View Full Version : 01-20 Mushroom, Mushroom
Greebo
11th September 2009, 10:17 AM
http://www.primeaxiom.com/rpgt/scene.asp?ID=861yebcdoefe4rcmjdgxxbe6etg6sg858cb2c vghxqui9tt6sshuzlx2xikh43m4
This may look familiar to Jacoby. It should. Last time he saw it, he was dangling from the bottom of a rope.
This room, filled with all sorts of architectural debris, has a wet, musty smell. Amid the ruins are all sorts of mushrooms, mostly with brown or gray caps.
Map notes: Grey tiles are mushroom tiles.
Regarding the Lightning Crossbow - so you are giving the crossbow to Urvi, who's main job is to be in monsters faces?
Sagar
11th September 2009, 01:07 PM
Ranged to the melee guy? Sounds like a bad plan in general.
Sagar
11th September 2009, 01:08 PM
Nature check on the 'shrooms.
Raj turns to the party.
"Those are DEFINATELY oak saplings!"
/em nod knowingly.
Greebo
11th September 2009, 01:29 PM
Looking more closely you can tell there are 4 predominate types of mushrooms - brown, white, gray and red.
Except Raj, of course...
Kiir
11th September 2009, 01:58 PM
Urvi will look at see if she knows anything else about the mushrooms (Nature +10).
Greebo
11th September 2009, 01:59 PM
Pick a color
Greebo
11th September 2009, 02:00 PM
Identification of these mushrooms requires a dungeoneering check - they're subterranean mushrooms.
Asharad
11th September 2009, 02:14 PM
I want to know all about the red ones!
Greebo
11th September 2009, 02:15 PM
I want to know all about the red ones!
They're ugly.
Kiir
11th September 2009, 02:22 PM
Dungeoneering +3 for Red, Brown, White and Grey mushrooms. Yep they are mushrooms alright!
attriel
11th September 2009, 02:35 PM
Shere looks at each mushroom, trying to identify them, or at least what they're all doing in this place ... and if it's a problem
Red: 15
Brown: 6
Grey: 18
White: 14
Greebo
11th September 2009, 02:49 PM
Well the White mushrooms are "Shrieker" mushrooms. They ... well they shriek when someone gets too close.
Map updated: White "coffin" squares = white mushrooms. Tan brick = brown. Dirt (road) = red. Grey = grey.
Greebo
11th September 2009, 02:50 PM
The red mushrooms are Slumberspores. When disturbed, they release spores that can cause drowsiness or even knock you out.
The grey ones are doomspores - poisonous - disturb them at your peril.
The brown ones are ugly.
attriel
11th September 2009, 03:02 PM
I guess I'll search the room, taking care not to disturb the shroomage.
Perception 12 ...
Greebo
11th September 2009, 03:07 PM
This being an eyeball scan from the door?
Sagar
11th September 2009, 03:18 PM
I'll use my advanced knowledge of subterranian trees to identify the brown ones (+1 Dungeoneering)
Brown: 8.
"It's obvious. The brown ones are elms. Very very short.. and fat.. elms."
attriel
11th September 2009, 04:03 PM
Well, presuming that at this point you'd've mentioned the screaming attackers, no. I'm going to go ahead and step into the room and walk around to look, since we have to go forward eventually ...
Greebo
11th September 2009, 04:17 PM
Please describe your path of travel through the room.
attriel
11th September 2009, 04:25 PM
Oi. Suddenly I'm rethinking this plan, but we have to check the room for the last victim, and any further dangers to the town ...
Shere enters the room at H13, walks to D13, continues up D to D4.
From D4, across to H4. H4 to I3, I3 to N3, N3 to N11, N11 across I11, back to I13 and the door.
I will stop and retrace my steps if one of the mushrooms "triggers" by passing next to it, hoping that they only trigger on contact. I will move slowly and cautiously, and I will look for bodies, piles, and the like.
I'll throw up a few more perceptions, in case you want them
http://www.primeaxiom.com/rpgt/scene.asp?ID=861yebcdoefe4rcmjdgxxbe6etg6sg858cb2c vghxqui9tt6sshuzlx2xikh43m4
14
19
16
7
7
24
10
15
25
18
Greebo
11th September 2009, 04:34 PM
Well you don't really notice anything, because even with the sunrod, there's so much rubble in this room that you can't get a good view everywhere without moving around, so the plan is sound.
But as soon as you step next to the white mushrooms at E6 (you: D7), the shrieking mushrooms begin shrieking. When they do, two extremely large reptilian creatures emerge from rubble on the east side of the room, snarling with rage.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Big lizard 10????-?17Big lizard 211????Mark: Urvi?0Urvi31/420112/130Exposed - Filth FeverForm of Restless Panther0Tor Shere33/34008/90-0Jacoby Intar25/30027/82-Song of Courage0Rajkelleran Stormclaw24/2802-16/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; SHIELD 5 Dmg to attackerLightning Breath0Duma25/25017/70-
Initiative please.
Kiir
11th September 2009, 04:35 PM
init +2
attriel
11th September 2009, 08:15 PM
WOULD YOU SHUUUUT UP! You're like rats with spores!!!
Initiative: 18
Quervo
12th September 2009, 10:35 AM
Init +2
INI 19
Sagar
13th September 2009, 01:16 AM
Init +1
11 Initiative
Asharad
13th September 2009, 10:31 AM
Would it help if I told them I think mushrooms are delicious?
Greebo
15th September 2009, 10:44 AM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Jacoby Intar25/30027/82-Song of Courage18Tor Shere33/34008/90-17Big lizard 10????-?17Big lizard 211????-?17Duma25/25017/70-13Urvi31/420112/130Exposed - Filth FeverForm of Restless Panther11Rajkelleran Stormclaw24/2802-16/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; Lightning Breath
Jacoby and Shere
attriel
15th September 2009, 12:36 PM
Do the shrooms block LoS? Provide cover?
Greebo
15th September 2009, 12:37 PM
Based on what you know so far, no and no. They're mushroom sized.
attriel
15th September 2009, 12:38 PM
Shere calls on Sehanine to bring madness to the beasts (Standard: Shared Madness: +6 vs Will, 1d10+5 Psychic Damage, equal damage to second in sight)
If 15 Will hits, they both take 10 Psychic Damage.
Greebo
15th September 2009, 12:55 PM
Corrected Grid:
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Jacoby Intar25/30027/82-Song of Courage18Tor Shere33/34008/90-17Big lizard 10????-?17Big lizard 211????-?17Duma25/25017/70-13Urvi41/420110/130Exposed - Filth FeverForm of Restless Panther11Rajkelleran Stormclaw28/2802-15/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; Lightning Breath
Must not have saved it after last surges.
Quervo
15th September 2009, 10:00 PM
Jacoby will move to J14
as a minor action Jacoby will start the song of courage
close burst 5, all allys gain +1 power bonus while in zone,
Standard action, cutting words vs big lizard 2
19 vs Will, 12 dmg, pull 2 to L10 (using top left on critter, dragging him through the grey mushroom)
Greebo
16th September 2009, 10:06 AM
Quervo: J14 is a wall. I need a valid location so I know who's affected - cannot really proceed until this is resolved.
attriel
16th September 2009, 11:04 AM
In the interests of progress, he meant J13
http://www.primeaxiom.com/rpgt/scene.asp?ID=861yebcdoefe4rcmjdgxxbe6etg6sg858cb2c vghxqui9tt6sshuzlx2xikh43m4
Greebo
16th September 2009, 11:06 AM
Are you sure? Because I figured he'd want to be in a position where he could include you in the burst as well.
attriel
16th September 2009, 11:10 AM
[-]He'd have to move to the 12-series to catch me, ...
Actually, he moved over two, whereas up two would work for what you say. You may be right.
He meant H12[/-]
Quervo
16th September 2009, 11:27 AM
well i ment next to Urvi in the doorway, unless it isnt a double door... but i guess where i am at is fine...
DONE LEAVE ME HERE ALONE... those critters like me... thought i tasted like a ham bone
Greebo
16th September 2009, 11:42 AM
I thought he might have meant that. ;)
Jacoby steps into the room, and adjacent to a patch of red mushrooms (H12) which do not react. He then starts to sing an enchanting song, but falters, when the magic fails to come. He then realizes, he's already used this magic today - earlier, when fighting the Lords of Rivenroar.
Undeterred, he lashes out at one of the big lizardy things (Feel free to do nature checks, btw) with cutting words, which affect the beast (12 dmg), making it move heedlessly towards him (shift 2 -> L10) through a field of doomspores, which release their toxic seed into the drakes face. (17 vs. Fort) The seeds poison the drake (3 dmg; 5 ongoing, SE).
Shere then casts shared madness at the drakes, piercing their will (15 vs), and they both roar in pain (10 dmg)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Jacoby Intar25/30027/82-Song of Courage18Tor Shere33/34008/90-17Big lizard 110????-?17Big lizard 225????5 poison ongoing (SE)?17Duma25/25017/70-13Urvi41/420110/130Exposed - Filth FeverForm of Restless Panther11Rajkelleran Stormclaw28/2802-15/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; Lightning Breath
Lizard 1 waits until lizard 2 moves.
Lizard 2, restored somewhat to its, senses carefully around the spores, advancing on Jacoby, corner cutting through the tight spaces, closing the gap, turning his advance into a charge. (Liz 2 -> I11), which allows him to strike out with both claws at Jacoby (at-will; standard - use 2 claw attacks on a charge). The claws (22 & 14 vs. AC) both hit, and (9 + 6 = 15 dmg) Jacoby is quickly and brutally bloodied.
Lizard 1 then moves south, plowing across the brown spores in O6, which release a concealing puff of spores, which it ignores. The lizard advances down towards where his ally used to be.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Jacoby Intar10/30027/82Bloodied; Song of Courage18Tor Shere33/34008/90-17Big lizard 110????-?17Big lizard 225????5 poison ongoing (SE)?17Duma25/25017/70-13Urvi41/420110/130Exposed - Filth FeverForm of Restless Panther11Rajkelleran Stormclaw28/2802-15/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; Lightning Breath
Greebo
16th September 2009, 11:43 AM
Adjusted position of Jacoby to be next to Urvi - the song doesn't matter anyway, it was already used. But since you cut the lizard, it went for you anyway.
Sagar
16th September 2009, 12:22 PM
Raj will cast Dragon breath: +6 vs Fort, d8+7 damage, push 1 diagonally NW (11G)
16 vs Fort
10 cold damage.
Greebo
16th September 2009, 12:38 PM
You mean dragon frost, right?
Sagar
16th September 2009, 01:38 PM
You mean dragon frost, right?
I do.. dragonfrost. That's what I get for posting as I am pulling stuff together for a meeting.
:*
Greebo
16th September 2009, 01:41 PM
Duma and Urvi
Asharad
16th September 2009, 01:42 PM
Thats a big lizard.
I'll use an avenging light.
hey...kerpow.
So thats 10+4+2...so 16 total.
Quervo
16th September 2009, 02:21 PM
yeah i missed the fact that the song was a daily when i looked at it.. though it was an encounter
Kiir
17th September 2009, 10:52 AM
Urvi will mark lizard 2 (free action) and then call upon the Strength of Stone as she attacks it (+7 vs AC, 1d12+4 damage, +4 temp hit points, standard action), she will also call upon the stone's endurance (+5 resistance to all damage until EONT, minor action).
27 vs AC (crit attack)
damage 16 + 3 = 19
4 temp hit points
5 resist damage till EONT
Greebo
17th September 2009, 11:07 AM
Lizard 2 realizes it forgot to take its poison damage or roll its save (I had reminded myself to do so then promptly didn't...). It takes 5 more poison damage before it recovers.
Duma sends a perfect blast of avenging light at the second lizard, searing it's flesh (crit; 16 dmg) and bloodying it.
Urvi marks lizard 2, calls upon the strength of stone, and follows up Duma's perfect shot with another of her own (crit; 19 dmg; +4thp) and closes by wrapping herself in the protective embrace of earth's own power.
Raj follows up with a good - but not quite perfect - blast of cold on the lizard. (16 vs. fort). The lizard roars in pain, and as it's pushed, it attempts to avoid the red mushrooms, and manages to fall prone instead of be pushed into the dangerous looking fungi.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Jacoby Intar10/30027/82Bloodied; Song of Courage18Tor Shere33/34008/90-17Big lizard 110????-?17Big lizard 275????Bloodied; Mark->Urvi; Prone?17Duma25/25017/70-13Urvi41/424110/130Filth Fever - Initial - Lose 1 surge; 5 DR - EONTForm of Restless Panther11Rajkelleran Stormclaw28/28015/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; Lightning Breath
Jacoby and Shere
Quervo
17th September 2009, 01:25 PM
Jacoby will use a Guiding Strike on Drake 2
17 vs AC, +2CA, +8 atk bonus
11 damage, Drake has a -2 to AC till EoNT
I will also shift back 1, and use a minor action to use bardic healing word... Surge +4, heal 11
Greebo
17th September 2009, 01:34 PM
Roll damage, Q
Greebo
17th September 2009, 01:35 PM
Actually never mind.
Jacoby attacks the drake with his sword with a terrible swing (15 vs AC) but the drake is prone (+2, 17 vs. AC) and the sword manages to strike the drake, grazing the neck, and ending its life (min 4 dmg; dead).
Shere
attriel
17th September 2009, 11:06 PM
Shere mutters a curse (Minor: Oath of Enmity) at the remaining lizard, before summoning vengeance down upon it (Standard: Radiant Vengeance: +6 vs Reflex, 1d8+5 Radiant, +4 THP)
17 vs Reflex
7 Radiant Damage
Greebo
18th September 2009, 11:17 AM
I'm gonna suspend the game since Atty and Kiir are out and Q's already on limited play time. We'll resume Monday
Quervo
18th September 2009, 12:15 PM
I get about 2-4 chances a day...
Greebo
21st September 2009, 10:12 AM
Shere utters an oath of emnity against the remaining lizard thingy and sends a blast of radiant light at it (17 vs ref) which burns, burns, burns!( 7 dmg)
The lizard thingy advances upon Urvi in a charge, and claws twice at her (20,23 vs. AC). The claws rake across her arms (6+5=11 dmg-4thp=7dmg)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Jacoby Intar10/30027/82Bloodied; Song of Courage18Tor Shere33/34008/90-17Big lizard 117????Emnity->Shere?17Duma25/25017/70-13Urvi34/420110/130Filth Fever - Initial - Lose 1 surge; 5 DR - EONTForm of Restless Panther11Rajkelleran Stormclaw28/28015/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; Lightning Breath
All together now...
Greebo
21st September 2009, 10:18 AM
Corrected for Urvi's DR.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Jacoby Intar10/30027/82Bloodied; Song of Courage18Tor Shere33/34008/90-17Big lizard 117????Emnity->Shere?17Duma25/25017/70-13Urvi39/420110/130Filth Fever - Initial - Lose 1 surge; 5 DR - EONTForm of Restless Panther11Rajkelleran Stormclaw28/28015/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; Lightning Breath
Asharad
21st September 2009, 11:32 AM
Avenging Light on the Big Lizard that is left.
Attack!: +5 vs fort= 14
damage:1d10+6 = 11...just in case
Sagar
21st September 2009, 11:43 AM
Raj will cast Dragon Frost: +6 vs Fort, d8+7 damage, push north 1 square
23 vs Fort
9 cold damage.
Kiir
21st September 2009, 04:35 PM
Urvi will mark the lizard (free action) and call upon the strength of stone once again to gide her strike (+7 VS AC, 1d12+4 damage, +4 temp hit points, standard action).
Quervo
21st September 2009, 04:44 PM
Round 2 Action if needed...
Rinse repeat, using Guided Strike on drake 1
25 vs AC, 6 damage, -2 to target's AC EoNT
Minor Action Bardic Healing on self, +11 HPs
attriel
21st September 2009, 10:25 PM
Shere closes with the lizard (Move: D7-E7-F8-G9-H10-I11), and brings his flail around at it (Standard: Bond of Retribution: +7 vs AC, 1d10+4, 2 Radiant if something else attacks me)
19 vs AC
7 Damage
Greebo
22nd September 2009, 10:19 AM
Duma shoots light from coalesced nothingness, which dissipates into nothingness again (14 vs. fort, miss)
Urvi marks the lizard, swings, and misses.
Raj sends a spot on bolt of cold at the lizard, frosting the reptile. (23 vs. fort; hit - 9 dmg) It staggers back under the cold.
Jacoby the lizard has moved. Do you wish to close and engage or change tactics? You may keep the good roll.
Quervo
22nd September 2009, 10:59 AM
I will change to a ranged attack.. will shift BACK one, Use Eldritch Blast +6 vs Ref
so 23 Vs Ref, dam +5, 12 damage
attriel
22nd September 2009, 11:04 AM
I'll stop at H10 if I can it it f rom there, otherwise move to I10 to whack it
Greebo
22nd September 2009, 11:32 AM
Jacoby blasts the lizard thingie that you still haven't identified yet with an eldritch power that slams into it (23 vs. ref) causing it no small pain (12 dmg; bloodied). He also heals himself with his musical medly
Shere advances on the lizard (move I11) and swings his flail (19 vs. ac) winging it nicely. (7 dmg). Not marking retribution - no point...
The lizard, bloodied, enters into a rage, and bites at Shere with extreme ferocity (18 vs. ac; bonus while bloodied). The bite rips deeply into Shere's leg (14 dmg).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Jacoby Intar21/30026/82-Song of Courage18Tor Shere19/34008/90-17Big lizard 147????Bloodied; Emnity->Shere; Mark-> Urvi?17Duma25/25017/70-13Urvi39/420110/130Filth Fever - Initial - Lose 1 surge; 5 DR - EONTForm of Restless Panther11Rajkelleran Stormclaw28/28015/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; Lightning Breath
http://www.primeaxiom.com/rpgt/scene.asp?ID=861yebcdoefe4rcmjdgxxbe6etg6sg858cb2c vghxqui9tt6sshuzlx2xikh43m4
And the group...
Quervo
22nd September 2009, 11:46 AM
Drawing upon the power of his wand, Jacoby lashes out with an Eyebite against the lizard.
21 vs Will, 5 damage, and invis to target SoNT
Nature roll... +4, so an 18 to tell if the big lizard is anything more than a big lizard
Kiir
22nd September 2009, 12:44 PM
Greebo did you remember it was marked by me? Not that it really matters since I think a 16 hits atty anyways.
Urvi shifts to H13 (move action) and marks the lizard (free action) and then once again calls upon the strength of stone as she swings against him (+7 vs AC, 1d12+4 damage, +4 temp hit points).
16 + 7 = 23 vs AC
Damage 7 + 4 = 11
+4 temp hit points
Greebo
22nd September 2009, 12:51 PM
Bugger. No, it missed shere. My head's fuzzy today. Sorry.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used19Jacoby Intar21/30026/82-Song of Courage18Tor Shere33/34008/90-17Big lizard 147????Bloodied; Emnity->Shere; Mark-> Urvi?17Duma25/25017/70-13Urvi39/420110/130Filth Fever - Initial - Lose 1 surge; 5 DR - EONTForm of Restless Panther11Rajkelleran Stormclaw28/28015/70Filth Fever - Lose 1 surge, -2 AC/Fort/Reflex; Lightning Breath
Asharad
22nd September 2009, 01:02 PM
"NO! SHHEEEERRRRREEEEE! Ahh..nm."
Greebo
22nd September 2009, 01:50 PM
"NO! SHHEEEERRRRREEEEE! Ahh..nm."
Your move, drama queen. ;)
Asharad
22nd September 2009, 02:12 PM
I'll try avenging Light again.
But not very successfully!
attriel
22nd September 2009, 02:18 PM
Shere swings at the lizard again, grinning ferally at Urvi as they flank it (Standard: Bond of Retribution: +7+2 vs AC, 1d10+4 Damage)
Crit, 14 Damage
Greebo
22nd September 2009, 02:56 PM
Duma shoots, but whoosh - total miss.
Urvi steps up, swings, and (23 vs. ac) slams her axe into the lizard with the power of granite. (11 dmg; 4thp)
Jacoby and Shere both land blows of their own (total 19 dmg) which puts the lizard down for good. (Exactly 19 hps).
Jacoby then says, "Hey, that was a pair of Rage Drakes we just killed!"
End of combat.
Greebo
22nd September 2009, 05:01 PM
Lichen on the walls and ceiling light the room dimly, but you have your own sunrods that illuminate the room. in the west corners are the two shafts from the pits above, where Jacoby once dangled. There is a double door in the east wall.
Quervo
22nd September 2009, 09:59 PM
Lets look around this room for some kind of bed for this lizards... Might be something left there from previous "guests"
Asharad
23rd September 2009, 08:36 AM
Yeah, I will carefully survey the room, avoiding bumping into the mushrooms.
Greebo
23rd September 2009, 09:51 AM
The Drakes had burrowed out rudimentary nests amidst the architectural rubble, allowing them a hiding place from which to survey the room. There's a lot of useless rubble, rusted old tools, lichen, mold and mildew everywhere, and of course - lots and lots of mushrooms, none of which you think you'd like to experiment with in any culinary fashion.
Sagar
23rd September 2009, 12:12 PM
I'll move to the east doors, being careful to give the mushrooms some room. I won't step into a square with mushrooms. If I must, I'll only step near screamers.
Greebo
23rd September 2009, 12:27 PM
With the threat of the drakes gone, you are all able to move around the room and avoid the mushrooms - save for the occasional shriek. Raj has reached the eastern doors.
Asharad
23rd September 2009, 01:00 PM
I'll follow along.
Quervo
23rd September 2009, 02:00 PM
SO will jacoby, will use a surge if needed
Greebo
23rd September 2009, 02:15 PM
SO will jacoby, will use a surge if needed
I choose to interpret this as meaning you won't use a surge, because I'm not telling you if it's needed or not.
Want to restate that? ;)
attriel
23rd September 2009, 02:35 PM
Shere moves to the door as well and listens for sounds or indications of what might be waiting, since the screamers have certainly given us away by now if the lizards didn't ...
Perception: 19
Greebo
23rd September 2009, 02:37 PM
Faintly, very very faintly, you hear someone muttering to themselves on the other side of the door. The voice sounds female, and old.
attriel
23rd September 2009, 02:42 PM
Speaking softly to the group of adventurers, 'Uh, guys, are we missing an old woman? Because there seems to be a crazy old bat the other side of this door mumbling and muttering ...'
I'm assuming that the scared villagers are over by the entrance to the mushroom cave. If they're tiptoeing through the offal with us, then I'm saying it more softly so they don't overhear
Asharad
23rd September 2009, 03:02 PM
We are missing an old woman. Open that door there, Shere.
attriel
23rd September 2009, 03:39 PM
Waiting for everyone to be ready, Shere quickly opens the doors, and sees ...
Greebo
23rd September 2009, 03:47 PM
...an L shaped room at the end of an entry hallway. In it, you see an old woman within a glowing magic circle. You can hear her muffled voice: "Get me out of here".
Asharad
23rd September 2009, 03:56 PM
"Hmm."
Arcana on the circle, followed by religion.
wow
Greebo
23rd September 2009, 04:10 PM
Look! 4!
attriel
23rd September 2009, 04:20 PM
Shere will look around the room briefly for ... hidden offenders, then turn his attention to the circle
Perception 9
Arcana 8
Religion 25 ...
Greebo
23rd September 2009, 04:43 PM
It's definitely not religious. It's some kind arcane magic linked to a mechanism of some kind.
Sadly, Shere has no idea what.
Asharad
23rd September 2009, 04:55 PM
I'll look for the mechanism.
grrr
Greebo
23rd September 2009, 04:57 PM
I'll take thievery, perception and arcana checks on this. But no re-tries.
Kiir
23rd September 2009, 05:01 PM
Urvi will look for a way to turn off the glowing circle (perception +8).
Greebo
23rd September 2009, 05:05 PM
Fraid not, Urvi, you can't tell anything more about it.
attriel
23rd September 2009, 05:08 PM
Having checked the room and found nothing lurking to attack, Shere begins a detailed inspection to find a trigger or mechanism for disabling the magical field ...
Since my first perception check was a general before I even looked at the field, I'm hoping you'll let me take another ... don't suppose I can take 20 when I botch this?
Greebo
23rd September 2009, 05:26 PM
I will allow you to be more focused on the circle.
And you got really close - you almost thought you saw something but... nope... it's beyond you.
Asharad
23rd September 2009, 05:37 PM
Why the **** not? Thievery for the win!
no mother****ing way
Sagar
23rd September 2009, 06:15 PM
Raj checks the magic circle (arcana +7) and will help shere check for mechanisms (Perception +2)
Wow.. just.. wow.
Arcana 8.
Perception assist << 10.
*sigh*
attriel
23rd September 2009, 07:40 PM
OOC: We shrug at the old woman and walk away, stymied by this severely mystical and unopenable magic barrier ...
Shere goes to the edge of the circle and tries to ask the woman if she has seen anyone near anything. Pantomiming 'They dragged you in, threw you in the circle, then walked to ... the bookshelf? The altar? The monolith? The kwik-e-mart? where?'
Because we need a hint, we're having trouble finding hte circle at this point :o
attriel
23rd September 2009, 07:45 PM
Actually, I guess we could hear her, just muffled, so I'll just ask loudly
Greebo
23rd September 2009, 08:18 PM
Muffled: They threw me in here and the circle activated locking me in! Get me out!
Quervo
24th September 2009, 12:06 AM
Arcana, Theivery and Perception
+6/+7/+9
8/23/11
using all of the above can Jacoby find something that can take down the circle
(ok and take my previous surge request as a Yes Jacoby will use a surge, +11 hps)
Sagar
24th September 2009, 07:50 AM
Out of his league, detection wise, Raj will keep an eye out for anything trying to sneak up on us while we are distracted by the circle.
Greebo
24th September 2009, 09:56 AM
Jacoby's attention seems to focus - his eyes stare a nothing as an intense look of concentration comes across his face.
Using your astounding thievery skills, you are able to detect the sound of a mechanism that none of the rest of you can hear, and every so often, on a regular basis, following a pattern - 1 second, 3 seconds, 2 seconds, then 2 times in 1 second, there is an extremely faint *click*. What appeared to have been random flickering in the magical wall that encapsulates the old woman actually correlates with the clicking.
You deduce that, timed properly, you could get her out of there, if she jumps at the right moment.
Greebo
25th September 2009, 10:11 AM
So...Jacoby...?
Shiz
25th September 2009, 10:20 AM
Q posted in Group 8 yesterday afternoon.
Greebo
25th September 2009, 10:36 AM
Q posted in Group 8 yesterday afternoon.
Yes, I know.
Quervo
25th September 2009, 12:41 PM
Miss I need you to listen to me... get close to the edge of the ward, and when I tell you to Jump, you need to jump through the ward to us.
I am going to need everyone here to ready to catch her as she jumos through so she doesnt fall, and to even help pull her through to make sure we make the window of opportunity.
After takeing a bit to make sure I have the timing down I will have her jump to use at the right time.
Greebo
25th September 2009, 12:56 PM
I'll take a ... hmm... from you I'll take an intelligence check. (d20 + int mod + 1/2 lvl)
From her, a dexterity check, which I'll roll :)
Quervo
25th September 2009, 01:31 PM
kk inc
check = 8
Asharad
25th September 2009, 02:52 PM
Can I help?
Greebo
25th September 2009, 02:53 PM
Wow.
You count, timing the rhythm, but you say "JUMP" just a little too soon. She listens, she jumps, and she slams into the field, which sparks. She collapses to the ground, unmoving.
Greebo
25th September 2009, 02:53 PM
Can I help?
Not with the counting, no. Maybe there's another way.
Asharad
25th September 2009, 03:11 PM
How much does this woman look like she weights?
Greebo
25th September 2009, 03:34 PM
Not a whole lot - 100, maybe 110.
Asharad
25th September 2009, 03:55 PM
If I were to pick her up and throw her when the shield wall blinks off, what kind of skill check would that be?
attriel
25th September 2009, 03:56 PM
'Perhaps one of us could jump in, then assist her out? Perhaps if you sing something, you'll keep the time better Jacoby?' (OOC: Seriously? The bard couldn't keep a beat :o)
Greebo
25th September 2009, 03:58 PM
If I were to pick her up and throw her when the shield wall blinks off, what kind of skill check would that be?
First you have to get in - so Acrobatics to time the flickering to get in yourself.
Then I'm gonna say two checks - intelligence to determine when to throw and strength to throw her fast and far enough in time.
Greebo
25th September 2009, 03:59 PM
'Perhaps one of us could jump in, then assist her out? Perhaps if you sing something, you'll keep the time better Jacoby?' (OOC: Seriously? The bard couldn't keep a beat :o)
You know, with that roll? He read the 6/8 time signature as 7/23 or something...
Kiir
25th September 2009, 04:31 PM
Urvi will wait and be willing to catch the woman as she is thrown through, she would offer to jump through, but her acrobatic skills are a bit lacking.
Quervo
25th September 2009, 04:38 PM
it is all based on my good looks, i dont need to be smart to keep time... Look at nirvana those guys sucked and people loved em... I still think the thievery check should have been all that was needed to by pass this... but that is just me
Greebo
25th September 2009, 04:57 PM
it is all based on my good looks, i dont need to be smart to keep time... Look at nirvana those guys sucked and people loved em... I still think the thievery check should have been all that was needed to by pass this... but that is just me
Someone read the module? Tsk tsk. ;)
I'll share with the party the actual text:
"Disrupting the circle requires a successful DC 20 Thievery, Arcana, and/or Perception (no retries) to notice that the circle sometimes flickers out of existence for a split-second."
My problem with that is - using thievery to determine that the circle flickers does nothing to disrupt it.
So I figured I'd keep the DC20 to find the clue you needed, then I'd use pretty low DC's to get the lady out.
But you rolled an 8!:rotflmao:
attriel
25th September 2009, 06:38 PM
Technically thievery is generally used for the step after finding. Disabling. Of course, then we'd all be standing around scratching our navels since we couldn't FIND anything to disable. So I'm OK with this :o
I also appreciate that you didn't cut her in half when she failed the jump :o
Quervo
25th September 2009, 06:53 PM
and no i didnt read it... just complaining about a check against a weak score...
attriel
25th September 2009, 07:56 PM
Looking at the others in the group, Shere shrugs, "Shall I try it then?"
He watches the flickering, which is obvious now that Jacoby has pointed it out, and LEAPS!
Woah! 23!
attriel
25th September 2009, 07:59 PM
Landing gracefully, Shere turns to the woman and checks that she's OK.
"We're going to try passing you out, but the timing is very close, so I'm afraid I will have to toss you. Urvi, that big lady there, will catch you safely."
Matching deeds to words, Shere strains in picking her up, but swiftly swings her out.
20 Intelligence for timing
12 throw ...
Shere then throws himself bodily into the barrier (14 Acrobatics)
Greebo
25th September 2009, 09:08 PM
The woman doesn't argue. She doesn't respond at all. She's unconscious, and appear to have taken some serious damage from the barrier. That combined with what must have been a hunger weakened condition has rendered her senseless.
As he leaps out, Shere expects to hit the barrier, but just manages to clear it, much to his own surprise!
Asharad
26th September 2009, 10:17 AM
Duma surprises everyone, including himself, by breaking out in applause and cheering.
Greebo
28th September 2009, 10:35 AM
As Tor Shere touches down outside the barrier, the barrier itself collapses, and vanishes. Clearly if the circle is unoccupied, it does not remain active. Don't anyone step in, however.
The woman is still unconscious, but breathing.
Kiir
28th September 2009, 11:00 AM
Urvi uses her heal skill to assess the woman and try to find out what is wrong and if she can fix it (heal +8).
Heal 3 + 8 = 11 (blegh!)
Asharad
28th September 2009, 11:00 AM
Duma will assist Urvi (+5)
Greebo
28th September 2009, 11:15 AM
Heal is only a DC10.
You are able to determine that the woman is simply stunned by the damage from the wall, and seriously dehydrated. With your tender ministrations, she is soon waking and drinking some water.
"Eh? What happened? "
attriel
28th September 2009, 01:07 PM
'You've been rescued, dear lady. And on that note, when you can walk, I think perhaps it's time we were leaving folks?'
I think we've gone everywhere now ? And that's the last survivor ...
Asharad
28th September 2009, 01:08 PM
Did someone need a dagger or something? I vaguely remember that, I think...
Sagar
28th September 2009, 01:40 PM
The "emissary" is due sometime this month. He is the one that, I think, killed my father and stole our family heirlom - a dragontooth dagger.
When he killed my father, he left behind one word - written in blood:
"War".
attriel
28th September 2009, 02:03 PM
'But can we risk these innocents? I grieve for your loss, as for the boy's, but if we keep them with us and wait, will they be safe? Do we have enough food to feed everyone while we wait a week for the Emissary?
'I agree, this menace must be stopped, but we must decide if we do so now and risk their deaths, or save them and risk others. More, perhaps.'
Asharad
28th September 2009, 02:07 PM
I agree. We will have to try and catch this Emissary at a later date, we can perhaps return, but our first duty is to these people.
Sagar
28th September 2009, 02:09 PM
I agree that we should save these people, but perhaps we can return quickly and set up a trap for the emissary.
attriel
29th September 2009, 02:15 PM
Well, it took us two days to get here. I'm guessing the good citizens, not really used to adventuring pace. So probably 2 nights to get back, 1 to return. So on the 5th day, at best, we'd be back here. There's also the option of putting them in one of the rooms and rigging a lock for them.
'Shall we go, then? Take them back, so we can return with all possible speed?'
Sagar
29th September 2009, 03:47 PM
Commonfolk are used to a good bit of walking. It's their normal mode of transportation. They don't have to carry weapons, armor and supplies, either. I would wager they could all beat us back :p
attriel
29th September 2009, 11:58 PM
Since no one else seems to be dissenting, and I know Kiir and Quervo have both been on, guess we quickstep march back to town, dump the peasants, and come back.
'How will we know the emissary hasn't been and gone already when we get back?'
Sagar
30th September 2009, 08:01 AM
Maybe we can mark the 3 entry doors somehow. You know, place a hair across the jamb so we'll know if someone opened the door - that kind of thing.
Quervo
30th September 2009, 10:39 AM
can jacoby use thievery to do something like that??
Greebo
30th September 2009, 10:42 AM
Yes, I'd say that 'rig up an almost invisible way to determine if a door has been opened after we close it' falls under thievery.
Quervo
30th September 2009, 11:38 AM
well then Jacoby will take a few minutes setting up something on the doors
Thievery +9 = 13
do you need a roll for each set of doors??
Greebo
30th September 2009, 12:04 PM
Before I take a roll, is there anything else the party wishes to do while you are here, or is everyone ok with trying to rig the doors to indicate someone's passage and leaving?
attriel
30th September 2009, 12:13 PM
Shere is ready to leave, his goal being to protect the innocents.
Asharad
30th September 2009, 12:49 PM
yeah, I am ready to move out as well.
Kiir
30th September 2009, 01:32 PM
Urvi is ready to head out.
Greebo
30th September 2009, 01:49 PM
Ok. Let me think this through..
You arrived in the evening. You had a few fights then slept. You had a few more fights and slept again. Then you killed the lords, the demon, the were rats, and the rage drakes.
That's all the sleeping, right? 2 times?
Quervo
30th September 2009, 02:16 PM
yeah 2 rests
Greebo
30th September 2009, 02:26 PM
Ok - so ...
The party comes back up the stairs from the mushroom chamber.
Upon arriving in the room you notice that the braziers, which have previously reset their position when the door is shut, have not repositioned - they're midway down the wall, and they are burning very dimly.
Looking up the stairs to the outdoors, it is clearly pitch black outside.
Asharad
30th September 2009, 02:39 PM
Its dark outside, should we camp in here and wait for the light?
Sagar
30th September 2009, 03:01 PM
I believe going out in the dark is foolish.
Let's find a defensible position and post a watch until morning.
How long is it until morning?
Quervo
30th September 2009, 03:02 PM
Perception check.... Something is not right... those things (pointing at braziers,) should have been right here and here (pointing to thier starting points.)
Perception +9
27 to notice if anything ELSE looks different or out of place since we were last in this room.
Greebo
30th September 2009, 03:24 PM
Nothing seems out of place. However, the flaming braziers are slowly, slowly, slowly getting dimmer. Like the lights in a theatre going down before the movie, but way more slowly than that. As if their power is fading via slow trickle...
Quervo
30th September 2009, 03:43 PM
i share this info
Greebo
30th September 2009, 03:46 PM
Assuming the party reads the spoilers - Urvi, you can see it. The rest of you think those two are seeing things - you can't see any difference in the flames.
Sagar
30th September 2009, 03:53 PM
The flames look normal to me. I'll look again, with a critical eye to see if there is an illusion at work here.
perception +2.
I'll also check for magic energies and flows - Arcana +8
14 Perception (any bonus from those already seeing this?)
22 Arcana.
Greebo
30th September 2009, 03:55 PM
You don't see it - yet - but you sense you will. Your finely tuned arcane senses tell you that there are flows of power in this labrynth that are steadily weakening and becoming unstable.
Greebo
1st October 2009, 04:33 PM
I believe going out in the dark is foolish.
Let's find a defensible position and post a watch until morning.
How long is it until morning?
sorry, missed this question:
It's about 2 hours after sundown, and it's been about an hour and a half since you ended your last extended rest.
attriel
1st October 2009, 08:02 PM
'Well, we can sit around here all night and go in the morning when we're tired, or we can go now and trust that we can take whatever attacks a party this large. There are 10 of us after all. I say we go. Sooner left, sooner back. Less chance we miss this "emissary"'
Asharad
1st October 2009, 08:09 PM
I'm fine with going, as long as we are relatively sure we wont get lost.
Kiir
2nd October 2009, 10:29 AM
Urvi is pretty sure of her ability to guide the party back, even in the dark, she remembers the route here and can use the stars and the parties tracks to lead them back to town, she hopes (her nature is +10, so as long as I roll semi decently we should be fine).
Greebo
2nd October 2009, 10:46 AM
So the party will attempt to return in the dark.
That should be interesting. :)
Sagar
2nd October 2009, 01:54 PM
We are in a dangerous area. Lots of nasty stuff in the dark...
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