Anyone who had learned of the conquest of Raothland knew of the great battle of Arhoth Point, and as the Amazons made their way across those barren coastal cliffs, they could still see the ravages of the powerful magic unleashed against the monstrous hordes here. Great teeth of stone grew from the earth where Saint Amesha conjured holy wrath to destroy the temple of Arhoth and it's slimy and scaly defenders, opening a great chasm and casting the entire structure into the darkness below. The temple, and it's treasures, were thought lost forever.
But there were rumors, and tales. Savage corsairs once brought the spoils of their piracy to the temple, giving gems, silks, and breeding slaves to the priests in exchange for their sea god's blessings. Priceless artworks, magical treasures, and, of course, the great emerald eye that once adorned the idol of Arhoth. And there were other rumors: that the monster infested, tide blasted sea caves that lined the walls of the Arhoth cliffs led down into the darkness where Saint Amesha banished the monster temple. It was there that the Amazons would make their fortune, or failing that, monster spawn...
Oracle was the last one down the rickety makeshift ladder, dropping into the algae-coated cavern mouth as a frigid blast of sea spray pricked her back. It had been two days, but this was finally it. In the dim grey light she could see the wall scrawling of some savage creatures on the damp walls, and ahead, opposite a yawning chasm, was signs of a carved passage, unfortunately blocked by long-fallen boulders. A smaller passage led off into the darkness to the right, but of course, the chasm could be the way forward as well; after all, the stories did say that the temple was cast into the deepest womb of the earth...
Room Actions (one of these per character; you should roll in your post, and narrate the action. You get +1 if you make it particularly interesting and/or sexy; it's up to you to decide if you feel like you've made enough effort to deserve a bonus):
---MND+Survival DC 12 to spot any tracks or other markings. DC 16 identifies the creature that left them.
---MND+Knowledge DC 14 to translate the glyphs carved into the walls.
---STR+Physical DC 18 to move the boulders blocking the finished passage.
---DEX+Subterfuge DC 10 to scout through the side tunnel (or the finished tunnel, if successfully opened; you can't scout the chasm). DC 15 to set up an ambush of anything beyond. Under 10, and you risk being spotted if there's anything there!
---DEX+Physical DC 12 to set up a knotted rope in the chasm, to allow descent.
---Something else (If you have something you want to do that's not noted here, describe it and make whatever roll you feel appropriate, and I'll narrate it in the next post. I'm pretty permissive on this, but be aware that you might not accomplish anything, even if you roll well, so generally only use this if you have a clever idea.)
(For all 'scouting' options, if you succeed and there are enemies in the next room, you can choose to either engage them or avoid them once you're in the room; you can choose to move to the next room in the same turn with no penalty.)
The women light their torches, casting an orange glow across the slimy sea cave and illuminating the paths ahead of them. What do they do?
Party Actions (one of these):
---Take the side passage
---Lower yourselves into the chasm (with a successful test to set up a knotted rope)
---Go through the finished passage (with a successful test to remove the boulders)
---Take your time examining the room, and opening all the passages (All 'thorough search' options like this will allow you to automatically succeed at all room actions you wish to perform)
---Rest for some reason? (Heals 1d4 per level+4 HP to each character; unlike magical healing, this does restore HP lost to spellcasting)
(Thorough Search and Rest actions will always take a substantial amount of extra time, which will usually have consequences attached later in the dungeon. The consequences will tend to start negligible, but can grow if you use them too often.)
Notes:
---You're starting off with five total out-of-combat Heroism/Metamagic uses in this dungeon, to be split up however you wish. Metamagic uses can always be used to modify a spell to do something somewhat outside of it's normal effect, so long as it's logical.
But there were rumors, and tales. Savage corsairs once brought the spoils of their piracy to the temple, giving gems, silks, and breeding slaves to the priests in exchange for their sea god's blessings. Priceless artworks, magical treasures, and, of course, the great emerald eye that once adorned the idol of Arhoth. And there were other rumors: that the monster infested, tide blasted sea caves that lined the walls of the Arhoth cliffs led down into the darkness where Saint Amesha banished the monster temple. It was there that the Amazons would make their fortune, or failing that, monster spawn...
Oracle was the last one down the rickety makeshift ladder, dropping into the algae-coated cavern mouth as a frigid blast of sea spray pricked her back. It had been two days, but this was finally it. In the dim grey light she could see the wall scrawling of some savage creatures on the damp walls, and ahead, opposite a yawning chasm, was signs of a carved passage, unfortunately blocked by long-fallen boulders. A smaller passage led off into the darkness to the right, but of course, the chasm could be the way forward as well; after all, the stories did say that the temple was cast into the deepest womb of the earth...
Room Actions (one of these per character; you should roll in your post, and narrate the action. You get +1 if you make it particularly interesting and/or sexy; it's up to you to decide if you feel like you've made enough effort to deserve a bonus):
---MND+Survival DC 12 to spot any tracks or other markings. DC 16 identifies the creature that left them.
---MND+Knowledge DC 14 to translate the glyphs carved into the walls.
---STR+Physical DC 18 to move the boulders blocking the finished passage.
---DEX+Subterfuge DC 10 to scout through the side tunnel (or the finished tunnel, if successfully opened; you can't scout the chasm). DC 15 to set up an ambush of anything beyond. Under 10, and you risk being spotted if there's anything there!
---DEX+Physical DC 12 to set up a knotted rope in the chasm, to allow descent.
---Something else (If you have something you want to do that's not noted here, describe it and make whatever roll you feel appropriate, and I'll narrate it in the next post. I'm pretty permissive on this, but be aware that you might not accomplish anything, even if you roll well, so generally only use this if you have a clever idea.)
(For all 'scouting' options, if you succeed and there are enemies in the next room, you can choose to either engage them or avoid them once you're in the room; you can choose to move to the next room in the same turn with no penalty.)
The women light their torches, casting an orange glow across the slimy sea cave and illuminating the paths ahead of them. What do they do?
Party Actions (one of these):
---Take the side passage
---Lower yourselves into the chasm (with a successful test to set up a knotted rope)
---Go through the finished passage (with a successful test to remove the boulders)
---Take your time examining the room, and opening all the passages (All 'thorough search' options like this will allow you to automatically succeed at all room actions you wish to perform)
---Rest for some reason? (Heals 1d4 per level+4 HP to each character; unlike magical healing, this does restore HP lost to spellcasting)
(Thorough Search and Rest actions will always take a substantial amount of extra time, which will usually have consequences attached later in the dungeon. The consequences will tend to start negligible, but can grow if you use them too often.)
Notes:
---You're starting off with five total out-of-combat Heroism/Metamagic uses in this dungeon, to be split up however you wish. Metamagic uses can always be used to modify a spell to do something somewhat outside of it's normal effect, so long as it's logical.