst

Condition:

[/sblock][/sblock]
 
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[sblock=Rolls]
History 1d20+3=23 CRIT
Dungeoneering 1d20+3=10
Perception 1d20+3=4
Nature 1d20+3=7
Arcana 1d20+13=32
[/sblock]

"I feel is as well, master Riardon," Gensai said. "Perhaps it moves this stone itself, from one side to the other."

The sword mage bent down and ran his fingers along the inscription. For a moment, he became engrossed in the words. "Not a language... but a code..." he mumbled.

OOC: I assume I need a new history check to try and decifier? Any chance my nat 20 on the original history check can be used?
 


OOC: BOOYAH!


The retainer continued to run his fingers back and forth over the inscription. He focused on the small words first. "if...is..to.. this one here, must be double-e, or double-o. If o's, then..." He continued to repeat different words, change his mind, double back. Eventually his frustrated tones gave way to excitement.

"Must be Patient..." he said. "It will do no good..." he continued, moving his hand to the final line, "to play with the pretty levers."

"Which raises an interesting question," he said, standing back up with a loud pop in his knee. "Do we trust the stone?"

[sblock=Insight Check]
1d20+9=27

Are the levers really a trap? Or is being patient a trap. What does be patient mean? How long should I wait to test being patient as a method to get across?
[/sblock]

While pondering the question, Gensai sat down on the large stone.
 

Riardon

...

"Must be Patient..." he said. "It will do no good..." he continued, moving his hand to the final line, "to play with the pretty levers."

"Which raises an interesting question," he said, standing back up with a loud pop in his knee. "Do we trust the stone?"
...

"But if it is true, what does it mean? 'Patience'... a time mechanism that disarms the trap automatically after the trap was activated on the other side?" Riardon ponders.

[sblock=OOC]

The History 23 was to decipher the writing if needed. I read the need for a 17 as I checked the information from Mervin.


Using sunblade to get enough bright light. Also, dealing radiant damage unless saying otherwise.

-----

When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 19 Insight: 14 Low-light Vision
AC 22 Fortitude 19 Reflex 19 Will 17
Initiative: +3
Hit Points: 54 / 54 Bloodied: 27
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:13 Surges per day: 8 / 8
At-Will Powers: Directing Strike, Intuitive Strike
Encounter Powers: Inspiring Word 2/2, Battlefront Shift, Arcane Mutterings, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep, Rousing Words, Amulet of Life
Daily Powers: Calculated Assault, Stand the Fallen, Sunblade Burst

Condition:

[/sblock][/sblock]
 

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