Turn 23: The Gears of
war Traps
Without A Past: The Pit's Graveyard Layer (250 Feet Down)
Tells Bad Jokes: The Pit's Blue Metal Layer (350 Feet Down)
Tells is now out of sight of the rest of the party. They can see his torch as a point of light, but not him specifically.
Vengeful One: The Pit's Graveyard Layer (250 Feet Down)
William The Red: The Pit's Graveyard Layer (250 Feet Down)
Forges for Food: The Pit's Graveyard Layer (250 Feet Down)
Walks With The Wind: The Pit's Blue Metal Layer (300 Feet Down)
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Gorak, Wrestler of the River: Camp (0 Feet Down)
Statblock:
► Show Spoiler
.[tabs:Braineel]
Without A Past: HP: 5/5
Resolve: 20+
Is hit on (2d6): 6+
Deals 1-3 +1 Slashing Damage
Hits on (2d6) 8+
Wielding: Two Sickle Swords (+1 Atk)
Wearing: Regular Clothes
Backpack: 8 Gold Pieces, Torch (35 turns light), two mirror shards
Satchel: Two pair of Enchanted Wristcuffs ("Cow"), 4 Bandages (Heals 2 or 3 HP), Trap Tool Kit
Satchel is now Full (Trap Tool Kit is medium sized)
[tabs:Nolandking]
Tells Bad Jokes: HP: 4/5
Resolve: 20+
Is hit on (2d6) 6+, 7+ vs Animals
Deals 1-3 +1 Piercing Damage
Hits on (2d6) 7+
Wielding: Harpoon +1, +2 vs Enemies in Water (2H), Red Sphere Ioun Stone (+2 Dex)
Wearing: Crystal Mask of Natural Stealth, Druid's Cloak (+1 Def vs Animals), Ring of Sanctuary (Displaces Aggression by 50%)
Backpack: 50' Rope, pen and ink, biscuits, water flask, Dagger (+1 to hit), 2 Alchemist Fire (+4 Atk), Lit Torch (35 turns light)
Satchel: Empty
Curse of Mudhoney: Tells Polymorphs into a badger if he drinks or touches mudhoney.
[tabs:Chuck]
Vengeful One: HP: 5/5
Resolve: 20+
Is hit on (2d6): 7+
Deals 1-3 +2 Piercing, Fire Damage
Hits on (2d6) 6+
Wielding: Flaming Trident (+2 Atk, deals Fire Damage, extinguishes in water), Gnomish Spotlight
Wearing: Leather Armor (+1 Def), Pirate Captain's Hat
Backpack: Throwing Axe (+1 Atk), two maces (+2 ATK, one of them is lead-weighted and breaks bones on a critical), Torch (33 turns light), 16 Silver Pieces
Satchel: 4 Bandages (Heal 2-3 damage), 50' Rope w/ very fine quality grappling hook, Brass Buckler (+1 Def)
Satchel is now full
[tabs:Quarg]
William The Red: HP: 5/5
Resolve: 20+
Is hit on (2d6): 9+
Treating the Wizard Robe as reducing magic damage by 1
Deals 1-3 +2 Slashing Damage
Hits on (2d6) 6+
Wielding: Long Sword (+2 Atk), 1-handed Iron Shield (+1 Def)
Wearing: Wizards Robe (+1 MDef), Chain Mail (+2 Def), Ring of Water Form (Assume water form for 3 turns, 15 turn cooldown)
Backpack: Some Rope, 2H Shield (+1 Def), Healing Salve (+2d3 Hp), Wand of Slumber (casts Sleep, has 3 charges), Pirate Hook (+1 Atk), Bo (+1 Atk), Wealthy Family Banner (10 Gold), Amethyst (7 gold), Withering Touch, 15 medium Pressure Plates
Satchel: 4 Bandages (Heals 2 or 3 HP), 1 Medicated Bandage (Heals 4 HP), Trap Tool Kit, Torch (35 turns light)
Satchel is now Full
Withering Touch: Ranged attack, deals 1 Magic Damage, ignores Defense, 1 turn cooldown. Requires a turn to Charge. Cannot hold a charge but can overcharge; full effects of overcharging unknown.
[tabs:Patdragon]
Forges for Food: HP 6/6
Resolve: 20+
Is hit on (2d6): 7+
Deals 1-3 +2 Blunt Damage
Hits on (2d6) 6+
Wearing: Leather Jerkin (+1 Def), "Man Purse" (Backpack)
Wielding: Mace (+2 Atk)
Backpack: Some Rope, Human(?) Bones, Guild Healing Potion (Heals 3 HP), Preserved Human Ear Necklace, 3 important looking letters, Wand of Mischevious Consequences (Adds ??? Status, 4 Charges, recharges on return to GAL), 1 Medicated Bandage, Trap Tool Kit, Torch (35 turns light)
Satchel: 3 Elixir of Brittleskin (-3 Def on a hit, -1 on a splash/save, -1 Def permanently if crit), Potion of Recovery, ?Human fingerbone with two amethysts, Elixir of Healing (recovers 1d6+3 HP), 2 Bandages, ?Talker's Gold Ruby Ring, ?Jeweled Circlet (Crosshairs over eyes when worn)
[tabs:Gathers]
Walks With The Wind: HP 1/5 || 5/6
Resolve: 20+
Is hit on (2d6): 9+
Deals 1-3 +1 Piercing Damage
Hits on (2d6) 7+, 6+ with Axe
Wearing: Wolfskin Cloak (+1 Def, RCold), Silver Necklace (+1 HP)
Wielding: Iron Shield (+2 Def), Axe of Knockback (+2 Atk, 15% to knock opponent prone).
Backpack: Skull, Some Rope, Shortbow (10 Arrows, +1 Atk), Crossbow, Torch (25 turns), Surface Forest Branches (15)
Satchel: 3 Bandages (Heals 2 or 3 HP), 1 Medicated Bandage (Heals 4 HP), Trap Tool Kit, 15 Small Mirror Shards, 2 Medium Mirror Shards
Satchel is now Full
[tabs:|NPC|Gorak]
Gorak, Wrestler of the River: HP 13/13
Resolve: 20+
Is hit on (2d6): 9+
Deals 3-6 Damage
Hits on (2d6) 7+
Wearing: Shoddy Rags
Wielding: Torch (33 turns remaining, +1 Atk, 5% AddFire, 10% SelfSunder), Mattock (2H, pierces armor, +1 ATK)
Dwarf Keg Pack: Stone sculpter's toolbelt (hammer, chisel, "scratching tool", thick leather gloves), beer barf towel, 4 Torches (35 turns light each)[/tabs]
Actions
Walks With The Wind (Init 73) heals thyself with a bandage, recovering 3 HP.
Tells Bad Jokes (Init 100) doublemoves to 350' and the archway.
Vengeful One (Init 53) does not act. (x2)
William The Red (Init 81) attempts to change up the tail and head of the statue before forcing the damn thing.
Forcing the Tail (11+):
1+1 =
2 (Doubles); d8: 5
Forcing the Spear Free (10+):
1+2 =
3 (Critfail); d8: 6
Traps trigger early (8+):
1+6 =
7; d8: 2
Without A Past (Init 58) does not act.
Forges for Food (Init 19) jumps up into the fountain to get away from the blades!
Gorak, Wrestler of the River (Init
![Cool 8)](./images/smilies/th_goblin_cool.gif)
secures the old man in the wagon.
Light Source(s): Tells's Torch (27 Turns),
Vengeful's Gnomish Spotlight (indefinite, 60')
Can see down to: 310 feet (The party), 390 Feet (Tells)
---------------------------------------------------
Tells descends quickly, reaching the archway at the end of his move. The archway in question is the opening to a tunnel that stretches some fifty feet ahead. Above him in the hallway are a series of chiseled feet obviously attached to gears in the ceiling, and ahead on the ground down the hallway is a large checkerboard pattern in which every fifth square is a blue iron metal pressure plate. These pressure plates are
new, there's no rust on the metal. At the far end of the hallway are two large wooden strongboxes etched with iron and bearing large locks in the shape of snarling yeti heads.
Tells also notices a small shiny rock next to the archway; he picks it up to find it's a small red spherical stone... if this isn't the floating stone the Talker showed off early on, it looks identical to it (and floats the same way, too!)
Meanwhile, while
Walks bandages herself up and makes an acidic joke that goes over the heads of everyone,
William forces the movable parts of the centerpiece, snapping the tail back to the neutral position after a bit of a fight. There's another
snap sound as he effectively breaks the thing, then when he twists the amazon's head around to the back position, it comes off in his hand and falls into the fountain (the doubles just mean you didn't trigger the
Scare spell that would go off if the positions were improperly set). Annoyed, he tries to force the key free, but the ridged part breaks off in his hands and effectively ruins the key. If you want to take this centerpiece, you're going to have to rip it from its housings, possibly damaging it.
About 30 seconds have passed;
Forges has leapt into the fountain's little alcove and balanced himself on it to get out of the range of the about-to-trigger trap (I'll be rolling a balance saving throw for Forges next turn at 7+).
William on the other hand will be hit unless he climbs up into the alcove, climbs back up to the rest of the party, or goes down to join
Tells. If he doesn't move off the ledge next turn, he'll be sliced open by the traps, potentially hit multiple times.
Finally,
Tells shines his torch down. While he doesn't see the source of the hissing and spattering, you can tell that this portion of the Pit is now closing in again (the "potion bottle" shape is bottoming out) and that the next portion leading down deeper into the pit will be at the center of the 400' mark; likely a ladder. Something -barely- reflects light down there; if you weren't seeing things, you'd say there's a large black blob down there that has a liquid-like surface texture, shifting and changing and trying to reach "up" the walls with tendrils of itself (which is what you saw).
Onward to Turn 24!
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The
Ioun Stone was the Talker's; this is where it landed.
The proper sequence for the scorpion and amazon was both to the left. Then the scorpion would have animated, stinging the amazon and she slumps forward dead (a corpse... terrible clue but I couldn't think of anything better) to free the key that frees it from its holdings so you can loot it. That... didn't quite go according to plan. Normally in the event of a wrong setting, the
Scare would trigger and the affected targets would back-step to the pressure plates uncontrollably, triggering the blades.
Turn 24 Turn Order: Gorak (96),
Tells (65),
Vengeful and
Forges (both 59),
Walks (47),
Without (43),
William (37)