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  1. - Top - End - #181
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    lostsole31's Avatar

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Everyone backs off so Stephan can get a good run. He moves swiftly, though no moreso than Ankarum for the savage is faster, but Ankarum notices something at the point Stephan just about leaps. There is a split-second where his legs bulge more than normal for the run as he easily clears the 15' gap, though for a fit man that's not an exactly a tough jump. As the muscles take the impact of landing the legs seem normal again.

    The rest get across as folks are ferried over with Ankarum as the last man and the rope is pulled over to the far side. Still, the climb is difficult, and Ankarum is no real ascension expert. Barely over the edge, he falls 20' to land flat on his back for 9 and a great, loud cry of pain. As you are on the ground, there is a natural tunnel right next to you to the north, and 5' up and 10' over on the other side of the wall is another natural tunnel. You see that it would require a squeeze for anyone but Gelik. The crawlspace you're lying next to turns sharply to the east, and as a natural, imperfect and small tunnel it's hard to see without light being shined right into it.

    What do you do?
    Last edited by lostsole31; 2015-02-27 at 02:05 PM.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  2. - Top - End - #182
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Ankarum needs to get some elfin rope...Ugh. Ow. Nugh! Hey, there are more of the little tunnels down here.

    Ankarum takes his light spelled shield and rising to his knees shakily, he checks the tunnels for signs of recent use.
    (1d20+10)[17] tracking/survival

  3. - Top - End - #183
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    He can get on his knees, but he has to go low with one hand and use the other to prop himself and use the light at the same time. The tunnel does not seem to have been used recently.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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  4. - Top - End - #184
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Ankarum climbs up out of the pit using the rope.
    No sign of recent use. Could be drainage pipes or snake tunnels ...

  5. - Top - End - #185
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Ankarum makes it up the rope easily enough. He readies his shield and tomahawk. 20' from the hallway there is a 10' x 10' "T" that goes N and S. A quick look up and down both reveals a set of double-doors to the north, and stairs heading downwards to the south. Aron figures that those stairs lead down to the passageway to the other stairs going to the double-doors leading to the sanctum. Given Pezock's condition, and Ankarum's light wounds, Lalarlia boosts the area with positive energy. It's not nearly as powerful as you've felt before, but she fully heals you. Aron holds Lalarlia back from healing Pezock, and she casts a spell on him to heal him more. It still might not be enough before any new things happen on the other side of that door. Aron's next is as an extremely weak one for healing Pezock, but he only has a few scratches remaining.

    You carefully move down the hallway to the north. This time, you aren't as careful and another pit trap opens - with you on it. This one drops you a whopping 30' down to take 9 of impact on the ground. There are two smaller tunnels, similar to before heading E and W, with the one heading to the east right next to your head. There is a strange, rolling-shlurping sound, and that is when some bizarre, mind-jarring noise comes from the tunnel next to your head. It is a maddening sound, but you manage to steel your mind against it.

    What do you do?
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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  6. - Top - End - #186
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Blood and bloody ashes! Ankarum is tired of falling into pits. Throw me a rope, there is something making noise in the little tunnels!
    Ankarum rises to his feet shakily and prepares to defend himself by readying his shield first.

  7. - Top - End - #187
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Ankarum does as above, standing and with his light shield at the ready and his weapon hand open to draw or climb one-handed, whatever might be necessary.

    R1T23: Ankarum, your adrenaline is pumping and your reflexes are sharp. You are standing right next to the crawlspace with your light shining. The hideous yammering continues, but your mind is steeled against it now. What do you do next?
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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  8. - Top - End - #188
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Ankarum draws his tomahawk and gets ready to attack if a foe should appear.(readies an attack action)

  9. - Top - End - #189
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    R1T21: Pezock practically rappels down a knotted rope to stand next to Ankarum.

    R1T20: Lalarlia puts away her shield and sword.

    R1T19: Stephan belays the rope from above.

    R1T18: Spilling to the entry of the tunnel at a fluid speed is a creature that is truly hideous and terrifying. It has no definable form, like a great blob of flesh, but a horrid mass of eyes and mouths are all about it - the eyes looking in a variety of directions, and the toothy mouths yammering. Ankarum slashes with his tomahawk, but it is difficult to aim. By not allowing it to come out of the hole (because he is standing in front of it), it already has cover. His tomahawk blade goes just into the space, but this .... thing .... manages to rear back just enough at the time. The thing spits right into Ankarum's eyes.
    Spoiler: Acidic Spittle
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    Ankarum, roll a Fort save vs a DC of 18! Failure means you are blinded (time unknown). Feel free to edit in a voiced reaction either way, or just grunt or say nothing.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  10. - Top - End - #190
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Agh! screams Ankarum as the creature spits noxious fluid at his eyes. He struggles to clear his visions.

    (1d20+6)[8] fort save

  11. - Top - End - #191
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    "Agh!" screams Ankarum as the creature spits noxious fluid at his eyes. He struggles to clear his vision.

    R1T12: "What's wrong, Ankarum?" calls down Erin. She moves to the edge of the pit, next to Lalarlia, taking out her magic dagger and starknife.

    R1T11: "Erin's right, Ankarum, Pezock!" shouts Jask from what sounds like he is a little further away. "Only Lalarlia and Erin can react to or see the 30' down to you."

    R1T8: "Sorry, Gelik," says Aron, "but they can't see either of us."

    Aron begins to sing, filling Ankarum's heart with strength.

    R1T4: Gelik delays ...

    End Round 1, Begin Round 2 ...

    R2T21: "Ankarum, step back to draw it out so I and Lalarlia and Erin can attack," croaks Pezock.

    R2T18.1: Ankarum, though your vision is beginning to return as quickly as it went, you can't see anything beyond a light blur from the shield. What do you do?
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  12. - Top - End - #192
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Still mostly blinded, Ankarum staggers back from the creature keeping his shield towards where he thinks the creature is. (5ft step and full defense)

  13. - Top - End - #193
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    R2T18.1: Still mostly blinded, Ankarum staggers back from the creature keeping his shield towards where he thinks the creature is, and involving what footwork he can and with guarding open areas with his tomahawk.

    R2T18.05-.0: Ankarum can hear the squishy-squirmy of the babbling blob as it comes out of the crawlspace. He hears Pezock swing, but doesn't hear a connect. Ankarum then hears the acid-spit sound but doesn't know an obvious effect. There is a wet, whipping sound and Ankarum feels a toothy mouth hit him in the belly. It only does 1, and it seems like a graze until there is a slight feeling that the thing is still attached to his gut. He hears some parrying action from next to him, but then it seems like Pez got hit as he gives a croaky growl, followed by a struggling sound, and then it is followed by another grunt from Pezock.

    Ankarum's vision finally clears. This disgusting thing has a mouth-tentacle on Ankarum's belly, and Pezock has two (chest and right lower leg, he has taken 3).

    R2T12: Erin shivers in disgust and tosses the starknife down at the creature and it looks like the weapon goes into the body, but it is extruded outwards and clinks on the ground with only a minor wound showing (mod 2). "What?!" shouts Erin incredulously.

    R2T11: "I understand the voice!" calls Jask to everyone. The voices are in Aklo - a foul, primordial language. Of course, it's merely shouting how it is happy for food to come to find it."

    R2T8: Aron's voice sounds a little shaky, but then it steels up fully as she continues singing.

    End Round 2, Begin Round 3 ...

    R3T20: Lalarlia shoots an arrow into it, and it pops out a broken arrow and it doesn't seem to have been hurt. "That was definitely a hit," shouts Lalarlia. "And Erin's starknife is pointed as well. Try to cut and strike if you can."

    "That," adds Erin, "and I was woozy there for a few seconds from its noise .... which is still disconcerting. It's a gibbering mouther, a creature outside of nature's laws, and blades work poorly against its blobby form, and there is no true anatomy to target. Dangerous monster; it's tiny bites are worse than they look. If they latch on, they can suck large quantities of blood, and even totally pour over and engulf a man."

    R3T19: Stephan moves up and drops the rope into Lalarlia's hands. His form begins to thicken and hair bristles out of all over his skin. His brow and nose ridges forward and thickens while his nose practically retracts and his nostrils flare. His ears change position and shape and along with a more hunched but still relatively upright form, Stephan is still about the same height as before (just shy of 6'), but lower in height from stooping. He is now more of a human-monkey with light fur and a long, prehensile tail.

    R3T18.1: Ankarum, do you do?
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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  14. - Top - End - #194
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Pezock! Cut the tentacles and climb out. Don't wait for Ankarum. We cannot fight this thing in such tight quarters!


    [Ankarum swings his tomahawk attempting to sever the tentacle attached to him.
    (1d20+6)[22] to hit
    (1d6+3)[7] to damage

    if the attack severs the tentacle, he stows his tomahawk in preparation at grabbing the rope. If not, he will keep his weapon and take a 5ft step towards the rope.

  15. - Top - End - #195
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    R3T18.1: "Pezock! Cut the tentacles and climb out. Don't wait for Ankarum. We cannot fight this thing in such tight quarters!"

    Ankarum swings his tomahawk attempting to sever the tentacle attached to him, hitting it for 3 mod. Some of the mouths towards that spot scream and that tentacle lets go ... not severed, but likely in pain. But in doing so, what seemed like tentacles blob to a thickening around the bite areas.

    R3T18.05: Pezock manages not to sever the tentacles, but actually squirms and gets free of both. Pezock then steps back 5'.
    "It's right under the rope!"

    R3T18: The monster follows Pezock and attacks, with 4 tentacles (or whatever) hitting Pezock for a total of 11, and all latch onto him, wrapping around him as the thing moves next to him (same square, per grappling).

    R3T12:
    "It looks like it's really hard to cut into it!" calls Erin. "Try to squash or stab it."

    She casts a spell and throws down a gobbet of acid, trying not to hit Pezock. It only just hit it, but with her skill at throwing things and her sister's song, she does
    4 acid (min). "That did it," she says.

    R3T8: Aron keeps her song going.

    End Round 3, Begin Round 4 ...

    R4T19:
    Monkey-Stephan climbs down 20', and then jumps down the rest of the 10' while taking out his dread maul. He lands on his feet next to Pezock and the mouther.

    R4T18.1: Ankarum, the grappling two are right next to you. What do you do?
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  16. - Top - End - #196
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    With his savage war cry, Ayhiiiiiiiiii!,
    Ankarum becomes enraged and slams his heavy wooden shield into the horrible creature. (Rage)
    Leave bird man alone foul demon!

    (1d20+8)[16] to hit
    (1d4+5)[6] to damage

  17. - Top - End - #197
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    R4T18.1: With his savage war cry, "Ayhiiiiiiiiii!" Ankarum becomes enraged and slams his heavy wooden shield into the horrible creature for the full 7. "Leave bird man alone, foul demon!"

    R4T18.05: With amazing dexterity Pezock uses the things mouth-arms to twist around each other to let him go.

    R4T18: Driven by hunger, and now pain, when its food escaped the monster now focuses on the wood-whacker next to him. Ankarum gets nailed hard in the upper left arm for 4 (max). Another 3 strikes hit for a total of 6. The first three are easily shrugged off, but only because of Ankarum's great strength is the savage able to shrug off the last.

    R4T12: This time just flat misses.

    R4T8: Aron continues to sing.

    End Round 4, Begin Round 5 ...

    R5T19:
    Monkey-Stephan swings overhead to bring his dread maul down, splatting into it for 16. It still seems to be doing just fine, though.

    R5T18.1: Ankarum, hammering it definitely seems to be more effective than hacking. What do you do?
    Last edited by lostsole31; 2015-03-16 at 08:21 PM.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  18. - Top - End - #198
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    where is a fire slinging (grunt) halfling when you (grunt) need one!

    Ankarum swings his heavy wooden shield at the nearest clump of eyes and mouths.

    (1d20+8)[10] to hit
    (1d4+5)[6] to damage

  19. - Top - End - #199
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    R5T18.1: "Where is a fire-slinging *grunt* halfling when you *grunt* need one!" Ankarum swings his shield at the nearest clump of eyes and mouths, but it is as if the thing "dodges" by having its whole form spread and curve a distance around the shield from all sides of the shield.

    R5T18.05:
    Pezock steps back 5', takes out a potion, and downs it for a terrible 2 healing (min).

    R5T18: Though Stephan pounded it last round, the toothy blob monster simply jumps forth with all of its tendrils around Ankarum's shield. Four nail him for 8 total, but the last one makes a perfect strike into the hollow of his shield-shoulder to do 12 with a moderate wound. It is this piercing strike that holds Ankarum in place long enough that the other tendrils wrap around him fully to grapple him.

    R5T12: Erin barely gets it for
    3 acid.

    R5T8: Aron continues singing.

    End Round 5, Begin Round 6 ...

    R6T19: Stephan puts more power than normal into his swing and just barely slams into its rubbery form, but the power behind the swing has him doing 23.

    R6T18.1: Ankarum, you are in the middle of a much-needed rage. You are being grappled, though you might be able to slam the thing, or you might try to power your way out. You are badly wounded. What do you do?
    Last edited by lostsole31; 2015-03-17 at 01:39 PM.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  20. - Top - End - #200
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Off of Ankarum, spawn of Evil! snarls the savage barbarian as he attempts to wrench himself free of the creatures grapple.

    (1d20+8)[10] to break the grapple

  21. - Top - End - #201
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    R6T18.1: "Off of Ankarum, spawn of Evil!" snarls the savage barbarian as he attempts to wrench himself free of the creatures grapple. But it's no use, Ankarum is weakening and the thing has him at too many points.

    R6T18.05: Seeing the monster engaged with Ankarum, Pezock steps forward to attack with his sword and swings but the monster proves suprisingly quick enough so that when the sawtooth sabre connects, it simply bounces off the pliant "skin."

    R6T18: As if things weren't bad enough, with Ankarum grappled, the blobby-eyed, toothy creature totally engulfs him, and Ankarum finds himself totally inside the creature. What mouths are on the "inside" (or rolled inward) nip all around for only 3, but Ankarum suffers 2 CON from the monster leeching away his blood.

    End Round 6, Begin Round 7 ...

    R7T18.1: Ankarum, you have been gobbled up and are in the "belly" of the beast. No longer does it seem like you can simply force your way out with brute strength as you could when grappling. The situation is truly dire (18 CON with rage, 10 hit points remaining. You aren't sure what is happening outside, but you don't hear Aron's song with all the mouths gibbering right next to you inside of the thing. What do you do?
    Last edited by lostsole31; 2015-03-18 at 03:28 PM.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  22. - Top - End - #202
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Desparately, Ankarum drops his tomahawk and reaches for the magic Javalin in his quiver and jabs the creature with it.

    (1d20+4)[13] to hit
    (1d6+5)[9] to damage

    please...

  23. - Top - End - #203
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    R7T18.1: Desparately, Ankarum drops his tomahawk and reaches for the magic javelin in his quiver, but grappled as he is he just can't get it.

    R7T18.05: Pezock swings desperately at the monster and the creature dodges. Out of desperation, the sword-bird pecks at the horrid thing ... and hits! He does 5 (max)!

    R7T18: The monster tears more skin all over Ankarum's body with its its leech-like mouths (13), but it still manages to siphon bits more of the savage's vital blood from the various tiny bite wounds (1 CON), and the terrible wounds bring Ankarum into unconsciousness. He suffers massive hemhorraging, and is near death.

    R8T18.1: Ankarum is unconscious and very, very close to death. Dramatic Irony: Pezock pecked, Erin sizzled, and Stephan finished it off, so the monster is dead ...

    With your rage automatically ending, you are at -13 hit points right now. Roll a flat 1d20 with no modifiers. On a natural '20' .... your body amazingly stabilizes. If you fail, we'll see how your allies fare in cutting you out.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  24. - Top - End - #204
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    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    (1d20)[14] for a miracle

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    R8T18.1: Ankarum continues to bleed away ...

    R8T18.05: Pezock cuts a whole in the monster's side to reveal the bloody sack holding Ankarum.

    End Round 8, Begin Round 9 ...

    R9T19: Stephan channels energy to heal Ankarum and Pezock by a decent amount, and Ankarum is now awake, but disabled (at 0 hit points, stable).
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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  26. - Top - End - #206
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    Default Re: Serpent's Skull I, Smuggler's Shiv

    With the tiny size of the tunnel - easy for something amorphous to have squished through, despite its size - only Gek'k would have a chance, and a squeeze at that. It is decided that the group climb down and up, but not before Ankarum's weakened form is roped up.
    Spoiler: Disabled
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    Disabled means you can take a move action, sure .... but RP out of combat, unless it's important you move, makes sense that you are too weak to go bouncing about on your own.

    Lalarlia channels energy (6 Ankarum, 5 Pezock). She lays her hands on Ankarum (2), she casts the party's single most powerful healing spell on him (10). Stephan lays his hands reverently on Ankarum twice (15). He then lays hands once on Pezock (13), so his wounds are very minimal. Aron casters a healing spell on Ankarum for 10, and the physical tears on his body are nearly non-existent, but he still suffers the weakness from where his blood was leeched away. The decision is that the party needs to go back to the bridge overlooking the main temple. It's high ground, and any ... land-based ... attack could only come from two sides, with the temple floor 40' below.

    On the other hand, if you wanted you could put your vote in to press ahead and drink your potion of lesser restoration to try to heal some or all of your 3 points of CON damage.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
    Spoiler: Player Status
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    bcool999: On hiatus through 01APR2024.

  27. - Top - End - #207
    Ogre in the Playground
     
    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Make camp good idea. Smart. Rest, eat, recover spells. Bridge is good defense but easy to be trapped.

  28. - Top - End - #208
    Colossus in the Playground
     
    lostsole31's Avatar

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    There is a realization discussed that anywhere can be trapworthy. But pinching off ends with good movement to either side is good. The knotted rope is tied to the balcony and coiled. If anything happens, it can be tossed over the edge quickly. A few hours later after the redoubt is set, there is a horrible grinding noise preceded by a crackling of bright lightning. The flash of lightning enters into the main sanctum, and the temple sanctum doors shut.

    The party is now in this ancient temple. There is nothing to do but what has been done to survive. Conserve food and water, but make absolute sure each person eats and drinks enough as well. It's not just about survival, but you have to be strong enough for whatever fight is ahead .... because you all feel it.

    Ankarum wakes up the next day, right as rain. No doubt the spellcasters prayed to give you some ability for your body to heal the injuries. Pezock, of course, if fine. studies, meditations, prayers, and the like are made to prepare for the day. It is time to begin.

    The party returned to what was the landing by skirting the known trap, going down to the landing (leading to the sanctum), up to the level with the scriptorium, and through the double doors. This time, Jask instructs to have the party to take the double-doors on the eastern side of the bridge (they were never opened).

    At 10'-wide, and considering how things were truly dire previously, Pezock will be the primary expert to search for any more little hidden goodies from unspeakably ancient creatures. His engineering knowledge may prove invaluable, and he does have experience with these things. Besides, it has been noted that Ankarum and Pezock more or less have the same eyesight and awareness. Still, he does feel good that someone who is just sharp-eyed and quick-footed is with him, for any man that can go as long as he did against that globby mouth-monster deserves respect (and is quite handy to have). Sure enough there is another trap just 20' away from the double-doors that led to the eastern double-doors to the bridge. This time it doesn't long for Pezock to be able to find and release a lever. The trap just can't be ignored ... it still has to be crossed and it is too long for most to jumpers (even the jumpers), so it's better to have folks climb down, walk across, and then climb up ... with the party's best climber (Stephan the very last and very first on each). Just to be sure, he changes back into that monkey-man form. Aron and Jask call him a vanara, a type of ape-man from a continent far away, so climbing up and down the walls are a breeze.

    Ankarum, what do you have at the ready? Shield and tomahawk?
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
    Spoiler: Player Status
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    bcool999: On hiatus through 01APR2024.

  29. - Top - End - #209
    Ogre in the Playground
     
    BlackDragon

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    Ankarum has his standard tomahawk and shield armature.

  30. - Top - End - #210
    Colossus in the Playground
     
    lostsole31's Avatar

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    Default Re: Serpent's Skull I, Smuggler's Shiv

    20' along and the passageway gets to a 10x10 N-S 'T'. You recognize this as the point at which just north is the trap you fell and nearly died. The party gets down into the pit, wherein lies the stinky protoplastic goo of the monster. The smell is not good. The bonding of the gelatinous body, the surface tension, is gone. This means that the entire mass is putrefied and soaks the entire bit of the bottom of the 10'x10' bottom at a height of up to roughly 1-1/2 to 2". That doesn't seem very deep, but deep enough to squish around; for those wearing moccassins or simply shoes (you, Gelik, Jask, Stephan) it is particularly disgusting, especially for the smaller Gelik where it pools through his shoes to cover all around his toes. All of the teeth that were part of the monster, for the most part, form a small mound from where the monster first started to discorporate, but enough were washed away with the rest to be here and there throughout the bottom. It is a foul mess.

    The other side of the trap (N side) was a 10' wide section that was only deep enough for one person apiece to be able to stand in front of two double doors. Disgusting as it may be, the climb in/out strategy only works with everyone below before climbing up the rope Stephan has. Stephan and Pezock search the door; satisfied they open it. Again, that fantastically loud, bone-shuddering, shrieking noise on ancient hinges. The two search the area just past the door to make sure the party can safely get up to this side.

    "Found a trap! Found a trap? *caw-caw*"
    calls down Pezock. "We try to disarm. ......... Okay, a section disarmed, but it looks like pressure plates from point-to-point."

    Ankarum is called up since they just made room (and they don't have to fumble with light and do their job, the light-shield is fine). Ankarum is now something of a guard for them. Once up top, he notices that the great bronze doors are made of the same alloy with the runners that look they are running with blood. Looking inward, there is an oval pool of what looks like softly rippling blood that sits at the center of this octagonal room, filling the air with a metallic tang. Four round pillars support a ceiling decorated with criscrossed supports and grooves, while ten-foot-wide circular holes decorate the walls at chest level. Since there is room for another, some magical support might be needed with all of the testosterone on the "action" side. You couldn't keep Jask from jumping at the chance to look at these ancient ruins, anyway. Well, you could if the older man could climb. With the knots and the wall, he's not in danger of falling, but he's just weaker than most and having trouble but he makes it 5' up.

    "Seems one of those pressure plate traps that is triggered by specific points," says Pezock. "Makes sense. Cult must navigate, and too unwieldy for all tiles her to be trapped." Jask manages to clamber up another 10' (15').

    Another spot not trapped. Jask has a little more trouble and only moves up 5' (20'). With the rope tied off to a great rung of the door, Stephan doesn't have to worry about weight limits. (The doors, by the way, opened out so Stephan and Pezock had to squeeze, but they opened both so both doors hang over the pit ... they don't open inward.) Erin, an excellent climber, speeds up to just under Jask (15').

    And that is when it happens, Ankarum sees sheets of the same red-streaked bronze falling from the doorway across ... and from this doorway as well. Not having stepped fully in (in case someone needed topside belaying until there were enough people were here you needed to continue moving in behind the troubleshooters), the savage has a choice.

    Ankarum, either you can stay on the outside of the room and be (possibly) fine, and guard the two current climbers (Jask and Erin) and those in the pit ...

    ... or, you could endanger yourself by trying to be quicker than the bronze sheet falling on your side to get into the room with Pezock and Stephan.

    Stay outside and be fine? or, risk yourself by possibly getting trapped inside with the other two?

    If you choose the latter, roll a DC 15 Reflex save or the sheet slams down on you as you try to jump across in time.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
    Spoiler: Player Status
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    bcool999: On hiatus through 01APR2024.

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