Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 d100=50 Thursday March 29th, 2007 5:12:22 PM
Peerimus gives a nod to the group behind, "Father watch over and stregthen me to do what must be done [Cast Barkskin %50] Peerimus then moves forward 20' to E8
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame Level 2: **Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2 Level 3: CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight Level 4: Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm Level 5: Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin Level 6: Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire
Death Ward in staff Extend Greater Shillelagh on Staff 24 hours Endure Elements 24 hours CSW wand 40c Lesser Restoration 49c Reduce animal Dalek 12 hours Barkskin +5 Nat armor 130 minutes
Savin Thursday March 29th, 2007 5:28:27 PM
Savin tries to squeeze by the others in front of him in the hallway. "Peerimus, wait! You suck at spring traps. We will need you to heal me up. Let me get in front."
DM/Al - OoC Thursday March 29th, 2007 5:45:10 PM
Savin, how far in front do you want to be? Or do you trust me to place you?
Peerimus illegal second Thursday March 29th, 2007 6:20:21 PM
"I beg your pardon friend, I spring them just fine." Peerimus shifts to allow the nimble monk easy passage by.
Jaedin HP 111/116 (Aid 37.5, Enlarge Person 31.2, Fly 33), Thursday March 29th, 2007 7:35:20 PM
" With my current size my friends I should be last. "
Jaedin follows the others and try to be last in the order. Since Quinn objected, he'll remain 2nd to last.
Laima (by Shegger) d20+11=23 Thursday March 29th, 2007 8:21:25 PM
Laima casts another detect magic hoping to sense something between her darkvision and magical sight. (Spellcraft 23 to sense power of any magic auras and school of any auras.)
Step by Step ... Inch by Inch ... (DM/Al) Thursday March 29th, 2007 9:16:53 PM
Quinn and Jaeden remain floating above the eels until their companions clear the passageway.
Peerimus puts on a little magic protection and then moves up the corridor as far as his heavy Dragon Plated armor will allow. From his position he is still not close enough for his torch to completely illuminate what appears to be a wall, though the Passageway most definitely comes to an end not five feet more ahead. The light accentuates the hard outlines of the end of the Passageway, making the darkness beyond even that more black.
Savin squeezes past Laima, Trace and Peerimus, believing himself the least vulnerable to sudden attack. He carries no light, and the illumination cast by Peerimus' torch back in the Passageway plays games with Savin's shadows, obscuring more than it reveals. Above Savin feels the darkness goes up fairly high.
Laima casts Detect Magic. The Passageway in front of her lights up with Magic. But that might just be from Peerimus, Savin and Trace. A few more moments of concentration should sort that out. (First round: Presence or Absence of Magic.)
=== OOC ===
I've made up your Marching Order by myself. It's on the Map. You might want to re-order it to your liking.
Note that one of Jaeden's glow stones still lies under the water where Laima threw it.
Doors ====== J01 Spell Glyph of Warding, Flesh to Stone M04 Hallway M07 Blank Wall M10 Spell Glyph of Warding, Greater Dispel Magic J14 Hallway G14 Blank Wall D14 Blank Wall A10 Blank Wall A07 Entry Door A04 Blank Wall D01 Spell Glyph of Warding, Disintegrate G01 Blank Wall
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Quinn AC 25 Hp 100/100 Friday March 30th, 2007 8:35:25 AM
Quinn looks at the big flying warrior "I see your point brother. You can bring up the rear. I will be second to last."
Quinn gets in line and waits his turn to enter the corridor. Flying just outside the entrance until some space (10 feet) is open. Quinn will fly in not touching the floor or walls.
Quinn calls out to those in front "Feel free to kill my father if you see him. Just remember that once he goes gaseous we have to track him down and finish the job forever."
Quinn pulls out his silver bell and rings it "I'm coming dad. Its time to be judged." Quinn puts the bell away, but he does have a smile on his face.
Jaeden +16 hp save bonus verses Fear +1 (you may need that will save bonus.....) attack bonus +1
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) Aid on Jaeden FLy on Quinn
Rod of Extend 2/3 Pearl of power 3rd level - used
Laima (by Shegger) HP 48 AC 17 Friday March 30th, 2007 9:01:29 AM
Laima continues to concentrate on her vision, looking to sift through the magic of her friends and any hostile magic.
"Hold still for just a moment, guys. Let me make sure we're not walking into anything we can't handle."
Peerimus AC 31 HP 80/91 Friday March 30th, 2007 2:54:19 PM
Peerimus holds up at Laima's suggestion, "Hold up everyone, she'll need another couple rounds."
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame Level 2: **Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2 Level 3: CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight Level 4: Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm Level 5: Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin Level 6: Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire
Death Ward in staff Extend Greater Shillelagh on Staff 24 hours Endure Elements 24 hours CSW wand 40c Lesser Restoration 49c Reduce animal Dalek 12 hours Barkskin +5 Nat armor 130 minutes
Jaeden (BZ) d20+9=21 d20+9=12 d20+9=12 d20+9=24 Friday March 30th, 2007 4:42:40 PM
"Quinn, what is the holdup? I can't see what's going on."
Jaeden anxiously awaits his turn to enter the hall. While he waits, he takes a look around the top of the well room looking for any mechanical devices(floor lowering/raising) or anything which would be convenient for tying a rope to.
checks spot 21,12,12,24
Savin d20+5=17 d20+14=32 d20+13=19 Friday March 30th, 2007 7:41:31 PM
Savin sighs at the darkness and digs into his haversack, pulls out a couple of torches, and squats down to get them light. Once that is accomplished, he will hold both of them up to light the way and to see what he can see. If the room or cooridor is to high, he will toss one of his torches up into the air to get a look at what might be up there and then catch the torch on its way back down.
He will look back at the others after he successfully catches it (rolled dex check of 17) and grin. "I bet you thought I would drop it!"
Spot check of 32 listen check of 19
Trace Saturday March 31st, 2007 12:28:25 AM
Trace readies his bow and gets in line, waiting for the go ahead to move into the room. If you want, let me move up to the front, I still have my darkvision going for the time being.
arrow total (176/178) (118/120 in two efficant quivers)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Peerimus Saturday March 31st, 2007 10:43:03 AM
Peerimus sets the order. Moving Trace and the rest to close ranks behind him. Trace to D8, Laima to C8 then Quinn and last Jaeden.
"Savin if you like you can simply take my everburning torch and stick it in your belt."
Up and Over (DM/Al) Saturday March 31st, 2007 11:09:05 AM
Quinn enters the Passageway, taking the space vacated by Savin. He hovers in the exact center of the narrow corridor and gives advice on the dispatching of his father's defiled corporeal vessel.
Peerimus orders a halt until Laima can finish detecting magic signatures.
Savin, however, already in the lead, takes two torches out and begins lighting them.
Laima continues to concentrate while the *tap*tap*tap* of Savin's Flint and Steel desecrates the silence of the dark crypt. The auras begin to form. There are many, too many to count. One is decidedly Strong. *tap*tap*tap* The mass of auras separates into individual locations. The Strong aura is of Evocation magic ... and it sits upon the crown of Savin's head. There are no other magic auras other than those upon Trace, Peerimus and Savin. At least none that Laima can detect within the scope allowed by the stone walls and the opening at the end of the passageway.
Trace nocks an arrow to his deadly bow while Jaeden examines the room outside. There is no mechanism, to the warrior's eye, that would raise or lower the room below. Who knows what magic might do, though? But for all he knows, the release of the room simply allowed it to sink of its own weight down the greased tracks in each of the four corners. There was no trick to getting it down. The real trick would be getting it back up. Jaeden looks for a place to anchor a rope. There are the other open doors. It might be possible to tie a rope to them somehow. (I had to think of that? It's right there on the map.)
Meanwhile, one at a time, Savin's torches take fire. They illuminate a 20x45 foot area that rises to a ceiling forty feet up. Directly before him, Savin can see that what Trace and Laima had seen as motes before are pitons driven into the wall, pitons spaced at even intervals for hand and footholds. Raising the torch above his head, it appears to Savin that the Eastern wall ends short of the ceiling, as though there were a way over. The pitons are here, someone must have thought there was a way over the wall.
[ Savin: Pick one, Spot check vs DC25, or Wisdom Check vs DC15 ]
=== OOC ===
Note that one of Jaeden's glow stones still lies under the water where Laima threw it.
Doors ====== J01 Spell Glyph of Warding, Flesh to Stone M04 Hallway M07 Blank Wall M10 Spell Glyph of Warding, Greater Dispel Magic J14 Hallway G14 Blank Wall D14 Blank Wall A10 Blank Wall A07 Entry Door A04 Blank Wall D01 Spell Glyph of Warding, Disintegrate G01 Blank Wall
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Laima (by Shegger) HP 48 AC 17 Sunday April 1st, 2007 11:48:13 AM
"I don't sense any magic other than what we have cast upon ourselves," Laima informs the others. She blinks twice and her enhanced sight is dispelled.
Before moving on, she casts another spell upon herself. (Cast mage armor for 7 hours)
She smiles when Savin's torch lights up the room. "So, it looks like we'll be climbing. Anyone got some rope?" She grins mischieviously.
Quinn AC 25 Hp 100/100 Sunday April 1st, 2007 3:00:04 PM
As the group moves forward, Quinn will move forward also, making room for Jaeden.
Jaeden +16 hp save bonus verses Fear +1 (you may need that will save bonus.....) attack bonus +1
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) Aid on Jaeden FLy on Quinn
Rod of Extend 2/3 Pearl of power 3rd level - used
Trace d20+10=22 Sunday April 1st, 2007 11:25:04 PM
Trace looks around the area the best that he can and with his darvision still working (dc22) Trace also he mention of a rope again, "Hey, I have 100' silk rope and a grappling hook."
arrow total (176/178) (118/120 in two efficant quivers)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
DM/Al-OoC Monday April 2nd, 2007 2:23:06 AM
Let me remind you again, folks. Unless you are specific with your movement, you will not move. Please refer to the maps if you are confused as to whhere exactly you are in the environment.
Savin d20+14=32 d20+15=30 Monday April 2nd, 2007 3:11:23 PM
Savin makes a spot check of 32. He will examine the pitons and look back at his companions and say, "Ahh this looks to easy. It almost should have a sign that says trap! Why would they put these here? Still I am willing to climb them if you want. I won't get hurt from a fall of that height. Stay back while I check things out. No sense in all of us getting squashed or drowned or breathing poison gas or whatever nasty thing this might hold.
Savin will move forward and take a long look at the piton finally tentatively grasping one of them checking for strength. He will start climing slowly and carefully expecting the worse.
Savin moves forward to J8 and starts climbing. He will go to the top if nothing bad happens.
spot check 33 climb check 30 (Al, I am guessing on climb check since I don't have my character with me.
Posting Report For: Monday April 2nd, 2007 3:55:12 PM
Game# 4 Children of Chaos For the week of March 26, 2007
Name - MTWRFSS
DM Al XX2XOS- Jaeden XOXXX-- sub by Yves and BZ Laima OXXXX-S sub by Shegger Peerimus OXX2XS- Quinn O2XOX-S Savin XOOXX-- Trace XOOOOSS
submitted by Adm BrianZ
Peerimus AC 31 HP 80/91 Monday April 2nd, 2007 5:17:34 PM
"Savin, here take the everburning torch. That way you can slide it deep into your belt. Leave the regular torches with me for light down here." Peerimus quickly makes the exchange and will hold position at H8.
Looking to the others. "For right now stay in the hall." Peerimus returns his attention to SAvin and the climb. He will hold one of the torches in his left hand, his staff in his right. Can always just drop the torch if I need to, or even shift and meld it.
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame Level 2: **Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2 Level 3: CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight Level 4: Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm Level 5: Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin Level 6: Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire
Death Ward in staff Extend Greater Shillelagh on Staff 24 hours Endure Elements 24 hours CSW wand 40c Lesser Restoration 49c Reduce animal Dalek 12 hours Barkskin +5 Nat armor 130 minutes
Jaedin Monday April 2nd, 2007 7:39:40 PM
The flying monolith of a man remains where he is for now...
" Hummm, guys, couldn't I just fly everyone up instead of climbing? And I do still have two glow stones if anyone wants one. "
Trace Monday April 2nd, 2007 8:28:02 PM
Move Trace to F8 before his spot check if possible.
arrow total (176/178) (118/120 in two efficant quivers)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Perspective (DM/Al) Monday April 2nd, 2007 10:18:59 PM
Peerimus redeploys the group, bringing Trace and Laima foreword so that Quinn and Jaeden might enter.
Laima ceases concentration upon her spell and casts another upon herself.
Quinn moves forward ten feet to make room for Jaeden.
Trace passes Peerimus, looking about at the room beyond the passageway. The sides are well lit by Savin's two torches, but with Trace's extra Darkvision, he can see that indeed there is what appears to be a ten-foot high space between the top of the wall and the ceiling. The angle, however, does not let him see beyond that. Someone would have to go up there in order to get a better look. He offers his rope for the trip up the wall.
That looks to be exactly what Savin intends. Peerimus exits the Passageway to lend Savin his Everburning Torch, and, with his hand now free, Savin makes the climb to the top of the wall. The pitons are quite solidly fixed, making the climb surprisingly easy. (Climb vs DC5) Savin makes it to the top without incident to find that the top of the wall is a good solid five feet across. On the other side, the wall drops back down to the floor, 25 feet below. There are, however, no pitons on this side with which to descend. The room on the other sided of the wall continues on to the limits of the light cast by the Everburning Torch. What might be out there is anyone's guess at this point.
Jaeden elects not to enter the Passageway. As the others describe what they see, he offers to fly them up to the top of the wall rather than subjecting themselves to the climb. He also offers more light.
Then, an epiphany comes to both Savin and Trace. It's one of those things that nags and nags until, with a flash of inspiration, the mind develops the proper way of seeing things and what was right there in plain sight all the time suddenly becomes meaningful. The gray mottled rock upon the walls to either side of this chamber swirl in a pattern. All rock does in a way. But the rock of these walls hold an recognizable pattern, intimately recognizable to any of the Children of Chaos. Does the mind make such things up? Creating pictures from random shapes? Or are these walls covered in the broken pinwheel whorls that used to grace the backs of each and every one of their hands? If looks at correctly, the walls explode with Pinwheel Tattoos.
=== OOC ===
Note that one of Jaeden's glow stones still lies under the water where Laima threw it.
Doors ====== J01 Spell Glyph of Warding, Flesh to Stone M04 Hallway M07 Blank Wall M10 Spell Glyph of Warding, Greater Dispel Magic J14 Hallway G14 Blank Wall D14 Blank Wall A10 Blank Wall A07 Entry Door A04 Blank Wall D01 Spell Glyph of Warding, Disintegrate G01 Blank Wall
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Quinn AC 25 Hp 100/100 Monday April 2nd, 2007 11:40:00 PM
Quinn is floating as patiently as he can in the corridor behind his new sister, but he can not see much "How is it going up front? Can we hurry up a bit, we do have to kill the husk of my father."
Quinn really wants to get moving, but there is not much he can do at this point.
Jaeden +16 hp save bonus verses Fear +1 (you may need that will save bonus.....) attack bonus +1
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) Aid on Jaeden FLy on Quinn
Rod of Extend 2/3 Pearl of power 3rd level - used
Savin Tuesday April 3rd, 2007 8:54:07 AM
Savin describes what he sees to the others and gestures for trace to throw him the rope. We are going to need it to get to the otherside and more importantly to get back to this side from the other side." Savin looks quizzical for a second and asks, "Did that make sense?"
Once Trace throws him the rope, he will wrap it arouond himself to help the others who climb up and don't take the escalator know as Jaeden.
Savin also says, "Don't these markings on the walls, look just like our tattoos? I don't know if that is good or not. We are probably heading in the right direction but we also might be expected. I suggest we stay on our toes."
Laima (by Shegger) HP 48 AC 21 (mage armor) d20+5=24 Tuesday April 3rd, 2007 10:43:25 AM
Laima gives Quinn a curious look. Then she moves towards the wall and takes out her length of rope which she quickly tosses up to Savin.
Once he has secured it, she will attempt to move up to the top. (Climb 24)
Active Spells Mage Armor - 7 hours
Peerimus AC 31 HP 91/91 d100=71 d20-2=8 d20-2=2 d20-2=7 d20-2=18 d20-2=16 d20-2=2 d20-2=2 d20-2=3 d20-2=17 Tuesday April 3rd, 2007 1:49:59 PM
Peerimus watches Savin and as the monk relates the pattern of the rock he bites his lip in thought for a moment. He holds his hand up to Savin in a stop motion and turns to the others with him in the room. "It appears we are on the right path then, and also that we are quite expected. Quinn, we are going to be taking our time and not rush things. If this exercise in patience may seem more than you can bear, then I suggest you see how high you can count to to pass the time."
Peerimus turns back to Savin, "Perhaps tying it about a piton on this side instead of yourself perching on a wall? And we are going to need some room up there. Savin, wait for Jaeden and Quinn to fly to you and all go down at the same time. We'll start climbing when you three go over."
Not exactly an expert climber but not wanting to shift again, Peerimus stows his staff across his back and takes hold of the pitons. [Climb 8, 2, 7, 18, 16, 2, 2, 3, 17 yea i made it. 5 checks for 25']
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame Level 2: **Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2 Level 3: CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight Level 4: Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm Level 5: Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin Level 6: Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire
Death Ward in staff Extend Greater Shillelagh on Staff 24 hours Endure Elements 24 hours CSW wand 40c Lesser Restoration 49c Reduce animal Dalek 12 hours Barkskin +5 Nat armor 130 minutes
ignore % roll. Al I shifted to an eagle and therefore healed 12 HP and am unwounded.
Trace d20=14 d20=9 Tuesday April 3rd, 2007 8:29:54 PM
Yes they do, I dont know why we didnt notice it right away, looked at them enough. Trace thows the 100' silk rope up, once the rope is droped back down Trace will scale the wall.
(ooc:dont have cs here to make a rope or climp roll, I will roll the d20 twice if you could add my skills.)
arrow total (176/178) (118/120 in two efficant quivers)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Jaeden (BZ) Tuesday April 3rd, 2007 10:51:07 PM
Jaeden takes one look at the wall and decides he doesn't care to look at it anymore. He begins flying anyone who wishes a lift to the top of the wall.
"Need a lift anyone? The tattoo patterns tell me we are on the right track. Let us proceed. There is evil near which requires the bootheel of justice."
Critical Mass (DM/Al) Wednesday April 4th, 2007 5:00:42 AM
Quinn floats up behind Laima in the Passageway. His desire to confront his Sire issue forth in hasty words.
Savin describes the patterns in the stone walls. Laima comes out of the Passageway and throws a rope up to him. The monk catches the heavy coil and winds it about his body. Then he takes a stance and braces for others to climb.
Peerimus exhorts Quinn to patience. He lays out a plan for going over the wall. Then, as Laima goes hand over hand up the rope, Peerimus drags his heavy Dragon Plate armor up the wall from piton to piton. (Thanks, Daniel. HP is changed.)
Trace follows behind Laima, his strength and the light properties of his Elfish Mithril make the climb easy. From the top of the wall Trace and Laima can see further than their human companions. The far wall of the room is some 50 feet away. In the opposite wall is another door, the way forward! It's an open doorway cut into the stone. It is five feet wide.
As the others climb, Jaeden feels the Enlarging magic leave his body and he shrinks down to his normal size. His strength too is diminished. But, then again, everyone else is already at the top of the wall. He enters the Passageway and flies past Quinn, cheery words on his lips.
Six bearing the Mark of Chaos arrive, and a critical mass is achieved. Light explodes from within. The Children of Chaos, like creatures trapped in the Amber of Time and Space, can only watch as each of their comrades is bathed in a darkness rimmed with jagged light. Each body throws off beams of power, the essence of soul stuff torn from the soul to fly into a maelstrom that turns and rages atop the wall.
Then, with the slow momentum of a juggernaut, the Pinwheel patterns in the walls begin to turn. The forces that are brought to bear are relentless, they tear at the essence of identity, taking pieces that are Savin, Peerimus, Jaeden, Trace, Laima and Quinn, threatening to tear you loose from yourself. Each of you mixes with the other, swirling through the primal pool of Life. Thrown in different directions and brought back to be cast out again.
And then reality slams back into place.
The crypt is dark. Quiet save the sputter of Savin's two torches and the labored sound of your breathing. But Jaeden is gone. And Laima is gone. The giant patterns upon the two walls will no longer resolve into Pinwheels no matter the imagination that you bring to bear. And down below the wall, there comes the sound of movement. Four figures pick themselves up off the cold stone floor of the Nightshade Crypt. Four returned at last from the dreaming.
=== OOC ===
Sorry, guys. Internet connection went down last night. I'm up early this morning to post this.
Doors ====== J01 Spell Glyph of Warding, Flesh to Stone M04 Hallway M07 Blank Wall M10 Spell Glyph of Warding, Greater Dispel Magic J14 Hallway G14 Blank Wall D14 Blank Wall A10 Blank Wall A07 Entry Door A04 Blank Wall D01 Spell Glyph of Warding, Disintegrate G01 Blank Wall
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
More Details (DM/Al) Wednesday April 4th, 2007 8:17:04 AM
Quinn is the only one who cannot see anything. From his position, all he can see are the walls of the passageway and the rectangle of the portion of the wall that he can see lit by the two torches you left on the ground.
Durgan and Kazak can see each other and the two humans with them on the ground. They can also easily see the three on the wall up above, although the three above are only in black and white monochrome. Vinder and Randall can see everyone on the floor. And they can see three figures up above blurred in the dim light.
Everyone up above can see everyone down below. The two humans and two dwarves are easily visible in the light of the two torches you left behind.
And ... I was going to save this for another post, but ...
++++++++++++++++++++++++++++++++
The unarmored man standing in one corner lifts his hand. The look upon his face is of both fascination and horror as he feels the flesh and bone of his hand move and shape. In the light of the torch everyone (except Quinn) can see the dark tattoo in the shape of a Void, the same tattoo that you all wear, the Chaos Mark.
The flesh under the Chaos Tattoo begins to move, to bubble and throw up sparks of light and dark. And then a horned head bursts from under the skin. A tiny draconic form bursts from within the tattoo and quickly shakes itself off before launching into the air. There is a brief buzz of wings as it flies in a tight arch and onto the man's shoulder and crouches near his neck, trying, its best effort, to hide itself away.
On his shoulder, the man feels the claws, gripping and kneading. Though his familiar says nothing, the man feels the wash of fear and anxiety that pours from the little dragon.
Quinn AC 25 Hp 100/100 Wednesday April 4th, 2007 4:52:09 PM
Quinn feels a bit disoriented and wants to catch up with the others. He picks up the two torches that Savin left and flys up to the others.
"Wow, did everyone feel that? Who are the new guys?" Quinn says defensivly as he eyes them carefully "and where are jaeden and Laima?"
Jaeden +16 hp save bonus verses Fear +1 (you may need that will save bonus.....) attack bonus +1
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) Aid on Jaeden FLy on Quinn
Rod of Extend 2/3 Pearl of power 3rd level - used
Trace Wednesday April 4th, 2007 6:33:59 PM
Unsure of whats going on, Trace quickly swings his bow into play and nocks an arrow, flame and holy light emits from the bow as Trace quickly covers the figures down below,
"Who are you? How'd you get here" Trace with his head on a swivel looks over his sholder to the door and relays it to the group what he sees on both sides of the wall.
Savin Wednesday April 4th, 2007 7:00:50 PM
Savin sees the tattoo and wonders aloud, "Wonder if we just got some new recruits. Peerimus, why don't you consult our ring friend Faraday and see if she recognizes any of the souls from the past. I wonder what happened to Jaeden and Laima?"
Savin then steps off the wall and dragging a hand down the side lands lightly on his feet. He holds up his arms, showing his own tattoos and cautiously and non threateningly walks up to the dwarves and says, "Hello, My name is Savin. I don't suppose you guys know any old crones do you?" He shakes his head and continues, "We are all the Children of Chaos and it seems you might be here to swell our ranks in our everlasting fight against evil and chaos or your a trick trying to deceive us. Since it is my job to spring the traps, I though I would spring you if you are one." Savin smiles at them with an almost boyish smile.
Peerimus Wednesday April 4th, 2007 7:02:09 PM
Peerimus finally makes the top, "Remind me to invest in flying potions, or perhaps Levitation when we get back." he says through gasps for breath. Then the world turns upside down. Peerimus grips the piton and top of the wall and leans into it. One of his last conscious thoughts that he is aware of. his eyes squeeze shut, the druid has a vague inkling that the tattoo is adjusting and he feels the loss of Jaeden and Laima. A part of him hopes Dalek was picked as well. then all is quiet and 4 new figures are below on the other side of the wall.
Peerimus takes a slow and deliberate breath and summons as an official sounding tone as he can "Welcome, new Champions to the side of the Wold as we know it. Trace lower your weapon."
The druid takes each one in with a few second look, "I am Peerimus, leader of the Children of the Chaos Mark. You currently stand in a crypt within the cursed land of the Harrowed Moon. For the immediate future you will need to hold your curiosity, band with us or none of us will make it out of here alive." The humans face, paited in black and red looks stoically down upon them. His body wrapped in a full leather armor of alien looking material.
Peerimus awaits thier answer.
Randall Mercurial ( And Fluffykins the Wonderpet!!!) Wednesday April 4th, 2007 7:20:57 PM
Randall shakes the cobwebs from his brain. Obviously, he is no longer where he once was.
Randall is an average looking Caucasian male. His hair and eyes are brown. He stands 5'11" tall. His muscles are strong but lean. His hands are strangely calloused for a mage. He wears a black cotton shirt and light blue vest. He wears black leather thigh high traveling boots. His left hand is covered by a black leather falconer's glove.
Feeling the pseudodragon's fear, Randall does his best to send calming thoughts to the creature. Using their telepathic link... { Stay with me Fluffykins. We may have to make a quick getaway. }
Randall's eye twitches like mad. He has seen much in his short years, but this is one experience that he doesn't want to go through again. The mage's hand comes out from under his cloak holding a bronze wooded staff with brass bindings. Randall spots the two dwarves across the room...
In dwarven...
" You will find me a friend to dwarves my find fellows. Let's not start anything until we all know what's going on here. "
In Elven
" PEACE!"
In Common....
" Everyone stay calm!.... Let's not start something we'll all regret later!!! You three above! Friend or foe!!!
Readied action - Wall of Force.
Randall illegal ( but essential) second Wednesday April 4th, 2007 7:30:42 PM
Hearing the words of Savin and Peerimus, Randall lowers his staff....
"... And we are Randall Mercurial and Fluffykinds. I'm Randall, traveling mage and she's Fluffy, my familiar and friend. We know not why we are here. Moments ago I was in Ice Vein discussing a potentially lucrative deal with a certain gnome of ill repute. Now I find myself in Harrowed Moon being told that I am to be a champion of some sort? Well my new friends, someone better be convincing me quickly that it is in my best interest to remain here or me and Fluffy will be teleporting our combined assets out of here and back home. "
Randall Wednesday April 4th, 2007 8:04:55 PM
Spells Known - Numbers denote spells Per Day Cantrips All (6): Arcane Mark Dancing Lights 3- Detect Magic Ghost Sound 3- Message Prestidigitation
First level (7): Charm Person Comp. Language Detect Secret Doors Feather Fall Hypnotism 2- Identify 2- Magic Missile Protection From Evil 3- Shield Sleep Spider Climb
Seventh Level (2) 1- Force Cage material cost 1500 (x2) in gear 1- Spell Turning
Durgan Stonewall Wednesday April 4th, 2007 8:08:57 PM
The dwarf appears a bit woozy after the magic transport. "I suppose that's why father always said dwarves and magic don't mix, eh Kazak?"
"EH?! Look sharp brother!" Durgan's axe appears in his hand very quickly as he realizes they are surrounded. "Watch your flank and keep an eye out for the dark lady!"
Vinder the Hilt Wednesday April 4th, 2007 8:11:16 PM
The young man with the darting eyes pushes himself into the corner of the room and his left hand darts to a ring on his right when Trace nocks his arrow.
At Peerimus' and Randall's calming words, the man's heart slows a bit. He stands up a little straighter to allow others to get a look at him.
He appears to be a handsome young man with an easy smile and fiery green eyes. It looks as if he takes pride in his appearance, keeping himself clean and trimmed. His face is stubbly which offsets his youthful appearance. His frame is tall and lean.
His dress is relatively nondescript. He wears stylish boots, brown trousers, and a heavy grey cloak over a chain shirt. On either hip, he sports a sheathed dagger. A brace of throwing knives is strapped across his chest.
"I am Vinder. How did I get here, and how do I get out?"
Durgan Wednesday April 4th, 2007 8:16:02 PM
"Friend you say human? last I remember, humans were being slaughtered like sheep. You didn't have any part in that mess did you?"
Durgan eyes everyone suspiciously. He appears ready for action with twitchy fingers within easy reach of several weapons.
"I don't know of any old crones of which you speak unless you refer to the dark lady. I don't know anything about any cursed land either. What I do know is weapons out and only one person here I trust."
Kazak Stonewall Wednesday April 4th, 2007 8:43:17 PM
Slowly getting to his feet the 4'1" dwarf turns and stands back to back with his brother Durgan ....1st eyeing the two on the ground with him then those above on the wall.
Listening as words are spoken the dwarven word catches his attention .....with a look at the tall human " i like friends " grins Kazak " and i agree lets find out whats happened here "
"i'm Kazak Stonewall my friend "
Looking back up to those standing atop the wall
Keeping his arms by his side away from the sword he carry's on his back "well met Peerimus....i'm Kazak Stonewall.....we are agreeable to what you say.....we'll band together to survive this crypt in the harrowed moon.....so whats 1st ?"
Kazak waits calmly for the reply as his red tinted armor glints in the torch light.....slowly his left hand raises to stroke his beard
Savin "Illegal post" Wednesday April 4th, 2007 9:15:33 PM
Savin starts chuckling at Randall's speech and asks, "If you can teleport out of here, can you take a passenger. No I think you will find that while in some parts of the Koshe Marr, you can teleport, this current location seems to be immune to it. Don't ask me why, as I am no mage.
Still you ask, why you should stay. I notice you all bear the Chaos Mark. The tattoo on your hands and wrist though they sometimes move around. This marks you as a Child of Chaos and a tool of fate. We are charged with a misson that holds us in thrall because of its grave importance. We are here in the land of the dead and torment to collect the last artifact needed to banish the Avatar of Chaos back to the void. If we fail in this mission, then the Wold as we know it will change. Chaos will run dominate and the balance between Lawful Neutral and Chaos will be sundered. It seems that our souls have done this over and over again through the milliemum but this time its different.
We are actively being opposed and challenged. I think that is why you have been summoned. We need your help for without it, I think we are doomed to failure. So what say you sir mage. Are you up for the challenge or do you want to see Chaos destroy the Wold." Savin gestures to the others and adds, "How about you my fine dwarves. Is saving the Wold a noble enough cause for you? Vinder, you can stay with us or try to get out on your own. I can't promise your safety since we do believe that their is a rather nasty vampire somewhere around here, but if you do stay, I will treat you as a brother and try to keep you safe."
Cautious Alliance (DM/Al) Wednesday April 4th, 2007 9:23:29 PM
A human in shining chain flies out the narrow doorway. He swoops up the two torches and rises up to the heights of the Wall. His cheeks are graced with stylized symbols of eyes under his own real ones. Only Vinder recognizes them for what they represent. Everything down below is now shrouded in Dim Illumination.
Graced with Darkvision, Trace can see fine into the murk below. He draws an arrow that begins to crackle with fire and holy light. The elfish ranger takes a brief look to the rear at the doorway on the other side of the wall. Nothing moves.
Savin suggests consulting with Faraday before he steps over the edge and slides slowly downward with his palm against the wall. He introduces himself with a casual and disarming air, even while fully announcing that he is ready for a possible trap.
Peerimus takes control of the situation, welcoming the four down below. He informs them of their location, and he speaks of the need to band together for mutual survival.
There is some initial distrust as is only to be expected. The one who introduces himself as Randall speaks of having been in Ice Vein doing deals with ill reputed gnomes. One of the two dwarves calls the other Kazak and Brother. He speaks of a dark woman and the slaughter of other humans. The second human who names himself Vinder simply asks how to get out.
Where Jaeden and Laima went is as much a mystery as where these four had come from. There is only the here and now, the Wall, the objective, and the soul stealing danger in the belly of the Nightshade Crypt.
=== OOC ===
Note that the rope still hangs from the side of the wall, coiled at the top where Savin left it. Don't be surprised when you pull on it, though. Nothing is anchoring it above. Climb checks for both the Rope and the Pitons is a DC5.
Doors ====== J01 Spell Glyph of Warding, Flesh to Stone M04 Hallway M07 Blank Wall M10 Spell Glyph of Warding, Greater Dispel Magic J14 Hallway G14 Blank Wall D14 Blank Wall A10 Blank Wall A07 Entry Door A04 Blank Wall D01 Spell Glyph of Warding, Disintegrate G01 Blank Wall
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Durgan Wednesday April 4th, 2007 10:28:58 PM
move to H6
"What do you think brother? Do you think we can trust them?"
"Aye, we do indeed have the tattoos you speak of. All of our lives. They mark us for some great destiny you say. Can you tell us more about them?" The dwarf seems to lower his axe a little. just a little.
Quinn AC 25 Hp 100/100 Thursday April 5th, 2007 9:03:17 AM
Quinn looks around the room as he floats down with the others "I trust Gargul to take care of our brother and sister."
Quinn never quite settles to the floor and just hovers one foot off of it as he looks the new comers up and down. Quinn stows his heavy mace and twirls his goatee for a moment before striding forward. "Trust will come, depending on your view of vampires. We are attempting to find a particularly nasty one. You up for it?" Quinn extends his hand to Durgan and in dwarvish he adds "Well brother dwarf you up for a hunt that may send you to stand before Gargul?"
Quinn is a human of medium build and is just under six feet tall. Quinn has jet balck hair and has eyes tatooed under his natural one.
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn
Rod of Extend 2/3 Pearl of power 3rd level - used
Peerimus d20=14 Thursday April 5th, 2007 2:06:05 PM
Peerimus maintains his stoic façade and begins tying the rope to the upper most Piton. "Randall, I'm afraid you and your familiar will not be teleporting anywhere while within this place. And even upon exiting you would not be teleporting home. For you see, you now stand on a different plane, like the Lands of Rest or the Wold's Cradle."
He speaks up to Savin next, "You and I have been through this a few times friend, the others were returned to the Wold and we know these newcomers who wear the tattoo to be trustworthy and righteous heroes. Else they would not have the mark."
"Master dwarf, I know of no 'slaughter by humans' . Stay your axe and temper, good sir. Savin has done well to summarize what we know, though my good friend at the moment Faraday is not the one in whom these 4 should believe and thus place their lives."
"You must each, search your heart and your senses and decide if we speak the truth. We will be placing our very lives in each others hands. Ours to you and you to us. Questions and dought are ill purchased luxuries we can not afford. This crypt is a secret vault of the ruler and overlord of this plane. A woman vampire we have learned is called Fidelia. She commands immense power and the longer we tarry here the more likely she will notice and that will cause our failure. We believe a powerful cleric now vampire lies in wait within these walls. We have defeated a clerical Lich and former wizard, then ghost already. Powerful traps ward most of this place, mechanical and magical.."
"I am Peerimus, Druid of the Wood, child of Father Wold and leader of the Chaos Marked. My companion Yorrick guards the entrance of this place for our return. With you there, is Savin, stepped deep in the mastery art of body and combat. Hovering next to him, is Brother Quinn. Cleric of Gargul and with me upon the wall is Trace, master huntsman and Ranger. As Savin has said, we stand as the force to abalance Absolute Order and Absolute Chaos. Our quest has brought us here for the 5th and final artifact needed to begin the final battle. No matter your thought on the grander destiny that presents, I would more know if you will join us, trust us and fight with us to retrieve this artifact and escape this realm. Back in the Wold of sun and green, we can sit and talk of the rest."
"Trace, Savin, Quinn. No matter thier decision we are moving on and down the other side of this wall is our direction."
After tying the rope, Peerimus drops it down the other side. [Use rope to tie knot to Piton 14]
Trace d20+5=25 d20+16=28 d20+21=27 d20+13=33 d20+10=25 d20+6=24 d20+11=28 Thursday April 5th, 2007 2:43:55 PM
As most rangers, Trace has few words and mostly is about action. Peerimus, I will search the floor down below and the are around the door and take a look through the door way. Trace makes his way down the rope using his skills of silence and hide to move forward and scout their next move (movement down to L7 over to M5, T5, then to T7 pokes head out to 8 to look down doorway
Seventh Level (2) 1- Force Cage material cost 1500 (x2) in gear 1- Spell Turning
Randall Mercurial ( And Fluffykins) AC 17, HP 66 Thursday April 5th, 2007 3:02:52 PM
occ> Grrrrr
" Fluffy, go with Trace. Trace, the Fluffmeister can act as our courrier. Just let her know if you want a message sent back to us. Fluff's also very good at spotting things. "
Kazak Stonwall Thursday April 5th, 2007 4:51:04 PM
"well brother i think we have no choice in this matter.....but they do seem honorable folk.....if they were not ....they would have attacked us already.....i say we join them on this quest....its a good way to find out more about the tattoo's we carry "
Slapping Durgan heartily on the back " no turning back now "grins Kazak
"so we climb up or will you climb down ?" as the red armored dwarf questions Peerimus
Vinder the Hilt d20+10=20 Thursday April 5th, 2007 6:21:45 PM
Vinder still seems a bit shaken.
This is too much. I need to get out of here and collect myself.
The tall stranger looks hard at Peerimus, attempting to judge his character.
I guess I have no choice. I don't know where I am, and this doesn't seem to be the best place to go it alone.
He takes a deep breath and seems to steady himself. "I'm in. Not to surprise anyone, but I'm going invisible. I work better unseen. Just call my name if you need me."
His left hand moves to his right and he's suddenly not there anymore.
"Climbing up, now," says a drifting voice moving towards the rope.
(Climb check 20)
Durgan Thursday April 5th, 2007 7:07:11 PM
"Haarummph! Well spoken all of ye." Durgan stows his axe in its leather sheath and extends his hand to all who accept it.
"Quinn was it? If its vampires you're after then all I ask is that you leave some for us. We were held paralyzed while a pale woman killed many humans. By Moradin's Beard! I owe that one a first hand look at the business end of me axe! The sounds they made..." ,the dwarf shudders. "I shall have nightmares about it for some time to come."
"Come brother! there are vampires to slay and these folk seem to need the help of a couple of sturdy dwarves. They do seem honorable, however you should not be so quick to trust everyone you meet."
"Which way?" ,Durgan asks.
OOC-description: Full plate and packing steel! At a glance, all you see is brown beard and the gleaming metal of mithral full plate. Two observant eyes peer out from behind the visor of his helmet. Several weapons are placed stategically about himself within easy reach.
Savin d20+14=16 Thursday April 5th, 2007 9:07:59 PM
Savin bows in Peerimus's direction and says, "He can be so forboding sometimes. I think it comes with the worship of trees, nuts and squirrels. You will find that clerical magic has problems working in this land. Seems we are cut off from the gods at least somewhat."
Savin moves back over to the pitons and pulls himself back up the wall. He almost slips and falls but catches himself at the last minute.
rolled 16 to climb
An Accord is Struck - COMBAT ROUNDS (DM/Al) Thursday April 5th, 2007 9:22:38 PM
The four Chosen of Chaos welcome the other lost ones with warmth and explanations.
Peerimus secures the rope to the top-most piton and then pulls it up, coiling its length foot by foot. As he works he gives introductions, and paints a brief, dire picture of where the new four now find themselves. From bits of background that the newly arrived share, they had come from distinctly different places. Only the one who calls himself Vinder is quiet and reticent.
When the rope is finally gathered, the leader of the group announces that they are moving on, and pushes the coil over the other side.
Trace volunteers to descend first. Taking the rope in his hands, he backs off the wall, working step by step in silence. Five feet. Ten Feet. Fifteen.
Meanwhile, Randall sends his familiar with the jocular name up over the wall to keep watch with the descending elfish ranger. The tiny dragon form darts upward with impressive speed and soon joins Trace. The ranger's slow and careful attempts to avoid detection are somewhat stymied as the little dragon buzzes near his head, making only a casual attempt at concealment and no attempt what so ever at silence.
The one named Vinder gives verbal warning and then disappears. With the Rope now no longer there, he moves to the Pitons instead. Hand over hand he begins his climb. Within fifteen heartbeats he reaches the top, clambering up onto the wall next to the heavily armored man named Peerimus. The vast open space is dim and mysterious to Vinder's human eyes. Especially as all lights are now down on the floor where he had just come from.
Savin follows Vinder up the pitons, possibly forgetting the man's warning not seconds before. He shows such incredible speed that he quickly overtakes the slower Vinder. And not being able to see him may be a problem as well. (Vinder, Reflex Save vs DC17 or be accidentally knocked off the wall by Savin.)
Twenty feet down. As the rest of the group waits on the other side, Trace steps out onto the floor. (Peerimus and Trace, Will Save, please.)
=== OOC ===
We are now in COMBAT ROUNDS. Only one round of actions in your next post please.
Note: the rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5.
Be warned, Quinn, you have two torches in your hands.
Doors ====== J01 Spell Glyph of Warding, Flesh to Stone M04 Hallway22 M07 Blank Wall M10 Spell Glyph of Warding, Greater Dispel Magic J14 Hallway G14 Blank Wall D14 Blank Wall A10 Blank Wall A07 Entry Door A04 Blank Wall D01 Spell Glyph of Warding, Disintegrate G01 Blank Wall
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Trace d20+7=16 d20+10=16 Thursday April 5th, 2007 11:29:20 PM
Trace has bow and arrow ready looks about and ready to relay to the others, Trace now thinks he should have stayed on the wall to cover who ever went down first with his bow. With his darkvision Trace looks about and feels a tug at his will.
spot 16 will check 16
arrow total (176/178) (118/120 in two efficant quivers)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Quinn AC 25 Hp 100/100 d20+10=26 d20+10=27 d20+10=19 d20+10=11 Friday April 6th, 2007 9:15:35 AM
Quinn smiles broadly as Durgan takes his hand "By Gargul this is an excellent sign."
Quinn drops the torches so that he can greet the newcomers properly.
Quinn goes and shakes each of the newcomers hands if they will accept his. "Now we have enough people to properly kill a vampire high priest and his minions."
Quinn will take a side ways glance at the newcomers "Any of you good with traps, these undead have been real crafty?"
Quinn will attempt to sense motive on each of the newcomers to determine if they seem commited to destroy undead.
Durgan 26 Vinder 27 Kazak 19 Randell 11 (can not read at all)
"Well times awasting, shall we go make some undead stand before Gargul."
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn
Rod of Extend 2/3 Pearl of power 3rd level - used
Vinder HP 102/102 AC 22 (Invisible) d20+17=31 Friday April 6th, 2007 11:31:41 AM
"Hey!" the invisible Vinder exclaims as Savin bumps him climbing up. He easily keeps his balance, though. (Reflex 31)
Vinder moves north along the wall and then leaps off to float gently to L6. (Ring of feather fall)
"A little light down here would be appreciated," he calls softly.
DM/Al - Game Addendum Friday April 6th, 2007 12:49:39 PM
Vinder, this won't really matter much, but if you read this before the next DM post could you give me a Will Save as well?
Vinder HP 102/102 AC 22 (Invisible) d20+12=16 Friday April 6th, 2007 1:27:28 PM
Vinder Will save 16.
Fluffy the NPC Wonder Pet!!! AC 25, HP 31 Friday April 6th, 2007 2:28:38 PM
Fluffykins uses his blindsense and darkvision to scan the area. He then relays what he sees to Randall..
Using his telepathic skills, Fluffy taunts Trace.. but just a little bit.
{ Your right, you should have just let me go down first. But you will learn. We've just met after all. }
Randall Mercurial ( And Fluffykins) AC 17, HP 66 Friday April 6th, 2007 2:37:16 PM
Randall takes a red feather from his spell component pouch, waves his hand around a bit and pronounces a view arcane words (casts LEVITATE on himself). Once this is done he then sets to rise up to join the others (K4)
============================================== Effects: Necklace of Adaptation : Levitate (130 minutes)
Spells Known - Numbers denote spells Per Day Cantrips All (6): Arcane Mark Dancing Lights 3- Detect Magic Ghost Sound 3- Message Prestidigitation
First level (7): Charm Person Comp. Language Detect Secret Doors Feather Fall Hypnotism 2- Identify 2- Magic Missile Protection From Evil 3- Shield Sleep Spider Climb
Second level (7): 1- Darkness 2- Knock 3- Mirror Image 1- Levitate X
Seventh Level (2) 1- Force Cage material cost 1500 (x2) in gear 1- Spell Turning
DM/Al - Game Addendum Friday April 6th, 2007 3:00:23 PM Randall, this will be more important. I will need a Will Save from Fluffykins. If you read this before the next DM post could you roll that for me? If you do not, I will roll for you.
Peerimus d20+18=20 d20-2=10 d20-2=17 Friday April 6th, 2007 4:08:34 PM
Peerimus nods as it seems the newcomers are at least agreeable to what lies ahead and though he would like to directly ask the now invisible one to take the point in searching for traps, he hardly feels comfortable doing so. Peerimus grunts an acknowledgement to those below and then says "you come up. Svin you have the Everburning torch, get across quickly to bright that light" With that and a small paryer fro the strength to hold onto the rope, Peerimus grasps it in his hands and slides over to the other side. [Will 20 Climb 10 17 to go down]
Fluffy d20+9=10 Friday April 6th, 2007 5:06:03 PM
Will save 10 (with a natural one.) { GROAN!! )
What about her spell resistence (18)?
Durgan Stonewall AC31 Hp 182/182 d20+13=17 Friday April 6th, 2007 8:27:30 PM
"Gargul? never heard o' him. Sounds kinda orcish to me dwarf ears. Let's get going then." You sense no deceit from Durgan. In typical dwarf fashion he is straight to the point.
Durgan moves over to the pitons. He waits for Savin to get a head start before climbing up the pitons himself. Hearing the exchange between Savin and Vinder, you can hear him mutter under his breath, "durned invisibility. All that leads to is hiding from your problems instead of facing them head-on." shakes his head He then climbs up to the top.
actions move to pitons climb check = 17
Savin ac 29 hps 102/115 hps d20+13=15 d20+12=13 Friday April 6th, 2007 9:55:29 PM
Savin finishes his climb after apologizing for the invisible bump. "Sorry friend, I didn't see you there. Still can't."
Once he clears the top of the wall, he will look around to see what the commotion is all about but spots little and hears even less.
spot check 15 listen check 13
Since he sees nothing amiss, he will drop to the otherside holding one hand to the wall and the other to the everlasting torch. Not completely sure where I am at a starting height but Savin will travel to O6
Kazak Stonewall d20+3=22 Saturday April 7th, 2007 12:24:02 AM
Following in Durgan's footsteps Kazak waits his turn then climbs up the pitons (d20+3=22 climb ch)
Shaking Quinns hand with a strong grip "vampires you say ?"
Kazak follows Durgan ...covering his right flank
ooc: are we going up or down the wall ??
The Walled Room - Round 01 (DM/Al) 2d6(1+6)=7 d20+12=30 Saturday April 7th, 2007 9:42:50 AM
Everything appears well and good on the Western side of the Wall. Quinn assesses the newcomers even as he welcomes them. To his eye, he finds the two dwarves staunch and serious fighters. It would be good to have them by your side regardless of the enemy one faced. And didn't they mention something about a pale woman who did them some ill explained wrong? Randall, as open as he may see, is unreadable to Quinn. He seems committed enough. But, then again, what was that he said about loot? The one called Vinder, being invisible, is a complete cipher.
Randall casts a spell, and begins to slowly Levitate toward the ledge. One wonders how he will actually attain the ledge once he reaches an appropriate height as he does not seem to be able to move any way except for up and down. (Randall, Levitate allows movement at 20 feet per round. Please read the spell to discover its limitations.)
Durgan begins the climb. Dwarves are not known for their speed, and that includes a climb. Durgan makes it up ten feet. When his brother Kazak takes Quinn's hand before following Durgan up, he finds himself hanging by the pitons, waiting for his brother to gain height. (All Climbers see the notes on the Climb Skill Below.)
On the other side of the wall, several things happen simultaneously. Trace steps onto the Floor. Vinder and Savin step off of the Wall. And Peerimus swings over the edge and climbs ten feet down the rope.
Fluffy, Vinder and Savin as they fall, and Peerimus as he looks down over his shoulder all see what happens. Trace hold out his arms as though bracing for a fall ... then he disappears. In that split second, Vinder and Savin fall past Peerimus, then Fluffy, and they too disappear, falling down into the floor. Of all the people on this side of the wall, Savin is the only one to muster the necessary Will Power, but it is too late and does him no good. He cannot stop his downward fall. The light from the Everburning Torch in his belt disappears as Savin too, vanishes. (Will Save 30.)
(Private to Savin Only: Highlight to display spoiler: {Time moves as though through a Slow Spell. Trace appears to trip. You fall slowly toward the ground. Ten feet from the bottom, you see through it. The floor is an illusion! Helplessly you continue your fall, through the illusory floor and down into a pit. Is it the way that the illusion affects the eyes? Or are those dark portions of the floor moving? Only seconds before arriving at the real floor below. Seconds to take in the oily quivering slickness. They are moving! And they're huge.})
=== OOC ===
We are now in COMBAT ROUNDS. Only one round of actions in your next post please.
Note: the rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.
Be warned, Quinn, you have two torches in your hands.
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
The Walled Room/Down Below - Round 01 (DM/Al) d20+8=23 d20+18=26 2d6(2+4)+4=10 2d6(1+3)+4=8 2d6(3+1)=4 2d6(5+5)=10 Saturday April 7th, 2007 9:44:25 AM
OoC: Now that Savin has let the rest of you in on what's going on ...
Previously Sent by Email (Changed slightly based on info provided by Trace.) ... bic ...
Initially put off balance by the illusory floor, Trace floats down to safety none the less, saved by his Ring of Featherfall.
They are Huge, revealed in the light of the Everburning Torch stuck in Savins belt, huge, shapeless, and black as the deepest of darknesses. There are two of them, and what's worse is that they're almost directly on top of you. Looks like Trace and Savin are the only thing down here for them to eat. (Remember, Vinder is Invisible. You can't see him.)
Looking up, you can see Peerimus hanging from the rope. Randall's pet is also there, flying up above. But they don't seem to be able to see any of you.
The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)
As one of the Huge shapes moves forward from behind, the other attacks. A black pseudopod snakes from the main mass and barely misses Slamming into Trace. If Trace had been Prone from the fall, it most surely would have taken him.
Durgan d20+13=15 Saturday April 7th, 2007 10:22:25 PM
Durgan continues his ascent up the pitons.
climb check = 15
Savin ac 29 hps 102/115 d20+9=26 Saturday April 7th, 2007 11:43:35 PM
Savin decides discretion is the better part of valor and activates his blink ring. Savin calls up to his friends, "The floor is an illusion! Big nasties down here! Throw down the rope!"
Savin tries to climb out of the pit without the ropes aid and decides to risk moving quickly. DC roll of 26 taking the -5 for quick climb. Climb 35'
"On quick glance, it seems to be some kind of jelly like creature or an ooze."
DM/Al - Addendum Sunday April 8th, 2007 8:27:44 AM
The Climb DC for the Wall, unaied by the rope that Peerimus put into place, is a DC25.
Trace and Shadow d20+5=20 d20+5=6 Sunday April 8th, 2007 9:18:18 AM
Trace screams to the others, quickly, back up the rope! Trace then what seems forever wonders if to use his last spider climb potion or jump for the rope or lastly stay down here and fight. Common sense prevails as Trace runs for the rope and jumps and grabs the rope and starts his climb back up.
DC 20
arrow total (176/178) (118/120 in two efficant quivers)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Vinder HP 102 AC 23 (dodge P1, invisible) d20+26=35 Sunday April 8th, 2007 11:15:54 AM What in the hell are these?
Vinder feels the hairs on the back of his neck stand up in disgust and fear.
He looks back to see Trace and Savin scrambling to get back where they came from.
They haven't noticed me. I could just sneak past 'em.
Vinder tries to move past the ooze, pushing himself against the north wall to move to R4. (Move silently 35)
Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31) Sunday April 8th, 2007 12:33:02 PM
Randall continues his assession by levitation.
============================================ Fluffy relays to those above the illusionary floor what those below the floor are saying.
{ Trace says "quickly, back up the rope" }
{Savin says "The floor is an illusion! Big nasties down here! Throw down the rope!" "On quick glance, it seems to be some kind of jelly like creature or an ooze."}
=========================================
Randall uses his empathic sense with Fluffy and relays instructions to his familiar...
{ Fly down there and help them out as much as you can. Stay out of the creature's reach. Let the rest of us know what's going on. }
==============================
Fluffykins hears and obays. She flies down in search of the others.
{ Here I come to save the day!!! }
Quinn AC 25 Hp 100/100 Sunday April 8th, 2007 11:30:52 PM
ooC: Al, Quinn dropped the torches last round to shake hands with the newcomers.
---------------------------------------------
Quinn was watching everyone climb when he hears the commotion. Quinn flys up and close to the dwarf climbers and takes a look down.
Quinn yells down "We're coming to help Brothers."
Quinn will grab the rope to stablize Peerimus.
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn
Rod of Extend 2/3 Pearl of power 3rd level - used
Kazak Stonewall Ac 27/32 Hp 158/158 Sunday April 8th, 2007 11:43:22 PM
"illusion ??!!.....grrrr"
Stepping off the pitions and dropping back to the floor Kazak quickly reaches into his haversack and withdraws some rope(50'ft silk) " this should help" quickly fastening the rope to the pitons the dwarf will then cast it over the wall and down to those trapped in the pit "here's another rope ...grab it and climb up quickly "
Kazak will help anchor the rope with his strong grip ...holding tight in case it slips
Peerimus AC 31 HP 91/91 Monday April 9th, 2007 3:31:01 PM
"Infernal realm." Peerimus mutters under his breath as the the pair seem to vanish through the floor. Information starts to flood in at levels almost to much to bear. Bottom line to teh druid was that two of his men were in trouble, luckily it also sounded like they were getting out. Peerimus was on the rope that they would be looking to use and so he knew what his first order of business would be.
Peerimus calls out to Savin and Trace, "Get Out of there! We have no need to battle those things." He shifts into an eagle and soars across the room to land in what he know hopes is the doorway of the far side.
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame Level 2: **Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2 Level 3: CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight Level 4: Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm Level 5: Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin Level 6: Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire
Death Ward in staff Extend Greater Shillelagh on Staff 24 hours Endure Elements 24 hours CSW wand 40c Lesser Restoration 49c Reduce animal Dalek 12 hours Barkskin +5 Nat armor 130 minutes
Durgan Monday April 9th, 2007 8:18:05 PM
"Kazak! follow me up to the top. We may need the extra length on the rope to help them get out!"
The Walled Room - Round 02 (DM/Al) d20=19 d20+8=11 d20+8=15 d20+8=27 d20+18=28 2d6(5+3)+4=12 2d6(6+1)+4=11 2d6(2+1)=3 2d6(2+3)=5 Monday April 9th, 2007 9:35:49 PM
Durgan continues up the Pitons. Hand over hand, he makes it another ten feet. It shouldn't take long now. Just a little more effort and he'll have attained the top. But what then? (Durgan , you'll make the top next round. Please give me a Will Save against the Floor. If you beat DC22, you can see through it.)
Like a spectral bug, Savin comes up through the floor. His figure blinks back in and out of the plane of existence, while his fingers and toes find purchase on the smooth vertical wall unseen by those nearby. To those who watch, his feat is near supernatural. Savin calls out, revealing the Illusory Floor to the group, and the menace of the two dark shapes below.
Fluffykins takes up Savin's call and begins to broadcast it telepathically. If there was one within the group that had not heard Savin, they know the details of their predicament now.
Randall and Quinn both rise to the level of the top of the wall, leaving the light of the torches behind. The two humans find the light dim up here now. While Quinn flies to the Rope and seizes it to hold it steady, Randall instructs Fluffy to fly down, stay out of reach, do what you can. Fluffykins dives down toward a floor that seems very real and very hard. She hits! And then she's through. Whoa! Fluffy brakes just after emerging from the Illusory Floor. These things are big? Stay our of their reach? Just how far is their reach? (Randall and Quinn, please give me Will Saves also. If you beat a DC22, you can see what's going on under the floor.)
On the other side of the Wall, Kazak hears of the dilemma both from Savin and from Fluffy. He drops down off of the Pitons and pulls a rope from his haversack. He fastens a fine knot around the lowest Piton (Use Rope 19) and prepares to throw the rest of the silk coil over the wall. How long was this rope? 50 feet, the fighter remembers. The wall looks thirty feet high. Who knows how think it might be? And didn't the Savin character say something about the Floor being an Illusion? That must mean that the real floor would be even lower than it is right here. By Moridin's Stone, there's a good chance this rope won't reach anywhere near the ground on the other side!
Peerimus calls for Savin and Trace to clear out of the pit. Where is that Vinder person? Then Quinn feels the rope go slack in his hands as Peerimus changes into an eagle and flies across to the far doorway. With the eagle's low light vision, Peerimus can see the entire stone floor lit by the Everburning Torch in Savin's belt. It looks so real. Behind the druid, however, in the corridor there is no light. It is black as pitch and silent as a crypt.
Meanwhile, down below, Fluffykins broadcasts a play by play:
"I can see the end of the rope! It's hanging down here just ten feet off the floor. The elf! He's jumping for it! He's got it! No he doesn't! He can't hold on. Uh-oh. The Elf has fallen back down."
"Wait! There's someone else down here too! In the corner! Its invisible, but I can Sense it. It's moving. Oh no! I think the big black thing can Sense it too! It's reaching out. It missed! (AoO vs Vinder AC11) But it's going after him. It's going after the Invisible One as though it can see him clear as a bell. And the other one is attacking the Elf. (P1 Hit Vinder AC15. P2 Hit Trace AC27, Grapple 28 vs Trace's DC15) It missed the Invisible One. But the other one just Slammed the Elf! It's wrapped itself around the Elf and it's dragging him in! You can smell the acid! It's going to eat him! You have to do something!" (Trace, take 31hp = Slam Damage 12+3Acid, Constrict Damage 11+5Acid)
(Trace, If you do not escape the Grapple in the next round, then give me two Reflex Checks for your armor, Please. That would be a 1d20+11. The Grapple Check to beat is DC28. You need a Natural 20 to win.)
Trace can take very little of this punishment before he becomes a meal. Vinder has a one of the things on his tail. And worse yet, he's wandered well away from the only light in the dark dark room. Soon he will not be able to see the floor under his feet and will have to creep along as though blind. (Go much past the line between rows S & T Vinder, and you are reduced to half speed by Darkness.)
Without a doubt, if they do not get help now, they will die.
=== OOC ===
We are now in COMBAT ROUNDS. Only one round of actions in your next post please.
The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.
The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)
The two torches are on the floor in the Western Section of the room. Savin has the only other light in the Eastern Half of the room.
So far, Savin is the only one who can see through the Illusory Floor.
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Durgan d20+13=17 d20+12=19 Monday April 9th, 2007 9:50:14 PM
"What foolish magic is this? Who's talkin' in me head?" shakes his head
Durgan senses things turning sour and climbs as quickly as his dwarfish limbs allow to the top of the wall. Looking over the side, he is unable to see what's going on, but continues to hear the events in his head. "Hang on down there, were comin'!"
actions: climb check 17 -5(climb fast) =12 will save 19 - looking at floor
Posting Report For: Monday April 9th, 2007 10:06:01 PM
Game #4 Children of Chaos For the week ofApril 2, 2007
Name - MTWRFSS -XXXXXSS
Jaeden XX--- -alas we hardly knew ye Laima OX--- -and parting is sweet sorrow
Submitted by Adm BrianZ. Welcome new players, and thank you to the older players for having us join.
an excerpt from the journal of dweezil the imp:
Dweezil flapped lazily along, his leathery wings making hardly a noise as he followed the group. How boring! His master bid him follow the Children of Chaos and chronicle their exploits but they are so boring sometimes! It took them practically forever to cross the room with the well. "Bene Tellemara" , the imp muttered to himself. And then some excitement! The massive vortex of magic energy had the imp more excited than he had been in quite some time. Two of the children vanished and in their place appeared four new ones! It was almost more than the poor imp could bear when they almost began fighting. But it was not to be. "Oh bother..." The imp retrieved his magic journal and quill. "Hopefully there will be some excitement soon. Hmmm they seem to be having some trouble with that pit trap. Maybe this won't be such a bad day after all..." The imp moves in for a closer look and makes sure his invisibility is intact as he continues taking notes.
Kazak Stonewall Ac 27/32 Hp 158/158 Tuesday April 10th, 2007 12:20:41 AM
"good thinking Durgan .....i'll lossen the rope down here and you tie it to one of the upper pitons" Kazak quickly unties his knot and feeds the rope up towards his brother .
"whats attacking them ?? " growls Kazak " how deep is the pit ??....can ya see anything Durgan ??"
Without waiting for a reply Kazak deftly reaches into his quiver and yanks a rod out....striking it across the wall then tosses it over the wall (sunrod pg 128 phb)
"can ya see anything now Durgan ?"
Savin hps 102/115 ac 29 blinking 2/7 d20+14=30 d6+7=12 Tuesday April 10th, 2007 8:31:26 AM
Savin is surprised at his own dexterity in climbing the wall. Amazing what a little fear and adrenaline can make you do. Still he knows that they have friends down in the pit and calls, "Hurry up and do something you lazy slubabeds! We have friends down there with those oozes or slimes or whatever they are! This is work for a mage, not brawn."
Savin belies his own words by lettig one hand go of the wall and summoning his staff from his glove of storing. He then slow falls down the wall under control, steps forward and slams his staff into the creature attacking Trace hitting ac 30 doing 12 points of damage to it.
"Leave my friends alone you you sludge!"
Quinn AC 25 Hp 100/100 d20+16=34 d100=27 Tuesday April 10th, 2007 8:44:59 AM
Quinn feels the weight on the rope disappear and then hears the telepathy and thinks to himself, now that is very cool.
Will save 34
Quinn look over his should at the new wizard and thinks, what was his name, Randall! "Randall help the earthen brothers up or follow me through the illusionary floor."
Quinn lets go of the rope and flies down through the cheap immatation of a floor and past Savin. "Brother Savin, the fight is other direction. Race you to the bottom."
Once through the illusionary floor, Quinn slows up as he does not know where the real floor is and has a look around. Where did he leave those torches.
Quinn will cast light on his metamagic rod as he will not be leaving that anywhere, but tied to his belt.
Divine spell failure 27%
QUinn surveys the battle before him in the new light and under his breath "Not good at all."
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
DM/Al - Game Addendum Tuesday April 10th, 2007 9:23:13 AM
Savin, if you read this before posting tonight, please make a Reflex Save. If you don't read this, I'll roll it for you.
Peerimus AC 31 HP 91/91 d100=91 d3=1 Tuesday April 10th, 2007 1:26:58 PM That is a very beneficial creature to have on our side, thinks the druid as Fluffy relays the battle or rather feeding that is going on below. The eagle across the room gives out a pair of screeches as first Savin and then Quinn plunge through the illusionary floor.
The eagle flaps its wings several times and emits one last cry. [Cast SNA VI 91% whoo hoo d3 1 Doh! 1 Huge Air Elemental on the way]
We are in it now Mother watch over all of us. Father give me strength.
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame Level 2: **Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2 Level 3: CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight Level 4: Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm Level 5: Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin Level 6: *Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire
Death Ward in staff Extend Greater Shillelagh on Staff 24 hours Endure Elements 24 hours CSW wand 40c Lesser Restoration 49c Reduce animal Dalek 12 hours Barkskin +5 Nat armor 130 minutes
Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31) d20+15=23 10d6(1+6+2+2+6+1+1+1+5+3)=28 Tuesday April 10th, 2007 1:51:10 PM
Effects: Levitate Necklace of adaptation
=======================
Will save 23 ( by the skin of his teeth!)
=========================================
Randall, having reached the top of the wall, takes a 5 foot forward ( move action to K4) and sees the problems his new companions are facing down below. He raises his staff and sends forth a blazing ball of flame down towards the ennemies ( detonates at R28 for 28 points of fire damage).
============================
Vinder HP 102 AC 23 (dodge P1, invisible) Tuesday April 10th, 2007 2:25:49 PM
Vinder looks back to see that his attempted sneaking isn't working. The ooze has detected him.
No need for sneaking, now!
He ceases trying to move quietly and hurries to U7 where he then reaches into his haversack to produce his rope of climbing.
Don't fail me now!
DM/Al - Mapping Conventions Tuesday April 10th, 2007 3:32:04 PM
The upper section of the map is the main display. It is a Top Down view, and it is what you should use to designate any coordinates.
The lower section is to give you a better idea of Height. You can count the five foot squares, frx, to decide how high or low you need to go on the Vertical plane.
All movement coordinates, however, should be restricted to the Upper Section of the combat maps.
Savin d20+14=19 Tuesday April 10th, 2007 3:38:22 PM
Reflex roll 19
The Walled Room - Round 03 (DM/Al) d20=8 d20+3=19 d20+8=11 d20-2=13 d20-2=0 d20-2=16 d20+8=25 d20+8=20 d20+4=22 d20+8=19 Tuesday April 10th, 2007 10:01:24 PM
Durgan now makes it easily to the top of the wall. Standing next to Quinn, he looks down into the area below. All he can see is Savin clinging to the wall below. At the edge of his Darkvision he can just barely pick out a regal bird of some type standing in the doorway. The floor is empty. There is nothing else. Suddenly, Savin lets go of the wall passes through the floor and disappears.
From behind, Brother Kazak shouts out a change in plans. He unties the rope from the Piton and then throws the rope up to Durgan. The fighting dwarf has good aim, even with the distance and even with an object that is not an accustomed weapon. The rope lands on the wall to the South of Durgan. Kazak considers digging out a Sunrod and throwing it over the wall. From the sound of things, they might need that. (Too many actions, Kazak. Please limit your actions to one round's worth per post.)
Savin calls for Magic. But he can see Trace down below in the Dim Light 35 feet away. He looks wrapped in the dark stuff of the oily blob. That's many different shades of Bad. This calls for rescue. Trailing one hand against the wall he snaps his fingers of the other. A wooden staff pops into the monk's hand as he drifts down and through the floor intent upon striking a blow for Trace's freedom. As he lands and steps away from the wall the dark blob takes an Opportunistic swing. (AoO Slam Savin AC11) Savin easily out maneuvers the swinging pseudopod and deals a tremendous blow to the Blob. It is uncommonly easy to hit. Savin's staff sinks into the mass, sending sprays of evil dark matter to either side. When he draws it back the wood is steaming and burning with Acid. Savin shakes the Acid away, but not quickly enough. The wood is now burnt and weakened. The Staff is Useless.
Then, from the deep divide carved by Savin's blow, the Blob begins to transform. The split continues down the Huge shimmering surface until, where one Blob lay before, now there are Two!
Quinn watches all of this from the top of the wall. At first there was nothing, just an empty floor. But through force of will, he pierces the Illusion, then flies down next to the Tiny Pseudodragon before setting a light at the end of the rod in his belt.
On the other side of the room, Peerimus the Eagle gives no heed to what might be behind him. Instead he begins a casting, something to bring help to those below. (Peerimus, as you failed your previous Will Save, you cannot summon your Elemental into a space below the Illusory Floor. Further, once your Elemental appears, it too must make a Will Save vs DC21 or fail to disbelieve the Floor. That means it doesn't see the combat, and it doesn't go down unless you can some how communicate the idea to it. And I know that you don't speak Auran.)
Randall pulls himself forward using his hands against the wall. He too, banishes the Illusion through the power of his Will. Seeing the predicament below, the Mage raises his Staff and a tiny bead leaves his hand. It flies down, straight through the floor and then erupts in a hemisphere of intense burning fire. (Reflex 13, 0, 16) None of the dark Blobs have the Reflexes to avoid the blast and they all take the full brunt of it. Their bodies steam from the Fire Damage.
Vinder too, unfortunately, gets caught in the Fireball. (Vinder, Reflex vs DC20 or with Improved Evasion, take Half Damage 14hp.) Without a heed for burnt hair and eyebrows, he flees the Huge Black Blob. But before he can get away, it takes a swing at him as he steps through its grasp. (AoO Slam vs Vinder AC21. Actually rolled a 25.) With Three Huge Black Blobs laying atop one another, they hamper each other's movement. It is only this that saves Vinder from being Slammed and pulled in. At the other end of the room, in almost complete blackness, Vinder reaches to his magic haversack for a special coil of rope. Only time will tell whether he'll be able to set it up in time and climb to safety.
"The Invisible One has reached the other wall," Fluffykins announces. "He's doing something with a rope. But the big blob is going after him!" (P1 Slam Vinder AC20) "It missed again!"
"The one big black thing let go of the Elf. Now it's attacking the Climbing Man! What are these names anyway? (P2 Release Trace and Slam Savin AC22.) "That Climbing Man is fast. Never saw him dodge, but the black blob missed. The new black blob is moving to make space. It's attacking the Elf. (P3 Slam Trace AC19.) It missed the Elf too! Yeah!" (Trace, the Blob let go of you, but I still think I need that Reflex Check for your Armor.)
Now three Heroes square off against three Huge Blobs. Trace is proof of the damage that a single blow from one of these can do. Will they escape the Pit?
=== OOC ===
We are now in COMBAT ROUNDS. Only one round of actions in your next post please.
The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.
The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)
The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.
Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.
STATUS ======================= P1 Lightly Wounded P2 Wounded P3 Wounded
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Trace Tuesday April 10th, 2007 10:10:14 PM
sorry for not posting, work was a problem, will post in the next hour or two
Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31) 10d6(2+4+2+2+5+2+6+5+3+5)=36 Tuesday April 10th, 2007 10:32:34 PM
Effects: Levitate Necklace of adaptation
=========================
Randall smiles at the sight of the creature's burning husks. That smile quickly fades when he sees that Vinder gets caught in the blast.
Randall raises his staff again and fires another FIREBALL down at the creatures.
================================
Fired at R11 Fireball damage 36
Kazak Stonewall Ac 27/32 Hp 158/158 Tuesday April 10th, 2007 11:34:55 PM
Nodding his head to himself " yeah thats what i'll do" as Kazak reaches into his quiver and fishes out a sunrod.....that should do the trick " quickly striking it across the wall Kazak then tosses it up and over the wall "Durgan can ya see whats going on now ??"
Quinn AC 25 Hp 100/100 d100=13 Wednesday April 11th, 2007 1:10:14 PM
Quinn narrowly escaped the blast of the fireball and wonders if whoever is shooting the fireballs can see everyone else down in the pit.
Quinn follows Peerimus's lead even though he can not see the Druid. Quinn goes to summon his own outsider, but fails in his attempt.
Divine spell failure 13% for summon monster IV
Quinn feels foresaken and calls out "I will wait to use your gifts on more worthy opponents."
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Savin hps 102/115 ac 29 blinking d20+14=24 d20+14=33 d20+14=28 d20+9=10 2d6(3+2)+5=10 2d6(4+6)+5=15 2d6(4+4)+5=13 d20+14=34 d20+14=23 d20+14=24 d20+14=20 d100=36 d100=27 d100=71 Wednesday April 11th, 2007 4:55:53 PM
Savin thinks about kicking the creature but then remembers his boots of speed, he then thinks about punching the creature and then remembers his glove of storing and bracers. He sighs in frustration and starts throwing knees at the blob in front of him in a flurry.
Hit ac 24, 33, 28 and 10 (natural 1) Damage from the first blow is 10, 15 and 13 for a total of 38.
Savin quickly pulls the blows back trying to avoid acid damage. Reflex saves: 34, 23, 24 and 20. Failed last one but not sure if I need since I missed with the last knee.
Rolled blink checks of 36, 27, and 71
blinking 3/7 reminder that Savin has an everlasting torch in his belt lighting the area.
Durgan d20+13=16 Wednesday April 11th, 2007 5:33:11 PM
"Wizard! Watch where yere aiming! I hear people yelping at yer fireblasts too."
"No, I can't see anything yet! Infernal deceptive magic. Moradin should forbid all good dwarves from using such magic. Kazak, come on up here, we may need your help."
Durgan then lowers himself over the side and begins to climb down the rope the others used. Hand over hand as quickly as his small but sturdy frame will allow.
actions: climb down -quickly =16 -15? feet
Peerimus AC 31 HP 91/91 d100=13 d100=15 Wednesday April 11th, 2007 6:23:49 PM
The Spell finishes and Peerimus hopes his placement is good enough. {it of course is not} The spell fails and the elemental never arrives. The druid shifts his attention then to the hall behind him. Fireballs go sailing into the pit and he can only hope those trapped below can get out.
Peerimus extends a wing and ruffles, [Cast Produce Flame 15% success] With a torch light now rippling across his right feathered wing he looks down the previous black hallway.
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame Level 2: **Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2 Level 3: CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight Level 4: Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm Level 5: Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin Level 6: *Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire
Death Ward in staff Extend Greater Shillelagh on Staff 24 hours Endure Elements 24 hours CSW wand 40c Lesser Restoration 49c Reduce animal Dalek 12 hours Barkskin +5 Nat armor 130 minutes
Trace d20+5=13 d20+5=24 d20=9 Wednesday April 11th, 2007 6:45:54 PM
Trace hurting badly is now scared, that is probaly why he is able to make the jump and grabe the rope at the same time this round. He then begins his way back up top to safty. He cant wait to get up top so that he can start nailing those creatures with a flurry of arrows. Soon will be payback, his only other worry is his armor. Trace calls out, can a resist energy spell work against acid.
dc jump 13 dc climb 24 whew! dc for armor against acid, not sure about my modifier for this 9
arrow total (176/178) (118/120 in two efficant quivers)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Vinder HP 102 AC 23 (dodge P1, invisible) d20+17=29 Wednesday April 11th, 2007 6:48:53 PM
Vinder easily avoids damage from the fireball. (Reflex 29)
He steps south to U8 and his rope of climbing snakes upwards.
Vinder looks up to see if there's anything in the doorway above to snag a rope to.
If there isn't, he says to Peerimus, "If you'd be so kind as to take a hold of this."
Fluffy Wednesday April 11th, 2007 8:22:53 PM
The Fluffmeister continues her survey of the situation. He transmites the following to the others...
{Trace calls out, can a resist energy spell work against acid?}
I thought you said Fluffy was a She. --Al
The Walled Room - Round 04 (DM/Al) d20-2=-1 d20-2=2 d20-2=16 d20+8=12 Wednesday April 11th, 2007 8:49:37 PM
Randal sends another Fireball down into the pit, this time, with a greater eye toward tactics. As it blossoms, it nearly catches Vinder again. The edge sweeps quickly up to the rogue, but stops inches short. Again, the Blobs take the full anger of the fire. Two burst into oily flame before sagging into dead widening pools of poisonous black fluid. (P2 & P3 Dead)
Kazak fishes a foot long rod from his pack. It flares with light as he strikes it against the wall. Then, like a sparkling flare, it flies over the wall. His brother Durgan swings over the side, and descends swiftly down the side of the wall, his hands upon the rope. (20ft. Accelerated Climb is 1/2 speed and you made a Double Move.)
Savin lashes out in a flurry of blows. But he finds his enemies no longer there. Just flaming piles of goo. Suddenly, a glowing object falls out of the sky. Looking down, Savin identifies it as a sunrod.
Quinn begins a Summoning of his own, but suddenly he feels the Evil pall of Koshe Marr cut him off from Gargul's Blessing. Curse this land!
Peerimus completes his spell, placing the Summoned Elemental below the plane of the Illusory Floor. But the placement is too low. The Elemental appears half in and half out of the floor! With a windy cry it vanishes, returned back to its plane. Then Peerimus the Eagle swiftly Producing a ball of Flame at the tip of his wing. It lights the corridor behind him revealing the waiting ... corridor. With the Low Light Vision of the Eagle, Peerimus can see out to forty feet with the clarity of daylight. 35 feet further down a side passageway seems to intersect the main passageway. It is a south leading right hand turn. Beyond it, the main passageway continues on into darkness.
Free of the grip of the Blob, Trace can only watch as his armor steams with Acid. The two Blobs that he and Savin had faced are now nothing but flaming piles, but that's not good enough for the Elf. He takes a few steps out into the goo and makes a running jump at the rope. With the running start, he easily makes the jump, and then scrambles up a few feet to hang 10 feet up into the air. Hopefully, if there are any more of the Blobs around, they won't be able to reach this high. Now that he's up off the ground, though, Trace has the luxury to take stock of his armor. Trace might have escaped, but his Mithril Armor did not. The links are corroded and brittle. His armor is totally ruined. (Trace your armor no longer provides you with AC.)
(Spellcraft Check of DC10 allows you to answer Trace's question with your player's meta-knowledge.)
On the other side of the room, Vinder finds himself pinned between the last surviving Blob and a very solid wall. He speaks a command word and his very special Rope of Climbing begins to snake slowly upward into the air. Too slowly, though. It only rises ten feet. At this rate, it may take ten to fifteen heartbeats to reach the ceiling and whatever might lie above. (Vinder, please give me another Will Save or you cannot see through the Floor/Ceiling. You must beat a DC22. BTW, Rope of Climbing rises at a rate of 10ft/Round.)
+++++++++++++++++++++++++++++++++++++++++++++
"Yeah!" Fluffykin's voice again. "Two are dead! One is left. But I think it's going to eat the Invisible One. (P1 Slam Vinder AC12) Yeah, it missed. That Invisible One is very lucky."
But how long with that luck hold out?
=== OOC ===
We are now in COMBAT ROUNDS. Only one round of actions in your next post please.
The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.
The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)
The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.
Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.
STATUS ======================= P1 Wounded P2 Toast P3 Jam
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Quinn AC 25 Hp 100/100 d20+10=23 Wednesday April 11th, 2007 9:03:56 PM
Quinn is still upset at himself for his sepll failure and calls out "Lets not waste any more spells on these thing we we can just avoid them."
Quinn will fly over to Trace and help him climb "I will give you a hand brother." Quinn is carefull where he grabs trace as he does not want to burn himself on the after effects of the acid.
Quinn looks down on Savin "Brother Savin can you save yourself and you to brother.....Vinder, I believe."
Quinn takes a good look at Trace's armor and comments "Brother, your armor has fought its last as your protector."
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31) 5d4(3+4+3+1+2)+1=14 Wednesday April 11th, 2007 9:58:47 PM
Either not hearing Quinn or disregarding the advice, Randall waves his hand and murmures a few words before unleashing 5 MAGIC MISSILES towards the remaining foe ( 18 damage ).
{ Fluffykins... fly across to Peerimus and help with the communication between the two sides of the room. }
If the missiles finish off the creature, Randall will use his move action to start levitating down into the pit. ================
Levitate 45.5
Randall - OOPS- Sorry, I haven't been including a spell list. Wednesday April 11th, 2007 10:01:41 PM
Spells Known - Numbers denote spells memorized. X- Spell cast. Cantrips All (6): Arcane Mark Dancing Lights 3- Detect Magic Ghost Sound 3- Message Prestidigitation
First level (7): Charm Person Comp. Language Detect Secret Doors Feather Fall Hypnotism 2- Identify 2- Magic Missile X Protection From Evil 3- Shield Sleep Spider Climb
Second level (7): 1- Darkness 2- Knock 3- Mirror Image 1- Levitate X
Seventh Level (2) 1- Force Cage material cost 1500 (x2) in gear 1- Spell Turning
Kazak Stonewall Ac 27/32 Hp 158/158 Thursday April 12th, 2007 1:04:51 PM
Looking about the walled room Kazak finds himself alone " hmm not a good idea in this dangerous place to be alone "mutters the dwarf
With grin " i better go join my new friends "hey Durgan wait up " as the stout dwarf starts quickly climbing up the pitons to reach his brother
Savin ac 29 hps 102/115 d20+14=32 d100=97 2d6(6+4)+5=15 d20+14=19 Thursday April 12th, 2007 2:07:55 PM
Savin runs around the dead black pudding trying to avoid any acid leftover to Q5 and slams an knee at the last living blob. He knees the disqusting creature doing 15 points of damage (hit ac 32) and times his blink alright but sinks his knee to deeply and isn't able to retract it in time to avoid the acid backsplash. Reflex save of 19. (not sure if blink helps against this? hope hope hope)
"Leave my friends alone you disgusting piece of offal!"
Durgan d20+13=27 d20+12=19 d20+13=33 Thursday April 12th, 2007 4:19:04 PM
Durgan continues climbing down until he runs into Trace or the "floor" whichever comes first. "I'm going down to the bottom." (climb check 27 to climb fast)
When he gets to the "floor" Durgan attempts to step onto it while holding onto the rope. (will save = 19)
OOC-If he fails the save or reaches the end of the rope, he will attempt to jump down to the real floor.(jump check 33 to reduce 1d6 falling dmg)
Vinder HP 102 AC 27 (dodge P1, total defense, invisible) Thursday April 12th, 2007 6:12:25 PM
Vinder turns about to try and ward off the attacks of the slime. (Total defense, standard action for +4 dodge bonus)
Meanwhile, the rope snakes up another ten feet.
Peerimus Thursday April 12th, 2007 7:38:17 PM
If Fluffy is accurate, the danger below is all but resolved. The true fortunes of having a wizard again, he thinks. Peerimus hops a bit further down the hallway. 10'
The Walled Room - Round 05 (DM/Al) d20+3=15 d20+8=24 2d6(1+1)=2 d20+8=15 d20+8=17 d6=6 d6=5 Thursday April 12th, 2007 9:40:35 PM
Quinn flies up to help Trace up the rope. Unfortunately, looking up, the Cleric of the Outland God can see one of the dwarves climbing down at the same time. And, from the looks of it, the dwarf does not seem to be able to see them climbing up.
Randall sends five silver glowing missiles of force from the tips of his fingers. They streak down and crash into the last Black Blob. Nearby, Vinder can smell the acrid smoke from the burns made by the Missiles. But the Blob bubbles up another Pseudopod to strike him. It is still very much alive.
"Peerimus? Which one is Peerimus?" Fluffykins flies across the pit, stopping, hopefully beyond the reach of the Blobs below. "Are you Peerimus?" she thinks down at the Invisible One who is close to being eaten.
Time to join the others. Kazak begins the climb up the Pitons. With his short legs, he makes it up 10 feet. (Climb Check 15)
Savin shows his blinding speed, racing around the gooey mess left by the two dead Blobs, he rushes to the Attack. But he hasn't taken into account the long reach shown by the Huge Blobs. It takes a swipe of Opportunity at the Monk as he approaches. (AoO Slam Savin AC24) But the Monk is nimble. And he is wise in the ways of combat. Savin raises an arm, and the groping black pseudopod glances from the field produced by Savin's Bracers.
Savin strikes the Blob, and again it Splits. Dark green-ish acid covers Savin's knee. The Monk can feel the burn. (Take 2hp Damage.) Savin's pants are ruined. A big gaping hole with steaming edges show the flesh beneath. But Savin's flesh appears no more than the deep red of a sunburn.
Durgan continues his accelerated climb down to the bottom of ... whatever. That floor sure looks solid. "Brother Savin can you save yourself ... " It's the voice of the man with the Tattoo Eyes. But he's nowhere to be seen! Arriving at the wall, Durgan puts out a foot while retaining a hold on the rope. Feels real to him. Durgan lets go.
Quinn can only watch as Durgan hurtles down from ten feet up above. He crashes into Trace. (Trace and Durgan take 6hp damage from the collision. Trace, Climb Check vs DC25 to catch yourself and remain on the rope. Otherwise, you float safely to the floor on the magic of your ring.) Trace fights for his place on the rope as Durgan continues his fall to the floor of the Pit some ten more feet below. (Durgan, Take 5hp more damage from further Falling. You are now Prone. Sorry, you can't Jump Down unless you begin with firm footing. But thanks for a good laugh.)
Vinder keeps one hand on the rope as he sees to his defense. With Total concentration on the attacks of the Blob, he is much more difficult to hit. The rope rises another 10 feet. It seems to rise straight up through the ceiling. But, without the ability to see through the ceiling, it would be difficult, if not impossible to anchor the rope. (BTW, Vinder, your AC from Total Defense is +6 not +4. It comes from having at least 5 Ranks in Tumble.)
From the Pseudodragon's reports, Peerimus believes the battle near over. He hops down the corridor, ball of flame balanced on one wing. The main passageway seems to go on into further darkness. The side passageway is definitely there, 25 feet further ahead.
"What I do now?" Fluffykins calls out in a mental wail. "I can't find Peerimus!" The reports stop for the ones up above as the Pseudodragon struggles with it's orders.
The two Blobs attack. One strikes out at Savin, while the other continues to try and consume Vinder. (P1 Slam Savin AC15; P2 Slam Vinder AC17) Neither of them seem to be able to hit either of the agile humans.
There are two Black Blobs again, but perhaps Peerimus is right. Both still show burns over a large part of their bodies. Perhaps the battle is won. Perhaps the way is clear. Perhaps the most dangerous thing left here for the group is each other, and the climbing ropes.
=== OOC ===
We are now in COMBAT ROUNDS. Only one round of actions in your next post please.
The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.
The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)
The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.
Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.
STATUS ======================= P1 Uninjured (but less substantial) P4 Uninjured (but less substantial)
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Trace d20+5=16 3d8(6+2+5)+5=18 Thursday April 12th, 2007 10:55:42 PM
Trace floats down after getting knocked off the rope he retives the csw wand and tries to heal himself and move away from the blob.
heals 18hps
arrow total (176/178) (118/120 in two efficant quivers)
Trace 43/86 AC 24 /Touch 16/Flat footed 19 Spell List
Quinn AC 25 Hp 100/100 Friday April 13th, 2007 9:30:51 AM
Quinn sees one of the new dwarven warriors rip Trace from his grasp and both fall to the floor below. "We need to work on our teamwork skills and fast before we accidently kill one another. Everyone alright down there? Who needs help? We have to hurry as they vampires are not going to kill themselves."
Quinn will again attempt to assist Trace in climbing.
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Savin ac 29 100/115 hps d20+15=23 Friday April 13th, 2007 10:11:01 AM
Savin sees that once again he has split the goop into two and is upset with himself with this development. He tumbles away back to the wall and yells, "Hey guys, we are gonna need magic down here. Good old fashioned punching kicking doesn't seem to be working. Spells seem ok though."
Savin then scratches at his knee and is horrified to feel the hole in his pants. He looks up at the pudding and yells, "Hey I had to spend a gold piece on these!"
tumble roll 23 blinking 5/7
Vinder HP 102/102 AC 29 (dodge P1, total defense, Invisible) Friday April 13th, 2007 10:23:13 AM
"A little assistance, if you please!" Vinder call out to anyone above him. "Anchor the rope!"
The rope moves another ten feet upward as Vinder continues to juke and feint about. (Total defense +6! I'll take it!)
Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31) 10d6(2+4+4+3+3+1+1+2+3+6)=29 Friday April 13th, 2007 11:01:16 AM
Using their empathic link, Randall communicates with Fluffy. { Fluffykins, fireball coming on line, fly straight up to the top ceiling and wait. Keep relaying messages as best you can . }
Randall aims his staff and unleashes another fireball. (P12 for 29 damage).
====================================
Spells Known - Numbers denote spells memorized. X- Spell cast. Cantrips All (6): Arcane Mark Dancing Lights 3- Detect Magic Ghost Sound 3- Message Prestidigitation
First level (7): Charm Person Comp. Language Detect Secret Doors Feather Fall Hypnotism 2- Identify 2- Magic Missile X Protection From Evil 3- Shield Sleep Spider Climb
Second level (7): 1- Darkness 2- Knock 3- Mirror Image 1- Levitate X
Seventh Level (2) 1- Force Cage material cost 1500 (x2) in gear 1- Spell Turning
Effects: Levitate 45.5
Fluffykins the wonder familiar Friday April 13th, 2007 12:50:43 PM
Fluff hears Randall and obays. On her way up (ooc> and it is "her". I typoed previously) Fluffykins continues to relay to everyone what team members are saying
{Quinn says "Who needs help?"}
{ Vinder says "A little assistance, if you please!" Vinder call out to anyone above him. "Anchor the rope!" }
{Savin says " "Hey guys, we are gonna need magic down here. Good old fashioned punching kicking doesn't seem to be working. Spells seem ok though." }
Kazak Stonewall Ac 27/32 Hp 158/158 Friday April 13th, 2007 3:39:33 PM
The dwarf continues his climb up the wall.....grabbing the pitons as he goes
"Durgan you there ?.....Durgan !!!???.......grrrr.....brother whats going on ??"
" i can tell this ain't dwarf made " huffs Kazak " we would of made steps"
Peerimus Friday April 13th, 2007 6:31:14 PM
Peerimus turns his head over his shoulder, the shouts the telepathic play by play, the chaos of it all. He shakes his head a bit at the humor in it. None of them were in any real danger and the chaotic nature of what was going on was probably the best thing for them and hiself as well. Peerimus ran through apparent strengths and weaknesses of the new members from what Fluffy was reporting. All in all, he was happy.
Peerimus shifts back to human in the passage, nothing was coming in the immidiate future and so he turns and moves back to the edge. Vinder's rope should be making an appearance shortly.
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame Level 2: **Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2 Level 3: CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight Level 4: Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm Level 5: Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin Level 6: *Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire
Death Ward in staff Extend Greater Shillelagh on Staff 24 hours Endure Elements 24 hours CSW wand 40c Lesser Restoration 49c Reduce animal Dalek 12 hours Barkskin +5 Nat armor 130 minutes
Durgan AC 31 Hp 171/182 Friday April 13th, 2007 11:04:01 PM
"Razzzum Frizzum stupid illusions! Kazak! There is an illusionary floor down here."
He turns to Trace, "thanks human for breaking me fall!" He gets up and looks around. "Now, where are these beasties that seem to be causing so much trouble?"
The Walled Room - Round 06 (DM/Al) d20+3=13 d20+8=14 Saturday April 14th, 2007 12:26:47 PM
After floating gently to the floor next to Durgan, Trace draws a wand and heals himself. He feels much better, but his Mithril armor, brittle and ruined, crackles unnaturally with every movement.
Quinn flies down lower to see if Trace needs any help climbing back up. Trace doesn't seem too interested at this point, especially as he has just filled his hands with a Wand which he would have to either drop or put away before attempting any sort of climb.
(Please, everybody, be aware of what you have in your hands and what you can and can't do with your hands full. I keep track, and you might find yourself in a bad place if you don't and I do.)
After a surprising encounter with one of the Blobs, Savin tumbles away. After he's clear, he calls for magic might to rain down on the blobs. But didn't the little Dragon say something about an invisible person in there somewhere? And what's that rope? Rising up into the air? And a voice comes from the other side of the Blobs. Sounds like that Vinder fellow, calling for help. Calling for someone to grab the rope.
Vinder, the source of the voice, continues his dodging and weaving, while the rope rises ten more feet into the air.
But the call for magic is heard. Another red-orange hemisphere of fire, this one placed at the far wall of the pit, blooms and then collapses. This one catches one of the remaining Blob largely within its circumference. It also narrowly misses Trace and Quinn on the Western side of the pit. When the conflagration clears, the Blob is nothing but a smoking pool of Black.
Straight up to the top? The little dragon thinks to herself. Looking up, she's already up to the top of the Ceiling that she can see. Go more? The Pseudodragon obeys, rising up through the Illusory Floor and all the way up to the real Ceiling. From there, she really cannot see anything that is going on below. She can hear the voices just fine, though.
Grumbling about the workmanship, Kazak finishes his climb to the top of the wall. (Climb check 13) From there, he looks out across the long room. (Will Save vs DC22, Kazak to Disbelieve the Illusory Floor.) The human called Randall is nearby looking down at something, and his pet dragon thing is flying near the ceiling on the other side of the room.
Peerimus, the veteran of many desperate battles, considers this one in context and comes away satisfied. This is despite its failings. Or, perhaps, because of what the failings reveal. He shifts back to human form to find the rope that Vinder's voice has mentioned. It rises straight up from the floor, a curious sight. Looking around, Peerimus finds no place to which to anchor it.
Durgan rises up from his fall, calling out a warning to his brother up above. Sure enough, there's one of the Beasties across the room. From the piles of goo that litter the floor it's the only one left. Unbeknownst to the dwarven fighter, though, a danger far greater than the Blob rises from his innocent thanks. He, a dwarf, has just made the mistake of calling the Elf a Human.
+++++++++++++++++++++++++++++++++++++++++
Fluffykins flies above unable to see what occurs below.
Instincts battle within the primitive mind of the last remaining Blob. Pursue the attacker who is further away? Or eat the prey who is nearer? Distance clinches the decision. The Blob goes for the more instant gratification and a pseudopod reaches out, hungry for Vinder. (Slam Vinder AC14) But, damaged and, quite frankly, unlucky, it is unable to even touch the nimble morsel. How fortunate for it that its primitive mind does not feel frustration.
(Anyone want the honor of finishing off the last Black Pudding?)
=== OOC ===
We are now in COMBAT ROUNDS. Only one round of actions in your next post please.
The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.
The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)
The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.
Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.
STATUS ======================= P1 Uninjured (but less substantial) P4 Was easily Dispatched
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Quinn AC 25 Hp 100/100 Saturday April 14th, 2007 3:24:12 PM
Quinn resists saying anything about the fireball again narrowly missing him and flies on a diagonal and grabs hold of the top of the rope that seems to be climbing on its own. Quinn will pull the rope up and into the corridor that Peerimus has lighted.
"Come on people, lets go hunting vampires."
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Vinder HP 102 AC 23 (dodge P1, invisible) d20+10=16 Sunday April 15th, 2007 3:22:05 PM
If Vinder feels the rope snag above, he'll attempt to start climbing. (Climb 16)
If he doesn't feel it catch, he'll concentrate on protecting himself. (Total defense brings AC to 29)
Randall 10d6(2+4+1+5+3+5+5+2+6+4)=37 Sunday April 15th, 2007 7:48:52 PM
Randall uses his empathic link with Fluffykins. { Fluff relay to the others.... " Move at least 20 feet radius from the creature and I will dispatch it with another fire ball. I can't cast right now, to many of you are in the way. "
And Fluffy flies back within range of her telepathy with the others and relays the message.
- Randall delays action until the others are safely out of range and then he will use his staff to cast another fire ball (37 damage). The location of the fireball will depend on where the others move but Randall will cast in such a way as to not catch them in the blast radius.
=============
Spells Known - Numbers denote spells memorized. X- Spell cast. Cantrips All (6): Arcane Mark Dancing Lights 3- Detect Magic Ghost Sound 3- Message Prestidigitation
First level (7): Charm Person Comp. Language Detect Secret Doors Feather Fall Hypnotism 2- Identify 2- Magic Missile X Protection From Evil 3- Shield Sleep Spider Climb
Second level (7): 1- Darkness 2- Knock 3- Mirror Image 1- Levitate X
Seventh Level (2) 1- Force Cage material cost 1500 (x2) in gear 1- Spell Turning
Effects: Levitate 45.5
Durgan Sunday April 15th, 2007 10:06:01 PM
OOC- sorry Trace! I thought I had written down everyone's race correctly. should we play it as it stands?
It's funnier. And I think it makes for better interaction to play it the way it is. ^_^ --Al
Kazak Stonewall Ac 27/32 Hp 158/158 d20+10=24 Monday April 16th, 2007 12:46:01 AM
Standing at the top of the wall Kazak looks over at Randell then down into the pit(d20+10=24 will save) "your pretty handy to have a round " grins Kazak "now what ?"
"Durgan you ok ?...your a pretty fast climber ....especially rappelling"
"so which way we headed ??" as he looks over at Randell "down?? or di you have a quicker way ?"
Savin ac 29 hps 100/115 d20+14=25 Monday April 16th, 2007 12:40:31 PM
Savin waits to see the results from the fireball to see if he can move over to the rope. If the black pudding seems dead, he will move past it and try to climb the wall without the aid of the rope.
Climb check 25 (think that just makes it)
When he gets to the top, he will gently push Peerimus aside and say, "I will hold it for the others. You concentrate on what is on the other end of this tunnel.
If the creature is still alive, Savin will pull out an alchimist fire from his haversack and prepare to throw it.
Posting Report For: Monday April 16th, 2007 4:15:27 PM
Game #4 Children of Chaos For the week of April 9, 2007 Name - MTWRFSS
ha ha ha! HA HA HA! The imp had not laughed so hard in quite some time. The dwarf looked like a turtle on its' back with his limbs flailing about like that! It was a good thing the magic silence was still in effect. They would surely have heard him otherwise. When his master first gave him this assignment, he had never imagined it would be so much fun! The magic quill was quite active, recording the events transpiring in the pit. What fire! It reminded him of his humble abode back in the Abyss. The wizard seemed quite skilled with the fireball spell. What a drag! following these fools around and none of them even got eaten by the Black Puddings. One got close though. That armor had seen better days. "Bene Tellemara." What's this now? Did that dwarf just call an elf 'human'? "This could definately be more interesting than watching a wizard roast a few marshmallows. Very interesting indeed." The magic quill scribbled on.
Durgan Monday April 16th, 2007 4:24:22 PM
Durgan yells up to his brother, "Kazak, the way seems clear. Come on down." Durgan gets his crossbow ready and crosses the room. Hearing the call for slaying vampires, Durgan moves to the other side of the room, checking to make sure the ooze creatures are no longer moving along the way.
Peerimus Monday April 16th, 2007 5:17:26 PM
Quinn arrives to take the rope just as Peerimus was stooping to grab ahold of it. Fair enough, they could use someone lookig back down the corridor anyway. "If you got a good hold then Quinn. I'd sugest looping it once about your waist and stepping a few feet from the edge and squating. Rope is magical and won't fray on the edge."
Peerimus turns and moves about 15' back into the passage.
OOC Favor Could my fellow spellcasters try to condese thier lists by plcaing multiple spells on a line? It would make our story much more readable and keep a good flow.
The Walled Room - END COMBAT ROUNDS (DM/Al) Monday April 16th, 2007 9:40:33 PM
Peerimus watches as, like a Triton rising from the sea, Quinn flies up through the floor and hovers just on the other side of the rope, presumably belonging to Vinder, that stands straight up from the stone of the floor.
Vinder pulls on the rope. Nope. Doesn't feel secure yet. (Sorry, Quinn, not enough action to both fly that far and grab the rope too. Remember, upward movement is at 1/2 speed.) Vinder remains down below, dodging the Blob.
"Move away! Move away! Randall is going to grow another Fire on the Blob." Fluffykins flies down and calls out the warning to everyone. No one, however, seems to pay the slightest bit of attention. Randall drops the bomb anyway. Trace, Durgan, Vinder and Savin feel the heat as the Ball of Fire rolls right up to within a few feet of them. Quinn has a moment of doubt as it rushes up at him from below. But then the Ball of Fire is gone. And so too is the last Blob.
The Pit is clear. The danger and the excitement of battle drop away.
Kazak calls down from above. For a moment there seemed to be an empty floor down below. But now there's not. He wonders which way to go. He asks the Human if he has a way down off the wall.
Durgan calls his brother down off the wall as he moves out around the pools of viscous ooze. There's a rope here hanging in mid air. It sticks straight up through the ceiling. Very odd. The dwarf watches as the Human named Savin climbs straight up the wall like a spider. Of course, he doesn't have armor on. That must be the trick.
It's a slower climb for Savin. And, when he reaches the top, he has to wait for Peerimus to move out of the doorway. Then, as Savin gets situated, he and Quinn take hold of the rope, and feeling the rope secured, Vinder climbs up.
Peerimus moves back down the Passageway in his hand still burns the ball of Flame. (Good thing he didn't touch the rope.) Again he sees the intersection, where the side passageway T's to the main passageway. It lies 25 feet ahead.
=== OOC ===
For the sake of Active Spells the Round Timer will continue. Rounds will be
The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.
The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)
The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.
Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Quinn AC 25 Hp 100/100 Tuesday April 17th, 2007 8:50:33 AM
Quinn helps the invisible Vinder up the rope and calls down into the pit "Come grab the rope and we will pull you up one by one."
Quinn notices that there are people still on the wall and he call out to the wizard "Brother Randell can you help your brood on the wall over to the corridor? If not its a long fall to the rope here, unless you have other ideas."
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Vinder the Hilt Tuesday April 17th, 2007 1:39:50 PM
After successfully scaling the rope, Vinder becomes visible, again.
"I appreciate the help," he says to Savin and Quinn with a business-like demeanor. He takes hold of the rope as well. "I think the three of us should be able to pull the rest up."
He glances back to see what Peerimus is up to.
Man, oh man! This is a freaky place. What's up ahead?
Durgan d20+13=28 Tuesday April 17th, 2007 3:57:25 PM
Durgan checks his beard to make sure it wasn't burnt. "Hey wizard! Nice aim with that last fireball! Kazak, start climbin' brother. There's rope secured on the other side already."
Durgan takes a firm grasp of the rope and gives it a good yank. Feeling it is secure, he begins to climb up. (climb =28 fast climb for half-speed.) He looks warily up at the 'ceiling'. "Durned illusions", he mutters.
Kazak Stonewall Ac 27/32 Hp 158/158 Tuesday April 17th, 2007 4:10:29 PM
"aye big brother...on my way down "
The dwarf unlike Durgan , carefully climbs down the rope towards the others on the bottom
Peerimus d20+9=23 Tuesday April 17th, 2007 5:31:19 PM
Peerimus watches as the man Vinder ascends and appears and give a nod. "Glad to see you still one piece." he states evenly. He then sets his animated shield in position and moves another 20' down the passage. His head slightly tilted, using his hearing more than his sight as the corner nears. [Listen 23]
Randall Tuesday April 17th, 2007 7:23:06 PM
The wizard bows at the party members' praises.
" Thanks you my new friends... "
:: Randall steps off the wall's edge as he begins to levitate himself down to the sub floor. ::
"No, I have no magic tricks to help the others. Unfortunately, they'll have to climb the walls on their own. As you have guessed, the first floor is an illusion. The real floor is roughly 20 feet lower. "
:: Once down, Randall takes a quick look around for loot before walking to the oposit side of the room and then levitating himself up to join the others. ::
Up and Out (DM/Al) d20+3=7 d20+3=4 3d6(5+6+4)=15 d20+3=13 d20+3=7 d20+5=18 d20+5=16 Tuesday April 17th, 2007 9:48:50 PM
The group pulls themselves together and gets ready to move through the Passageway on the Eastern side of the room.
Vinder returns to Visibility and helps to anchor the rope.
Durgan scampers quickly up (Quickly for a dwarf.) and passes into the depths of the Passageway.
His brother takes the rope in hand and begins his descent. Twenty feet down the rope, Kazak loses his grip and falls. (Climb Checks 7, 4 /Nat 1 and Fall) The armored dwarf falls 30 feet with a crash that comes loud to Peerimus' ears seventy feet away within the Passageway. The flying ball of steel and dwarf strikes the floor, narrowly missing Trace the Elfish Ranger. (Kazak, Take 15hp Damage.)
(As a general rule of thumb, guys, If there is the possibility of something bad happening in the act of performing a Skill, you cannot Take 10. I trust that you will know when these times are and make the appropriate rolls. If you do not, I will roll for you and you will be stuck with my luck.)
Peerimus turns to the Passageway and commands his shield to float before him. Then he moves ahead toward the intersection. (Apologies, the distance to the corner in my last post is incorrect. It is actually 40ft from the opening into the Walled Room. I have placed Peerimus at the corner of the intersection.)
Listening, Peerimus hears no more than the echo of Kazak's crash. In the light of his ball of Flame, the druid stares down the Passageway. Straight ahead, in the dim gloom at the furthest edge of his light, Peerimus makes out what just might be another right hand turn in the Passage. Also, peering around the corner, at 25 feet and dim, just beyond the spill of his light, Peerimus makes out a door. In the dim light it is not possible for his eyes to make out any details, but it is decidedly a door.
Randall Levitates down from above, lighting gently in the ooze covered pit. The wizard takes a quick glance about the room, searching for valuables. He sees only goo.
There are no more incidents, and soon the most of the group is up and in the Passageway behind Peerimus. Only Quinn floats outside surrounded by the light on the end of his rod. Beside him is Fluffykins.
=== OOC ===
For the sake of Active Spells the Round Timer will continue. Rounds will be
The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.
The two torches are on the floor in the Western Section of the room. The Sunrod is no the floor where you left it. Trace's rope is still tied to the Piton at the top of the Wall and Kazak's rope is still lying on top of the wall ignored from the very start. Vinder, don't forget your Rope of Climbing.
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Injuries, Problems, and Active Spells ====== Savin: 100/115, Peerimus 91/91, Yorrick 117/117, Trace 67/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light End of Rod 152.6, Fly 38.7), Durgan 171/182, Vinder 102/102, Kazak 143/158, Randall 63/63 (Levitate 45.5) 1st lvl: 10% 2nd lvl: 15% 3rd lvl: 20% 4th lvl: 30% 5th lvl: 40% 6th lvl: 50% 7th lvl: 70% 8th lvl: 90% 9th lvl: 100% (Must roll 100 to cast.)
Trace 3d8(4+3+3)+5=15 Tuesday April 17th, 2007 10:37:32 PM
I can heal, who needs it? Trace then turns the wand on himself for 15hps healing. Then heals any others before stowing the wand and getting his bow ready. "My armor is ruined, I will move to the back of the group and cover with my bow now. Is there anyway someone can restore my armor?
arrow total (176/178) (118/120 in two efficant quivers)
Trace 82/86 AC 24 /Touch 16/Flat footed 19 Spell List
Quinn AC 25 Hp 100/100 Tuesday April 17th, 2007 10:52:54 PM
Quinn sees that everyone is in the corridor "Ok people lets spread out a bit. Everyone looks ripe for a mass spell attack. make some room for me to come join all of you brothers."
Quinn will wait less than patiantly for everyone to make room for him, but will pass the time by humming "We're off to kill the vampire."
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Savin 100/115 ac 29 Wednesday April 18th, 2007 9:44:28 AM
Savin will anchor the rope as the rest of his companions both new and old climb up to the new passageway.
Upon hearing Trace's offer, Savin will accept saying. "I am not badly injured but think I should be at full strength when we met the challenges ahead.
Savin turns to Vander and says, "Normally I do the scouting ahead but you seem to be suited to it as well. I am a monk, skilled in the arts of hand to hand combat and swift movement. I am good a springing traps and escaping unharmed but not at finding them. Do you have this skill? The other new members are easy to read. The dwarves are warriors, Randall is a wizard, but you are tougher to read. Knowing your skills will allow Peerimus our leader to account for them and keep us all alive."
Vinder the Hilt Wednesday April 18th, 2007 1:24:17 PM
"Glad to be in one piece," he replies to Peerimus.
He continues to hold the rope until the last person is up.
When Savin asks him about the possibility of scouting ahead, Vinder nods. "Yeah, I've done stuff like that before. No problem."
Kazak Stonewall Ac 27/32 Hp 143/158 Wednesday April 18th, 2007 1:47:14 PM
Dusting off his 1/2 plate armor the dwarf follows after the others ......with a grin " me brother taught me that climbing technique "
Taking his marching order position Kazak unslings his shield and loosens his sword slightly in it's sheath readying it for quick action
" i hate leaving good equipment behind but it might safer at the moment so we don't get ambushed for it"
Kazak keeps alert....his eyes flicker back and forth between the corridor ahead and his new companions.....gauging their ability's to see how to best fit their combined skills together when danger appears
Peerimus Wednesday April 18th, 2007 2:48:39 PM
Peerimus supresses the urge to correct Quinn, No point in upsetting him. and overhearing Savin and Vinder he gives a quick call back to the man. "Vinder, if you could come up here. Passage and door that could use a good eye. Father knows everything else has been trapped."
As Vinder presumably comes forward, Peerimus scans the rest "An adjustment seems to be in order. Kazak, if you and your fleet footed brother could move up to be in the front, Savin next, then Quinn, Randall and Trace."
Peerimus rubs his chin and then nods, "Best to lay it out." he says quietly to himself. Then louder, "This is how we are going to work this. Trace is going to provide support for Savin. You and your bow my friend have his back. Savin you will remain our mobile unit of chaos and disruption. Randall and I will support our dwarven bretheren with Quinn. I can handle in combat healing pretty well. Vinder, you will be our opportunist. Step in, strike and step out."
Peerimus nods towards each of them as he speaks of how the group will mesh in combat. "All right then, lets get moving again."
Peerimus will step about 10' towards the door as Vinder moves down the hall so that his light provides enough for Vinder to see clearly.
Durgan Wednesday April 18th, 2007 4:07:10 PM
Durgan nods his head as Peerimus speaks. "A fine plan. Tactics are always preferred to rushing blindly forward. The enemy surely knows we are here. No need to stumble through traps needlessly. It is agreed then? Brother come on up here with me." Durgan readies his axe and shield and then follows Vinder down the hall, giving him about 20 feet of space within which to work. "Hey Vinder, do ye need more light up there? I can see pretty well but maybe you need a bit more? And, uh watch out fer more pits."
"Kazak I thought ye were climbin' slow and careful? Somebody had a wand back there if ye need it."
"Hey elf, I would be willing to make up for my mistake earlier by takin a look at yer armor. But you will have to wait until we are out of this...place and can get to a proper forge." Durgan begins humming a dwarfish work-song, remembering his time at the forge.
Randall Wednesday April 18th, 2007 8:08:17 PM
" Fluffykins can help with the scouting. Her blind sense can detect creatures up to 60's by non visual means. And her telepathy can let us know what's going. Vinder, if your okay with this I'll ask Fluff to join you.
{Quietly this time Fluff. }
Places (DM/Al) Wednesday April 18th, 2007 9:21:45 PM
Trace heals himself and offers more to others. He also asks if there might be a way to restore his armor. Doesn't look like there is. Not in this place, at least.
Savin takes Trace up on his offer as Peerimus redirects each person in the group to a new position. At Randall's request, Fluffykins flies to a place between Peerimus and Vinder.
Vinder coils his magic rope and puts it away before taking point. The druid who calls himself Peerimus has chosen the passageway to the right, and it looks as though the man expects him to look for traps. The door before Vinder looks to be made from a solid slab of smooth nearly featureless stone. On the left hand side of the door there is a place worn smooth. From all appearances, this is a place to push, and the door should open. At least that is as much as can be gathered on a casual inspection in the flickering light of the druid's ball of flame.
Durgan and Kazak, meanwhile, back in the main passageway, can see much further down than the humans and the single elf that they have fallen into company with. Both their Darkvision and their innate knowledge of stonework tell them that the Main Passageway decidedly ends and turns right some 30 to 35 feet further along. What's more, despite the bad angle from which they view the works, I'm sure that both of the dwarven brothers would both independently conclude that the right hand turn further up a ways descended down a flight of stairs.
=== OOC ===
I used Peerimus' order to place you on the map. Make sure that's where you want to be.
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Injuries, Problems, and Active Spells ====== Savin: 100/115, Peerimus 91/91 (Produce Flame 44.7 or 5/5), Yorrick 117/117, Trace 82/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light End of Rod 152.6, Fly 38.7), Durgan 171/182, Vinder 102/102, Kazak 143/158, Randall 63/63 (Levitate 45.5) 1st lvl: 10% 2nd lvl: 15% 3rd lvl: 20% 4th lvl: 30% 5th lvl: 40% 6th lvl: 50% 7th lvl: 70% 8th lvl: 90% 9th lvl: 100% (Must roll 100 to cast.)
Trace 3d8(2+4+5)+5=16 Wednesday April 18th, 2007 10:25:29 PM
Trace moves in behind Savin and heals him (16hps) and then readies his bow for the march.
arrow total (176/178) (118/120 in two efficant quivers)
Trace 82/86 AC 24 /Touch 16/Flat footed 19 Spell List
Quinn AC 25 Hp 100/100 Wednesday April 18th, 2007 11:39:22 PM
Quinn continues to float down the passageway a few feet off the ground. Quinn uses the extra height to look down the corridor the group is not taking. "I suggest we leave a guard 5 or 10 feet down the path we are not taking so that our flank or rear is not attacked."
Quinn seems very pleased to be hunting vampires again and with a stronger group and maybe just maybe dear old dad. Quinn can not wipe the grin off of his face, Gargul has provided the tools and opportunity.
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Savin Thursday April 19th, 2007 3:44:39 PM
Since Savin has lost his quarterstaff, he puts a potion of enlarge person in his glove of storing, getting ready to buff up when the time comes. He isn't used to being in the middle of the pack and feels almost clausterphopic at being stuck here. Can't these people walk faster? He almost feels that he is crawling on his hands and knees, not walking.
Upon hearing the battleplan, he will give a thumbs up to Peerimus but otherwise stays quiet.
Kazak Ac 27/32 Hp 148/158 Thursday April 19th, 2007 4:02:26 PM
Nodding at Peerimus's instructions and then moves forward "fleet footed ...hehe....good to see you have a sense a humour down here in this place " grins the dwarf
With shield in place Kazak now quietly draws his sword from it's sheath on his back ....his dwarven eyes peer forward into the darkness alert for signs of danger .
"Durgan i'll take right side you take left....and remember we fight togther" whispers Kazak to his brother
Peerimus Thursday April 19th, 2007 5:09:24 PM
Peerimus shoots a wink at Kazak then points to Trace and the intersection and then turns his full attention to Vinder the door and what will be a rush of steel by the dwarves. Quietly to the pair, "Give Vinder a full chance to check the area. Durgan you open and enter with Kazak right behind you. But don't go in more than 5'."
Vinder d20+19=25 d20+19=20 Thursday April 19th, 2007 6:29:53 PM
"All right, everyone, including the little dragon, stay at least ten feet behind me, preferably twenty. If I do trip something, better it to be just myself that handles the consequences."
He turns to face the door. "Going invisible, now," he says before blinking out of sight, again.
Vinder concentrates on the area immediately in front of him. (Search 25) Should he find any traps, he warns the others to stand back before attempting to disarm them. (Disable Device 22, forgot to add +2 for masterwork tools)
Randall Thursday April 19th, 2007 7:57:33 PM
" Invisibility? Well two can play at that game.... "
:: Randall activates his ring and quickly fades from sight. A ghostly voice is hear from where Randall was a few seconds ago. ::
" I'll take the rear [S2] and watch for attacks. Anything coming our way will find a wall of flame to cross. I'll make sur that it's not pleasant for them. I suggest we stop talking. Fluffykins can relay our thoughts to each other. Fluff... keep everyone connected. "
=============== Effects - Invisible - Levitate
Durgan Thursday April 19th, 2007 8:20:18 PM
"A dwarf is always ready" says Durgan. "That's something grandpa used to say. Just make sure yer invisible self is out of the way if you hear clanking armor charging down the hall."
"Hey Randall...there be stairs at the other end o' that hall or me dwarf eyes ain't what they used ta be. Be on yer guard."
Durgan waits twenty feet down the hall behind Vinder with weapons ready and Kazak right behind him.
The Door (DM/Al) Thursday April 19th, 2007 8:48:36 PM
Vinder activates his ring and disappears. There is nothing but the shuffle of his feet as he approaches the door. He begins an investigation.
While that takes place, Trace moves up behind Savin, pushing Quinn and Randall back a bit. Within these tight confines, there is no other way. Quinn warns of possible attack from behind. Randall activates a ring just like Vinder's, and he too disappears. His disembodied voice moves past the rest of the group to the other side of the passageway.
Despite Vinder's warning, no one moves back. Where would they go?
Vinder searches the door. (Search a 5ft cube, Full Round Action.) Vinder finds no traps. Several details, however, do come to his eye. First is the incredibly fine workmanship of the stone. The join between the door and the wall is the finest of seams. The second thing is more a deduction, than an observation. Upon the door there is no trace of hinge nor handle nor latch. If the smooth spot on the left side of the door is meant to be pushed, then it is likely that the door has some automatic method of closing itself.
So it stands. The solid stone door. All that needs to be done is to push.
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Injuries, Problems, and Active Spells ====== Savin: 115/115, Peerimus 91/91 (Produce Flame 44.7 or 5/5), Yorrick 117/117, Trace 82/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light End of Rod 152.6, Fly 38.7), Durgan 171/182, Vinder (Invisibility 38.9) 102/102, Kazak 143/158, Randall 63/63 (Levitate 45.5, Invisibility 45.9) 1st lvl: 10% 2nd lvl: 15% 3rd lvl: 20% 4th lvl: 30% 5th lvl: 40% 6th lvl: 50% 7th lvl: 70% 8th lvl: 90% 9th lvl: 100% (Must roll 100 to cast.)
DM/Al - A Request Thursday April 19th, 2007 8:57:08 PM
One note on communication via the Fluffykins Phone.
Fluffykins can communicate with each of you telepathically. But you cannot communicate directly with each other. In essence, Fluffykins must relay each message you send to each other. That can be as overwhelming as relaying six to eight voice messages at the same time.
Randall and I have agreed that in order to simulate this, he will do the work. He must put all relayed messages in his post. If you all speak through Fluffykins, then he has to post them all.
So I would request that you all follow this convention. If Randall's player does not post a message relayed through Fluffykins, you did not hear it. If he does not indicate who the message is For, then you do not automatically know who a message is intended for. If he does not indicate who it is From, then you do not automatically know who a message is from.
Fluff { Vinder searched the door. He found no traps. The join between the door and the wall is the finest of seams. Upon the door there is no trace of hinge nor handle nor latch. }
Randall { Relay to the others.... don't touch the door. I'll be right over to test it for magic. }
Fluffykins relays as asked to all the party members.
Randall drops the invisibility and passes by the others on his way to the door. Once there, he uses his wand of detect magic on the door.
Before he uses the wand...
{ Fluff relay... if there is magic on the door, I can cast a Passwall spell to get us through without having to open it. }
Fluffykins relays the message to all the party members.
Fluff { Vinder searched the door. He found no traps. The join between the door and the wall is the finest of seams. Upon the door there is no trace of hinge nor handle nor latch. }
Randall { Relay to the others.... don't touch the door. I'll be right over to test it for magic. }
Fluffykins relays as asked to all the party members.
[To all party members] { Randall says "don't touch the door. I'll be right over to test it for magic." }
Randall drops the invisibility and passes by the others on his way to the door. Once there, he uses his wand of detect magic on the door.
Before he uses the wand...
Randall { Fluff relay... if there is magic on the door, I can cast a Passwall spell to get us through without having to open it. }
Fluffykins [To all party members] { Randall says " if there is magic on the door, I can cast a Passwall spell to get us through without having to open it " }
Vinder Thursday April 19th, 2007 9:34:19 PM
Speaking aloud, "Durgan or Kazak, could either of you come take a peak at this door. It's made of stone, and I've heard Dwarves have an eye for that sort of thing."
Vinder becomes visible and moves aside to let one of the dwarves up to look at the door.
Trace Thursday April 19th, 2007 11:18:09 PM
Trace continues to stand in behind Savin, "Man I feel worried about not having any armor. Just give me time to cast barkskin on myself before you can run in. Unless it can not be helped of course." Trace tries to keep his conversation quite.
arrow total (176/178) (118/120 in two efficant quivers)
Trace 82/86 AC 24 /Touch 16/Flat footed 19 Spell List
Peerimus Friday April 20th, 2007 1:05:28 PM
Peerimus listens as Vinder gives the quick on the door. "No traps then, Randall really not necessary." He taps Durgan on the Shoulder, "Gentlemen, if you would be so kind." over his shoulder, "Trace you have our backs until we are in."
Peerimus gets ready to follow the dwarven brothers in.
Randall Friday April 20th, 2007 3:26:11 PM
"No traps then, Randall really not necessary."
Randall
:: The mage draws out his wand of magic detection. ::
" May not be necessary but I would prefer to give it a try anyway. This door makes me feel uneasy. Let me check it and then if you want to push your way through give me a moment for me and Fluff to get on the other side of the coridoor. "
Durgan d20+9=19 Friday April 20th, 2007 5:31:00 PM
Durgan puts his weapon away and squeezes down the corridor to the door. "Leave it to a dwarf to open a door" he mutters under his breath. Well, let's see what we have here. Durgan looks over the door area and looks for anything unusual. (Search check 19 -stonecunning)
If unable to fit down the passage to get to the door he grumbles loudly until enough people back down one of the other halls so he can get through.
Quinn AC 25 Hp 100/100 d20+10=14 Friday April 20th, 2007 6:07:12 PM
Quinn nods his head when Randell suggests checking the door for magic. "The undead around here are real tricky as they have set lots of magical traps. Good thinking Randell."
Quinn finds his spot in line but has a look down the corridor on the groups unguarded flank.
Spot 14
QUinn mumbles to himself "If only we had someone iwth dark vision to keep watch."
Quinn slowly taps his mace into his left palm and mutters "We will see you soon Dad."
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Kazak Ac 27/32 Hp 148/158 Friday April 20th, 2007 7:26:42 PM
The 4'1" dwarf walks behind Durgan.....a half step to the right to ....keeping a sight line open......shield readied."right behind ya brother"
With a wink at Vinder when he becomes visible
Savin Friday April 20th, 2007 11:02:54 PM
"If you guys are so afraid, I will open the door. I know caution is called for but don't let fear paralize you. Let me know if you need me to open it."
Caution and Courage (DM/Al) Saturday April 21st, 2007 11:13:11 AM
Not quite satisfied with his search, Vinder calls for the opinion of a dwarf, famous for their eye for Stone. The rogue moves back and the dwarves push forward. Each and everyone turns sideways to allow passage within the narrow Passageway.
Randall uses the opportunity to position himself at the center of the T intersection. Drawing a wand, he casts a divination cantrip. The way before him lights up! Magic!
As Randall concentrates on his spell Peerimus gives the rear guard assignment to Trace, but it is Quinn who attempts to pierce the darkness for a glimpse of what he can only imagine might be approaching. Sadly, his human eyes have not the ability to even see as far as the stairs that the dwarves say lie further down the Main Passageway.
As Randall concentrates, the Magic Auras within the Passageway begin to sort and form. So many auras! There are more auras here than are worth counting, and the strongest appears to be Overwhelming.
Durgan spends a quiet moment studying the door. Though works of stone are more his brother's line, Durgan cannot help but be impressed. This is fine craftsmanship. He finds nothing out of sorts with the door, nothing in the way of hidden traps or catches. But, he comes to much the same conclusion as Vinder did. If someone had bothered to craft stone as fine and seamless as this, to leave out a handle of some sort would be highly remiss. The door must close itself upon some automatic method.
Finally, the locations of all the Magic Auras reveal their locations to Randall. The mage discovers that there is no magic upon the door, none on the walls, nor on the floor or ceiling. All of the bright and powerful magic that he sees comes from the possessions of his companions. To the treasure hunting wizard this is a significant revelation. Such items that they possess are at least as powerful as the ones he himself owns. The Overwhelming aura comes from the one named Peerimus. It shines right through the material of his magic haversack. That's impressive. Very impressive, indeed. And interesting.
Finally, Savin issues a challenge. Such a word to provoke. Savin uses the "F" word, calling into question his companions' courage.
(Make sure to look at the map. Ensure that these are the positions that you wish to be in.)
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Injuries, Problems, and Active Spells ====== Savin: 115/115, Peerimus 91/91 (Produce Flame 44.7 or 5/5), Trace 82/86 (Dark Vision 209.4), Quinn 100/100 (Light End of Rod 152.6, Fly 38.7), Durgan 171/182, Vinder 102/102, Kazak 143/158, Randall 63/63 (Levitate 45.5), Fluffykins 31/31, Yorrick 117/117, Shadow 44/44 1st lvl: 10% 2nd lvl: 15% 3rd lvl: 20% 4th lvl: 30% 5th lvl: 40% 6th lvl: 50% 7th lvl: 70% 8th lvl: 90% 9th lvl: 100% (Must roll 100 to cast.)
Quinn AC 25 Hp 100/100 Saturday April 21st, 2007 12:07:13 PM
Quinn has the light spell still on his metamagic rod and waits until for his turn at the "T" in the corridor so that he can take a look at what is on the flank of this train.
Quinn calls out "Anything interesting up front? Any vampires?"
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Vinder Saturday April 21st, 2007 8:41:48 PM
After Durgan confirms what Vinder had discovered, he relays the following to the rest of the party, "It looks like this door is set to close on it's own when someone goes through it. No telling if there's a trap in the next room, but the way you all talk about this place, I expect there is."
"If you want to go this way, I'd suggest finding something to keep the door open behind us so we're not trapped in there. Otherwise, we can see where the other passage leads, first."
Peerimus Sunday April 22nd, 2007 9:55:33 AM
Peerimus looks at the door for a moment longer. "Self closing," he muses quietly to himself. "Not a design to keep individuls out, but to keep things in. Also possibly to catch would be robbers so the mistress can have the pleasure of dealing with them herself. Of course, there could be a pressure plate on the other side that opens the door as well."
The druid glances at the dwarven brothers, They had mentions after the bend in the other passage stairs. and then he decides.
"We leave this door alone, back to the passage and the stairs spotted by Kazak and Durgan. Vinder you have point. Durgan and Kazak give him 15'. I will follow, then Quinn Savin Randall and trace you have our rear guard."
"We explore the stairs and where they might go. There is no need currently to possibly use our limited resources on entering and then escaping a possible trap."
Peerimus gets everyone back to the other passage and heading towards the stairs.
Randall Sunday April 22nd, 2007 1:33:29 PM
" No magic here... I can either use the Passage spell now to get us in or save it in case we need to get out again. Of course, If I use it now to get in, it'll be there to let us out... anyway... I agree with what Peerimus suggests. "
Durgan Sunday April 22nd, 2007 2:46:14 PM
"Good tactics. I like the way you think, very dwarfish. After you Vinder." Durgan moves back to the intersection, then waits for Vinder to pass and follows 15 feet behind on the way to the stairs.
Savin Sunday April 22nd, 2007 9:42:23 PM
Savin doesn't like being in the middle of the pack but puts on his stoic face and waits it out. When Vindar starts checking the door for traps in a professional way, Savin breaths a sigh of relief. Though spring traps was exhilerating, he knew it would eventually catch up to him.
Kazak Sunday April 22nd, 2007 11:15:12 PM
"Stairs ?.....well sure beats climbing " grins the dwarf
With a nod at Peerimus's directions Kazak then makes his way after and behind Durgan always keeping a half step behind and to the right to keep his line of vision clear " i've got ya right brother "
Vinder the Hilt d20+19=21 Monday April 23rd, 2007 11:12:29 AM
Vinder squeezes past his new allies and turns right at the intersection. He moves forward a bit before going invisible again.
He moves slowly forward, searching the walls, floor and ceiling for traps. (Search 21)
DM/Al - OoC Monday April 23rd, 2007 11:52:06 AM
Please note that Vinder carries no Light. Anyone want to help out his poor human eyes?
Peerimus Monday April 23rd, 2007 4:49:05 PM
Peerimus retrieves his Everburning torch from Savin and passes it up to Vinder. "You might need this."
Randall sup.... Monday April 23rd, 2007 6:04:30 PM
:: Randall fades from view again. A ghostly voice sounds out ::
" I'm here. Just turned the invisibility back on. "
Trace Monday April 23rd, 2007 8:27:07 PM
Trace tells the others, when you need sight let me know, I still have my darkvision right now.
Trace Monday April 23rd, 2007 8:27:27 PM
arrow total (176/178) (118/120 in two efficant quivers)
Trace 82/86 AC 24 /Touch 16/Flat footed 19 Spell List
About Faces (DM/Al) Monday April 23rd, 2007 8:51:43 PM
Quinn is on the lookout for a rear ambush. Those crafty undead. Crafty, crafty undead. As his mother had been. As his father surely must be.
Vinder suggests designating a person to hold the door open, lest it close and cut them off.
Then, there is a change of plans. Under Peerimus' orders, the group re-aligns to investigate the stairway further on.
As he moves to take his place, Randall suggests the use of a spell called Passwall. Then, like the fall of dominos, some of the bits dropped this powerful group that he has fallen in with begin to form into a much clearer and rational picture. Treasure trove. Teleport will not work ... (Anybody, INT check vs DC10 for this realization: Highlight to display spoiler: {If this is a place where the ruler of this land keeps highly prized treasures, it would be foolish of her to the walls to be penetrated so easily. As you've found out already, teleportation does not function here. So, what are the chances that a thing such as Passwall might succeed?})
Vinder becomes invisible again. And when Peerimus offers him the Everburning Torch, it is taken by an invisible hand, floating through the air marking the rogue's movements.
Randall too becomes invisible, and the line proceeds, moving away from the door at the end of the right-hand passage, and down to the stairs at the far corner.
Searching for hidden traps, Vinder makes his way down the stairs. It is a slow process. Durgan, and then Kazak follow fifteen feet behind. Five, ten, fifteen ... 45 feet the stairs descend.
Then the floating torch stops. Thirty feet further ahead, at the edge of circle of light, Vinder makes out the landing, the end of the stairs. At the landing, the Passageway makes a turn to the West. And huddled at the bottom is a small crumpled figure. With the light of the Everburning torch to reveal it, the figure is visible to all. Even Trace at the top of the stairs can see it. Swathed in robes, it appears to be another goblin.
No. Not a goblin. It's a gnome. A closer look reveals to Peerimus, Savin and Trace, that it is Firn'gaer.
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Injuries, Problems, and Active Spells ====== Savin: 115/115, Peerimus 91/91 (Produce Flame 44.7 or 5/5), Trace 82/86 (Dark Vision 209.4), Quinn 100/100 (Light End of Rod 152.6, Fly 38.7), Durgan 171/182, Vinder 102/102, Kazak 143/158, Randall 63/63 (Levitate 45.5), Fluffykins 31/31, Yorrick 117/117, Shadow 44/44 1st lvl: 10% 2nd lvl: 15% 3rd lvl: 20% 4th lvl: 30% 5th lvl: 40% 6th lvl: 50% 7th lvl: 70% 8th lvl: 90% 9th lvl: 100% (Must roll 100 to cast.)
Quinn AC 25 Hp 100/100 Monday April 23rd, 2007 11:08:08 PM
Quinn calls back to Trace "Beware of the rear brother and the tricky undead as you have no armor."
When word is passed along that the Children of Chaos's old wizard is discovered at the bottom of the stair "Bother Savin you old friend is discovered" Quinn passes the information back and offers to let the monk pass to check on him "Lets go to him and see if he needs assistance. He must to be alone in this place, unless Gargul provides again."
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Posting Report For: Monday April 23rd, 2007 11:24:34 PM
Game #4 Children of Chaos For the week of April 16th 2007
The magic quill was barely moving now. The group had climbed out of the pit and proceeded to that most dreaded of any adventurer's fears: a hallway with two ways to go. "I can't believe it. If only a lightning bolt would blast down the hall! Now that would be exciting, the imp muttered. The imp once again lamented his current assignment. "This reminds me of pulling legs off a spider or wings off a pixie. Sure it's fun for awhile, but it does get boring eventually". "Yay", the imp mumbled. "They are finally moving again. And what's this? A new player?" The imp leaned forward to get a better look at the newcomer, and the magic quill and journal seemed ready to pick up the pace once again. Their magic effortlessly recording everything which transpires with the Children of Chaos.
Durgan Monday April 23rd, 2007 11:30:33 PM
"Durned invisibility magic", Durgan muttered. "How are we supposed to follow a certain distance behind if we can't see you? Just keep holdin that torch. If you drop it and get knocked out we'll never find ye." Looking around Durgan notices the wizard is invisible again as well and mutters a dwarven curse under his breath.
"Careful brother, there is someone at the bottom of the stairs, but it seems someone knows him."
Kazak Ac 27/32 Hp's 143/158 Tuesday April 24th, 2007 12:42:21 AM
"aye brother "
Kazak follows Durgan slightly to his right to keep a clear line of sight .....looking down at the floor the 4'1" dwarf searches the floor for signs of dust....possibly marking the path of the unseen friends
ooc: how wide is the corridor ?? height ?
Vinder the Hilt d20+3=17 d20+12=15 Tuesday April 24th, 2007 12:45:10 PM
(Intelligence check 17)
"Stop!" Vinder says to those behind him. "Just a minute. Let me check him to make sure he is what he seems first. Could be a trap."
Vinder pulls out his rope of climbing and sends the rope snaking forward along the floor before trailing over the crumpled form of the gnome. (Will save 15 in case of illusion)
If he senses nothing suspect, he'll give the go ahead for the healers to come forward.
DM/Al - Game Addendum Tuesday April 24th, 2007 1:27:53 PM
The rope snakes across the floor and quests up the body at the bottom of the stairs like a blind worm. From all appearances, both the floor as well as the small form below are solid.
Savin ac 29 hps 115/115 d20+12=29 d20+5=13 d20+2=11 Tuesday April 24th, 2007 3:38:32 PM
ooc Did Trace ever cure Savin? Know we talked about it but not sure if it happened.
Intelligence check of 11. "Isn't passwall like a teleport or dimension door. I don't think it will work here."
Savin will see his friend on the floor and try to squeeze past the people in front of him to get to his gnome friend.
Before he gets to close, he will take a close look at the downed dwarf and say, "I don't believe that is Firn'gaer. I think it is an illusion." Savin will try to actively disbelieve it. Will save 29
If he doesn't see through the illusion then Savin will move forward and check for a pulse. heal check of 13
DM/Al - Game Addendum Tuesday April 24th, 2007 3:47:33 PM
Yes, Trace healed Savin. See the "Injuries, Problems, and Active Spells" section of the OoC. Savin is at Full.
Peerimus d100=26 3d8(4+2+6)+5=17 Tuesday April 24th, 2007 4:04:01 PM
Peerimus begins moving down the stairs after the rope seems to confirmthe solid floor. Though the other traps in this place were far more obvious than this and his mind is pretty at ease as he approaches. The logic in trying to use an illusion of a party member that until 2 days ago was planning to penetrate the vault as well did not sit with him. No this was exactly as it appeared and if Quinn's leg and the rest of this realm were any sort of benchmark, his friend would be needing them.
As Peerimus moves down the stairs, "Durgan, Kazak move out past us and take a lookout position about 15' further down. Keep your attention down the hall. Trace and Quinn, you still have our backs while we are occupied." Peerimus takes out his wand of healing as he approaches Firngaer and Savin. "How is he?"
Peerimus will use the wand if any injuries are apparent [CSW %26 Heal 17]
Firn'gaer Tuesday April 24th, 2007 7:41:24 PM zzz...zzz...I couldn't...eat anymore...stew...zzz...zzz...pie...couldn't...zzz...maybe just a slice...zzz...
The well dressed gnome slumps over one arm on the cold stone. By his appearance he is plump and well fed and soon to face the harsh cold reality of his situation.
Glowing...image...zzz...no...zzz...odd?...ZZZ...ZZZ...bad...VERY BAD...ZZZ... The gnome's breath races. Light...tendrils...barrier...ZZZ...Rufus run...NO!...SURROUNDED...
Randall d20+6=21 Tuesday April 24th, 2007 8:09:43 PM
Randall flickers back in sight as he drops his invisibility.
( Int. check 21)
Randall thinks out loud... Your right Vinder. It's not likely to work.. but it wouldn't hurt to try.
{ Fluff, come back to me. }
Randall draws his wand of detect magic and uses it to check the crumpled up gnome.
Wake from the Undead (DM/Al) Tuesday April 24th, 2007 8:52:39 PM
From just below the floating torch a strand of rope plays itself out, down the stairs from an invisible source. The rope wanders over the fallen gnome at the bottom of the stairs. It appears to be real.
Savin actively attempts to disbelieve the evidence of his eyes, but it still remains. He pushes his way down the stairs past those in front of him, and as he reaches out at the bottom of the stairs, he feels a very real and solid wrist beneath his fingertips. There is a pulse. And it is beating very quickly.
Kazak looks to his feet, eying the stairs for signs of tracks or passage. All he sees are the stones, not an uncommon sight in places sealed against the outside intrusion of sand and grit. His brother mutters about invisibility magic. (The passageway is 5ft wide, as depicted on the map. In addition to that, the ceiling is 10ft high. Very tight quarters.)
"Right here," Fluffykins replies in a language that only she and Randall share. She flaps her wings a bit louder, and Randall hears her just above his shoulder. He takes out his wand again and points it down the stairs. Again, the magic before him is Overwhelming. And again, after a moment, most of the magic auras wind up coming from the people in front of him. What is different this time, is the magic that covers the gnome. Quite a lot of it, in fact. Even more interesting, though, is the fact that the gnome has at least three active spells upon him.
Peerimus positions the party to cover both ends of the stairwell as he descends to bring aide to Firn'gaer. The dwarven brothers move past and down the continuation to the Passageway. Even with their dwarf-born Darkvision, they cannot see the end. It stretches on and on off to the West. Up above, Trace, with his magic Darkvision, keeps watch on the Passageway up above. Nothing there appears out of sorts.
Firn'gaer moans and turns from side to side in the throes of nightmare visions as Peerimus and Savin kneel over him. It most definitely appears to be Firn'gaer. He appears to have no physical injuries, but even in sleep or unconsciousness, the look on his face is of worry, possibly even fear. His feet move, as though running. He cries out.
What could be happening? And more to the point, is there any way to possibly help him?
=== OOC ===
Sorry for posting early today. I have a work related dinner to go to tonight.
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Injuries, Problems, and Active Spells ====== Savin: 115/115, Peerimus 91/91 (Produce Flame 44.7 or 5/5), Trace 82/86 (Dark Vision 209.4), Quinn 100/100 (Light End of Rod 152.6, Fly 38.7), Durgan 171/182, Vinder 102/102, Kazak 143/158, Randall 63/63 (Levitate 45.5), Fluffykins 31/31, Yorrick 117/117, Shadow 44/44 1st lvl: 10% 2nd lvl: 15% 3rd lvl: 20% 4th lvl: 30% 5th lvl: 40% 6th lvl: 50% 7th lvl: 70% 8th lvl: 90% 9th lvl: 100% (Must roll 100 to cast.)
Quinn AC 25 Hp 100/100 Tuesday April 24th, 2007 9:52:48 PM
Quinn waits his turn to move down the stairs, but floats a bit higher to see better, his light spell giving him his needed light, at least to the edge of the spell.
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Randall tries to determine if anything magical could be effecting the gnome this way.
" The gnome has spells active on him. I'm trying to determine if any of them are causing his discomforts. "
{ Fluff, can you read anything from the mind of the gnomish one? }
Durgan d20+8=28 Tuesday April 24th, 2007 10:42:23 PM
Durgan moves another fifteen feet down the hall, getting his crossbow ready as he moves. "The gnome needs magical aid it appears. Let's keep watch. These corridors are cramped. Does it remind you of home Kazak? There were several living quarters areas constructed after you left. And they had just about finished constructing the new temple to Moradin. You would be proud of the craftsmanship that went into that stonework. Maybe if father forgives you, you will be allowed back in to see it."
actions: ready action to fire crossbow at any potential attackers. spot down hallway = 28(woot! a twenty)
Trace d20+16=18 d20+10=13 Tuesday April 24th, 2007 11:27:51 PM
Trace holding a sniper postion above the group keeps a wary eye out for anything around. Keeping his head on a swivel, Trace looks in all directions and then reports his findings to the little dragon.
(hide 18) (spot 13)
arrow total (176/178) (118/120 in two efficant quivers)
Trace 82/86 AC 24 /Touch 16/Flat footed 19 Spell List
Vinder the Hilt Wednesday April 25th, 2007 10:21:59 AM
Vinder blinks into visibility as he descends the rest of the stairs. He gives the fallen gnome a cursory looking over before squeezing by those gathered around him.
"You know him?" Vinder asks Peerimus. "That's strange. How do you think he got here and like this?"
Moving on, he comes up behind the two Dwarves. "See anything?" He squints his eyes as he looks over their heads but can't make anything out in the darkness.
This place makes me uncomfortable. And there's a vampire in here? I thought those were just stories. Hmm. Maybe I'm IN a story!
Vinder smiles and shakes his head. Must be thinking something amusing.
Peerimus Wednesday April 25th, 2007 2:47:58 PM
Peerimus frowns as Firn`gaer squirms about and seems to be caught within a nightmare. On one hand the druid hates to wake him. Roused from one, only to be thrust into another where simply 'waking up' is not an option. If Peerimus is one thing though, it is pragmatic and thus he reaches over to the gnomes shoulder and gives the wizard a hearty shake. "Firn`gaer! Wake up! It's I, Peerimus. It appears you have been sleep walking like none I have ever heard of before." The last comes out and a smile hits his face. Hoopefully the wizard will appreciate the joke for what it is.
Kazak Wednesday April 25th, 2007 5:14:08 PM
The 4'1" trudges after Durgan keeping alert as he goes.
"They built a new temple?.....yes indeed the craftmanship would of been of the highest quality for such an work of art"
Hearing Vinder's remark" nothing yet just stone and darkness .....but i'll let ya know if we spot anything " grins the dwarf "especially if it's dangerous "
Savin Wednesday April 25th, 2007 8:49:42 PM
Savin smiles at Peerimus's words and waits to see if the gnome wakes up. If he remains in a slumber, Savin will pull out a waterskin and spray some on the gnomes face.
If Firn'gaer wakes up with Peerimus's pushing or after the dousing of water, Savin will extend a hand and help the gnome up. "And you thought you could avoid your fate. See you can't. Looks like you are going to have a hand in taming Chaos after all."
What Dreams May Not Come (DM/Al) Wednesday April 25th, 2007 9:44:53 PM
Discipline. Quinn and Trace hold their places at the top of the stairs as Savin and Peerimus see to the figure of Firn'gaer at the bottom.
Randall wracks his brain for the symptoms of a spell that would cause such behavior in a gnome. No spell comes to mind.
"Sorry. Can't read his mind." Randall detects dejection and remorse in the voice of his tiny familiar. "Sorry. I can talk to them. And I can hear them if they talk to me with their minds. But if they don't talk, I can't hear. Sorry. Sorry, sorry, sorry."
"The Elf is speaking to me. He says that nothing is amiss at the top of the stairs."
The dwarfish brothers admire the stonework in the Nightshade Crypt, even as they keep watch up the path ahead. (Quinn, you're the only one with ranks in Knowledge Religion. Roll Knowledge Religion vs DC16 for the following: Highlight to display spoiler: {Even up the stairwell, you think you hear the dwarves talking about a Temple of Moradin. But, from what you have learned, Moradin is one of the Old Gods. In your learning, the dwarves worshipped Moradin. But, these Old Gods supposedly left the Wold during the Ascension that brought the Lord Gargul to the glory he now holds.})
Vinder becomes visible and comes down the rest of the stairs. Slipping past Savin and Peerimus, he makes inquiries about the gnome. One of the dwarves trains a crossbow down the hall, waiting ready to shoot. Vinder peers down himself, but can't see much past the twenty feet circle of the borrowed Everburning torch that he is holding. Beyond forty feet everything is pitch black.
Durgan, gets an especially good look, but he sees nothing but the empty passageway. Estimating the normal range of his Darkvision, that would mean that there is nothing up ahead for at least 60 feet, a fact of which Kazak informs the Human.
Then, Peerimus shakes the gnome on the ground. Firn'gaer's eyes snap to wakefulness and he sits bolt upright. His breathing is quick and shallow. Even when Savin extends a hand, he does not respond. A bead of cold sweat trickles down his forehead. Firn'gaer, looks up and Peerimus and Savin, and though he says nothing, recognition comes into his eyes. From the folds of Firn'gaer's robe a tiny brown nose pokes and shiny black eyes look out with fear.
All around, the dark and narrow passageway of the crypt is silent, save for the voices of the group, the interlopers who would dare invade the most heavily guarded vaults of this land of the Undead. Kazak and Durgan estimate themselves at some two or three hundred feet underground, possibly under a hill. The long straight corridor awaits ahead.
General Notes ============= Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do. Please be as specific as possible with your movements. Use the convention of North South East and West where North is to the Top part of a Map.
Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.
Trace d20+16=20 d20+10=18 Wednesday April 25th, 2007 10:39:25 PM
Trace continues to hold his spot up above and relays what he see to the dragon while holding the arrow in the knoch ready to strike.
hide 20 spot 18
arrow total (176/178) (118/120 in two efficant quivers)
Trace 82/86 AC 24 /Touch 16/Flat footed 19 Spell List
Quinn AC 25 Hp 100/100 d20=6 d20+11=18 Thursday April 26th, 2007 7:20:49 AM
ooc:Al, I am on the road and do not have my charater sheet. I do not know if Quinn makes his knowledge religion check by rolling a 6??
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Quinn holds his position and watches those below his, although he does steal a look behind him and Trace. The cleric of Gargul does not like the turn of events "This smells like and undead trap."
spot 18
Spell immunity (enervation, ray of enfeeblement, glyph of warding)
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended Greater Magic Weapon 12 hours Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding) FLy on Quinn Light on metamagic rod of extend
Rod of Extend 2/3 Pearl of power 3rd level - used
Firn'gaer Thursday April 26th, 2007 9:43:25 AM
Firn'gaer continues to squirm, this time his hands stretch out as if to hold something at bay. It seems that just before whatever it was is foiled by Peerimus' shaking of Firn'gaer.
With a loud scream the gnome wakes his is face ghost white and his hands are shaking.
"What...where, where am I?" He says. He looks up at Peerimus and in his eyes there is fear and relief.
Rufus makes no noise. Firn'gaer can feel him shaking from within his robe.
Vinder the Hilt Thursday April 26th, 2007 10:25:16 AM
Vinder turns at the gnome's shout. "Look's like he's up, now."
"So, how do you think we got here?" he whispers to the Dwarves. "I mean, I wasn't here a little bit ago. Now, poof, I'm here. It's kind of weird."
He is quiet for a few moments, seemingly contemplating his situation. "Really weird."
Peerimus Thursday April 26th, 2007 3:45:33 PM
"I wish I could step back to reveal a Glorious banquet upon the lawn behind." Peerimus lowers himself further to lock his green eyes to the wizard and to mask most everything else about them. "Firngaer, I do not know what pulled you here, only that I can guess it was unpleasant. We are in Harrowed Moon." Peerimus shifts a bit with Firn`gaer's moving eyes. "You remember, I know you do. WE travelled to Hook City together to get more information, well I'm partially horrified to tell you we succeeded and are now within the vault and that much closer to the Shroud."
Peerimus grips his shoulder, "We need you to be your lovable grumpy self and we need to be away from here. Dimensional spells seem to inoperable here and we have met a few new companions. Brother Dwarven fighters, a rogue and another wizard. But more later, we need to speed up."
Peerimus stands and thinks at Fluffy, This is Peerimus, tell everyone else that we need to pick up our pace. Time runs against us, Trace you have our rear. Everyone close up, we're spread too thin
The druid looks to Savin, "Help him up." and he moves past towards the dwarves, "Take us further in friends and keep a sharp eye out."
Durgan d20+8=15 Thursday April 26th, 2007 4:22:52 PM
Durgan looks at Vinder with a raised eyebrow. "Twas magic that brought us here. The kind of magic that dwarf parents tell their terrified little children never to mess with. And with good reason, because it leads to places like this. Some things are better left alone."
"It looks as though the gnome is coming around. Let's take a look ahead while we wait. After you Vinder, and don't worry you've got dwarven steel guardin yer back."
Durgan waits for Vinder to get a head start and then follows him down the hall. He keeps his eyes ahead and his crossbow at the ready. "Come on Kazak, danger awaits."