Turn 20: One 10th of the way to the Bottom.
Without A Past: The Pit's "Soft" Stone Layer (200 Feet Down)
Tells Bad Jokes: The Pit's Graveyard Layer (250 Feet Down)
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 Graveyard Layer (250 Feet Down)
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Gorak, Wrestler of the River: The Pit's Surface Layer (20 Feet Down)
Statblock:
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.[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)
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 4/5 || 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: 4 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 86) climbs down to the 250' mark, extinguishing her torch on the way (and to be safe, grabbing her shield from her pack, if that's ok).
Tells Bad Jokes (Init 84) harpoons the ground to chisel out a loop for rope securing.
6+1 =
7 (success); d8: 7
Without A Past (Init 80) does not act.
Gorak, Wrestler of the River (Init: 32) continues climbing.
William The Red (Init 21) heads to 250 feet and attempts to disarm the traps (9+):
5+5 =
10 (Doubles) (Success); d8: 1 (Negative Crit)
Vengeful One (Init 12) descends to 250 feet.
Forges for Food (Init 3) studies the pressure plates and traps to look for means of disarm.
6+1 =
7 (Success); d8: 4
Light Source(s): Tells's Torch (30 Turns),
Vengeful's Gnomish Spotlight (indefinite, 60')
Can see down to: 310 Feet
---------------------------------------------------
While
Walks climbs down to the ledge and
Without stays up at the 200 mark playing with a mirror shard,
Tells bends down and chisels out a simple hole in the stone to run the rope through. It won't be very stable for very long, and will probably break after the party gets down to the 300' mark (though one of you does have a grappling hook).
William meanwhile begins working on disabling the floor-height traps, briefly waiting for
Forges to complete a once-over to decide how best to attack the problem.
Forges examines the pressure plates and directs
William a little bit; it appears that stepping on one will trigger them
all, and they look like they may be set on a repeating timer making this ledge into something of a meat grinder if the blades were triggered normally. He decides that simply removing the pressure plates is easier than trying to remove the many scything blades set at such a flush level with the ground.
While
William is successful in prying off the pressure plates that trigger the traps so you have extra space, something snapped while he was working on one of the blades to neutralize it and one of the traps triggered. He was able to dodge back and not take any damage, but he's now convinced that all of them are wired to a single point inside the wall somewhere (as a safety precaution against tampering by rogues). There's now a "break" in that point somewhere. The net result is unknown; while the pressure plates are now removed (
William has a good stack of 15 that go into the backpack) it doesn't mean the traps are completely neutralized if someone steps directly on top of where the pressure "sensor" used to be. The blades making up the traps may or may not fire in unison if one of the other blades is messed with, or they might shoot out in a single-use attack, or they might jam. No one knows.
Vengeful circles the ledge, avoiding the pressure plates (there's room to stand between plates, but not to sit down and camp as a group). While exploring the ledge, he discovers that carved into the wall is a niche and that inside the niche is a tiny empty fountain. The centerpiece for the fountain is a large cat-sized statue (removable with some effort, but requiring two hands to carry if not put in a backpack) depicting a orcish amazon wielding a ridged, serrated spear and riding a giant scorpion bareback. Both scorpion and amazon are made of shiny black metal with gold and silver etchings and linings. The eyes of both the amazon and scorpion are tiny garnets half-covered with a blackish mold that can easily be washed off.
Upon further investigation, the scorpion's tail and the amazon's head both appear to be mounted on swivels or screws that allow the head and tail to be turned. It appears the tail can be twisted left, up or down into a striking stance, or right; the head can face center, left, right, or even backward to look at the tail. Barely noticeable beneath the statue and under the fountain's edge lies a small plaque:
"Venom against a body is simply not right. When you're running from danger, you don't look back, right? For doing something right, you get stabbed in the back. What's left? A corpse. Neither the stars nor the ground holds the answer to living."
The tail end currently faces forward, as does the amazon's head. Next to the plaque there seems to be a tiny oddly-shaped slit.
At the 300 foot mark below you, as
Vengeful shines his light, you can see a new layer where the dark "graveyard" stone is replaced with the regular granite... but the granite itself is plated wall-to-wall with a chilly bluish steel inset with triangular designs (all variations on the color blue; some are azure, some are aquamarine, some are other bluish shades). Also at the 300' mark, there's a stone minotaur's head set into one part of the metal wall with its horns upturned like a demon's rather than outwards like a normal bull. Its tongue is sticking straight out, pierced by what seems to be a dagger.
Onward to Turn 21!
Once again, with no obvious monster threat, you can make it to the 300' mark in a single move once Vengeful fixes the rope and hook to the hole Tells made.
Turn 21 Turn Order: Forges (Init 71),
Gorak (Init 55),
Tells (Init 41),
Walks (Init 34),
Without (Init 33),
William (Init 3),
Vengeful (Init 1)