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DinbinFanfoom
8th April 2010, 12:21 PM
KT dusts himself off and Erik helpfully hands Lamsi her bow. The party finds themselves at the bottom of the crumbly spiral staircase. The only apparent exit on this level is to the south, deeper into the darkness. Ten feet beyond, you can see a large, iron portcullis blocking the way.

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs)

Greebo
8th April 2010, 01:26 PM
KT silently tries to regather his sense of dignity.

Lycos
9th April 2010, 10:22 AM
No new map yet?

Shiz
9th April 2010, 10:24 AM
You need a map to lift a portcullis, big guy?

Damelon leads Sigurd over to the portcullis. He examins the gate for a hidden (or non-hidden) mechanism.

Asharad
9th April 2010, 11:48 AM
Crashing will also try and figure it out.

EricStratton
9th April 2010, 11:59 AM
Erik watches attentively seeing as how neither his eyes nor his arms will be much help here.

Lycos
9th April 2010, 12:08 PM
That's your area of expertise little man. *points to the portcullis* :D

Let me know if it has not been trapped and it is free moving. I'll lift it at that point.

DinbinFanfoom
9th April 2010, 12:19 PM
Sorry. Forgot map. It's in the initial post.

As the meat-heads (and Crashing) head to the gate and start tugging and pulling on it, Erik, lagging behind, sees a framed slot on the wall of the stairwell, next to the tunnel entrance. Looking closer, he sees that it clearly at one time held a lever, which has apparently rotted off. In the slot is a socket where a lever would go, however. Erik feels vaguely... aroused.

Shiz
9th April 2010, 12:22 PM
Damelon will check try and jimmy it with a dagger.

Thievery +9 = 13

Seeing as how that failed, he will Bend Bars/Lift Gates...oh wait, that was 2E....umm, assist Sigurd.

STR +4 = 12

Lycos
9th April 2010, 12:28 PM
Well, lets work with the lever a little more. Try anything that we have which might fit into the slot for the lever.

I'm not sure what I need to roll for this to succeed.

EricStratton
9th April 2010, 12:29 PM
"Yay, me!"

Crashing has a spear. Maybe that'll work?

Asharad
9th April 2010, 12:36 PM
"Me granddaddy gave me dis spear!

Naw, I just joking. Use it if it will work."

DinbinFanfoom
9th April 2010, 12:37 PM
Crashing puts the butt of his spear into the socket and pulls down. He grunts and pulls more. A few more of the team join in and gingerly pull as much as they can without breaking the spear, though it does bend quite a bit. Slowly, the aged mechanism slides downwards, finally stopping near the bottom of the slot. There is a grinding noise somewhere in the walls and the portcullis rises with a clanking sound... and stops about 2 feet off the floor.

Sigurd and Damelon tug on it but it won't budge further. You can all easily shimmy under it, though.

Lycos
9th April 2010, 12:59 PM
Sigurd shimmies with the best of them. shimmy. shimmy.

Lycos
9th April 2010, 01:00 PM
Sigurd will help the rest through.

What do we see on the other side?

Greebo
9th April 2010, 01:14 PM
Is there anything in the area we can use to prop up the portcullis so it will not fall on or behind us?

DinbinFanfoom
9th April 2010, 01:28 PM
Doing his best to think ahead, KT locates a big chunk of the broken stairway and between the rest of the non-shimmied party, they manage to push/drag/roll it to under the portcullis. Sigurd cheers them on.

Shiz
9th April 2010, 01:33 PM
Nice idea, KT.

Damelon shimmies under. Lamsi has her bow, correct?

EricStratton
9th April 2010, 04:48 PM
Erik crawls on under as well.

Greebo
9th April 2010, 04:52 PM
Nice idea, KT.


If I were Din, I'd be going, 'DAMNIT, someone thought of it!' right now ;)

DinbinFanfoom
12th April 2010, 12:29 PM
The group shimmies under the suspended grate, which appears to be firmly propped. As they regroup on the other side, the torchlight shines east and south... this is a T-intersection. To the south, they can see that the grey brick masonry has collapsed, and the passageway is filled to the ceiling. The debris looks to be a mix of fill and stone... might be movable, given enough time and care.

To the east, the tunnel disappears into darkness.

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs) (I've represent the party as one icon)

Marching order? What do you do next?

Greebo
12th April 2010, 12:51 PM
Dungeoneering +1 : how much time? Rough guess

DinbinFanfoom
12th April 2010, 12:55 PM
Dungeoneering +1 : how much time? Rough guess
The blockage isn't very tight, but you have no idea how far it goes... hard to tell.

Greebo
12th April 2010, 01:02 PM
Gee. Guess we go east. :D

DinbinFanfoom
12th April 2010, 01:05 PM
Gee. Guess we go east. :D
Well, you don't see light shining through it or anything... you could get up and move a few blocks and take a look... (I missed your roll, oops!)

KT scrambles up the pile and tosses a few mid-sized pieces back. He can feel air moving up here... so the tunnel looks clearable. Do you wish to do this? I'll make it a skill challenge.

Greebo
12th April 2010, 01:09 PM
I'd say not yet - not until we explore the more easily accessible areas first.

Lycos
12th April 2010, 02:17 PM
I agree. We go East.

EricStratton
12th April 2010, 03:11 PM
Agreed

Shiz
12th April 2010, 11:41 PM
East. Damelon will be on point again. Then Sigurd, Crashing, KT, Erik and Lamsi. Cerashing has the torch.

Since it is pitch black and we are carrying a torch, I don't see the use in Damelon trying to sneak ahead.

DinbinFanfoom
13th April 2010, 01:00 PM
The party creeps along the corridor. The blocks are more crude than the structure up top, but very solid, save the bits that have caved in... and speaking of which...

Perception rolls, folks.

Shiz
13th April 2010, 01:20 PM
Damelon +5 25

Asharad
13th April 2010, 01:52 PM
Perception+10=21

Lycos
13th April 2010, 02:02 PM
Perception +5 = 14

Greebo
13th April 2010, 02:12 PM
Perception +4

DinbinFanfoom
13th April 2010, 04:10 PM
OOC: If your perc sucks, use dungeoneering mod instead.

Greebo
13th April 2010, 04:11 PM
OOC: If your perc sucks, use dungeoneering mod instead.

Bluff is kind alike dungeoneering, right? ;)

EricStratton
13th April 2010, 06:48 PM
OOC: If your perc sucks, use dungeoneering mod instead.
Sweet! Let's see...Dungeoneering...-1. Dammit!

Either way: 15-1

DinbinFanfoom
14th April 2010, 12:58 PM
Crashing and Damelon hear a grinding noise as the party rounds the west-north corner. Thankfully they're near the front and they halt the party and jump back before some large masonry blocks from the ceiling fall to the floor, followed by a gout of dirt. The blocks tumble into a rough pile about chest high. Damelon thinks this looks fishy... the brickwork has looked rock-solid thusfar... this is very odd. Something doesn't add up.

In order to progress this way, you could wriggle over the top or first attempt to move some of the blocks. It might take two of you (only two can fit side by side here) a few minutes to move the blocks.

Lycos
14th April 2010, 02:10 PM
Let's take a minute to look at what might have caused this.

14.

DinbinFanfoom
14th April 2010, 02:27 PM
Sigurd notes a thin, broken wire of some sort protruding from the boulders. A trigger, perhaps?

Lycos
14th April 2010, 02:31 PM
Stupid traps.

Hey Damelon. You missed one. ;)

Shiz
14th April 2010, 03:43 PM
I rolled a 20!

If I understand, the wire is only now visible or did we trip the wire?

DinbinFanfoom
14th April 2010, 03:52 PM
It was more about "flavour" since it had the same result... I could have said "you see a thin wire and discover it's a trap of some sort" instead of the current "you trip the trap but realize it as it goes off and nobody gets hurt anyway".

Only difference is you get to move a few rocks this way instead of spend a few minutes trying to find/disarm/examine the trap. :P So I'm mean...

Lycos
14th April 2010, 05:03 PM
It's all good. Sigurd gets to give the rogue a hard time. :D

Shiz
14th April 2010, 05:41 PM
Damelon and Sigurd will start moving rocks.

DinbinFanfoom
15th April 2010, 12:24 PM
It takes about 10 minutes, but with a bit of straining and Erik's cheerleading antics, the party manages to make the hallway passable again. They continue warily around a few more corners and soon come to an intersection of sorts... the tunnel goes east and rounds a corner, and goes south and rounds a corner.

In the disturbed dust on the floor, Damelon finds another note:

"I hear Mira yelling, but not so loud now. The fire monkey started screaming too and would not stop, so I killed him with a cleaver. I had no choice."

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs)

You are in the "T" column.

Shiz
15th April 2010, 12:29 PM
East for now.

DinbinFanfoom
15th April 2010, 01:33 PM
The party turns east at the junction. As Damelon rounds the corner, he feels something creak... beneath his feet. That doesn't seem right...

He doesn't have time to think further on that before an ancient hinge creaks loudly and he falls into the darkness below. The pit isn't deep, thankfully, and Damelon only falls about 10 feet before landing on and crushing a bunch of old bones, it appears. The doors snap shut above him. It's really dark down here.

Damelon is prone.

As Crashing turns the corner, he can see that the ancient wooden floor has been painted to look like stone, though now that the dust is gone from it, it's much more apparent (Passive Perception 20). The party can hear Damelon cursing below.

Lycos
15th April 2010, 02:29 PM
Do we remember seeing a cleaver anywhere?

Shiz
15th April 2010, 03:00 PM
Damelon tries to determine if the pit is a walled in by putting his hand against the walls and moving clockwise.

Asharad
15th April 2010, 04:01 PM
Can I find any sort of release mechanism?

EricStratton
15th April 2010, 05:55 PM
Unless Crashing finds a release I'm going to blast it open.

DinbinFanfoom
27th April 2010, 01:10 PM
Do we remember seeing a cleaver anywhere?
Sigurd rubs his chin and thinks... nope. He can't recall seeing one.
Damelon tries to determine if the pit is a walled in by putting his hand against the walls and moving clockwise. Damelon stands, brushes himself off, and feels his way around... appears to be a 5x5' pit... 10' deep. The walls are stone blocks. A dim glint of light trickles down from between the doors overhead.
Can I find any sort of release mechanism?Crashing peers all around through the darkness. The torchlight doesn't show any obvious mechanisms, but it only goes 25' out... to the east he can see that the tunnel turns south.
Unless Crashing finds a release I'm going to blast it open.
Blast away. What do you use?

Lycos
27th April 2010, 02:17 PM
Sigurd will jump across the pit to the other side and search for some releasing mechanism on the other side. 5' do I need to roll?

Perception +5. 20.

DinbinFanfoom
27th April 2010, 02:22 PM
Who has the torches again?

EricStratton
27th April 2010, 02:40 PM
Sigurd will jump across the pit to the other side and search for some releasing mechanism on the other side. 5' do I need to roll?

Perception +5. 20.
Erik will wait for Lycos to search the other side before blasting (I"ll let you know with what when I do it).

Who has the torches again?
Crashing.

DinbinFanfoom
28th April 2010, 12:26 PM
Crashing tosses a torch to Sigurd, who catches it, deftly. The barbarian leans around the corner and sees an apparent dead-end, 20' further on. In the middle of the wall is some sort of lever.

Greebo
28th April 2010, 12:42 PM
KT lights his own torch then retreats so the borders of our torches meet up, but he's far away from the lever. :)

DinbinFanfoom
28th April 2010, 01:12 PM
Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs)
Damelon is in the pit represented by the grey circle. Sigurd is at the W/S bend E of him. The rest of the party is adjacent to the pit, west side. Where is KT going?

Greebo
28th April 2010, 01:28 PM
T6. Where's the lever?

DinbinFanfoom
28th April 2010, 01:31 PM
T6. Where's the lever?
W13, south wall.

Lycos
28th April 2010, 02:47 PM
Sigurd will try and operate the lever. Move it to another position.

DinbinFanfoom
28th April 2010, 02:58 PM
Sigurd approaches the lever. It is currently in the "down" position. He notes that this one is of more robust material... some sort of rusty metal. How far/hard to you push the lever up?

Lycos
28th April 2010, 03:13 PM
Sigurd approaches the lever. It is currently in the "down" position. He notes that this one is of more robust material... some sort of rusty metal. How far/hard to you push the lever up?

Sigurd tells the group he found the lever and he's going to open the trap door.

This is Sigurd, so he pushes up until he hears something happening or until he reaches the top.

DinbinFanfoom
28th April 2010, 03:16 PM
Sigurd slowly pushes the lever up. At around the mid-way point, the lever hesitates, and a click is heard. He pauses.

Down in the pit, Damelon hears something... a low, grinding noise. He reaches his arms out to the side and feels the walls... are they closer now?

Lycos
28th April 2010, 03:24 PM
Sigurd slowly pushes the lever up. At around the mid-way point, the lever hesitates, and a click is heard. He pauses.

Down in the pit, Damelon hears something... a low, grinding noise. He reaches his arms out to the side and feels the walls... are they closer now?

Sigurd yells out loud enough for the guys to hear. That's halfway up. Anything happening?

Shiz
28th April 2010, 03:41 PM
The walls are closing in!

Lycos
28th April 2010, 04:37 PM
Sigurd puts the lever back into its previous position.

Greebo
28th April 2010, 05:00 PM
I'll look around for anything that can be used to wedge the walls in place.

Shiz
28th April 2010, 05:48 PM
Figure out how to open the floor flaps and throw me a rope.

Asharad
28th April 2010, 05:58 PM
We need to shut down all da garbage masher on da detention level!

EricStratton
28th April 2010, 10:44 PM
What are the floor flaps made of?

Perc -1

What floor flaps?

Lycos
29th April 2010, 09:00 AM
Sigurd can try and smash them with his axe. They're old. They shouldn't be too tough.

DinbinFanfoom
29th April 2010, 09:49 AM
Hearing Damelon's yell, Sigurd returns the lever to the previous position. Damelon notes that the grinding noise has stopped, and the walls are no longer moving, though they haven't moved back to their original position, either.

KT scours the area for a tool to wedge between the doors, but finds nothing better than the implements they party already has.

Erik tries to peer between the foremost party members to see what the doors are made of but he's too short. They sound like thick wood when struck, though.

Sigurd backtracks along the passageway and rounds the bend to find the rest of the party peering down at the heavy doors. He unslings his axe and begins chopping at the doors. They're heavy, and remarkably solid for their age, but since they were meant to keep something inside, and not outside, they aren't plated in any way on the top, and after about 15 minutes of hard work, he manages to chop a crude Damelon-sized hole in the doors. The party tosses down a rope and pull Damelon up.

The party now stands at the W edge of the pit.

Lycos
29th April 2010, 10:04 AM
Wanna see what happens when I move the lever all the way up? :D

Shiz
29th April 2010, 10:52 AM
Yes. It should at least keep the trap door from opening.

Lycos
29th April 2010, 10:58 AM
Ok, now that everyone is out of the trap. And we check to see if there is anything in the trap area of value. (Perception roll) 9. Not a damn thing worth keeping down there. :D

And everyone is clear.

Sigurd will move the lever firmly to the fully raised position. And we watch to see what happens.

DinbinFanfoom
29th April 2010, 11:13 AM
Sigurd shines the torch down through the hole in the trap doors. He sees nothing of note.

He returns to the lever and slides it upwards. As it hits the halfway mark, the grinding starts again. As the lever hits the top, however, the grinding stops... and then starts again, briefly. The party, back at the pit, see the walls below return to their original position, and the doors drop all the way open, giving access to the originally-sized pit.

Shiz
29th April 2010, 11:17 AM
Onward!

DinbinFanfoom
29th April 2010, 12:14 PM
After Sigurd hops back across the yawning pit, the group moves on. They creep cautiously south, and then turn west. Eventually, they come to a T intersection. Shining the light south, Damelon sees that it turns west again. To the north is another T intersection... and some sort of glistening liquid on the floor. He hears a burbling, splashing noise from that direction.

Lycos
29th April 2010, 12:19 PM
Let's check out the splashing sound.

DinbinFanfoom
29th April 2010, 12:29 PM
The party inches north. Who is in front and who wants to look at it? (perception)

Shiz
29th April 2010, 12:34 PM
Check north so we don't leave unexplored area behind.

Shiz
29th April 2010, 12:35 PM
Damelon will examine

+5 = 21

Asharad
29th April 2010, 02:44 PM
I'll look too and try to see what the glistening liquid is. (16) :(

DinbinFanfoom
29th April 2010, 03:03 PM
The group moves north. At the intersection, a steady trickle of a greenish-silver fluid emerges from near southwest corner of the intersection and pools on the floor before disappearing into the darkness towards he west.

Damelon crouches to examine it, careful not to touch it. It LOOKS like water, but the colour and sheen aren't right. He's seen it before though... looks similar to the water that was coming into the fountain room above, and has the same colour and... *sniff sniff* odour as the material on the mask that you now carry. (I believe Erik has it? It's in-hand, I assume?)

Peering west, the party can barely make out another intersection... and to the east is a dead-end.

Shiz
29th April 2010, 03:20 PM
West and then south, if I am looking at an updated map.

http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs

DinbinFanfoom
29th April 2010, 04:24 PM
The party moves west along the corridor towards the junction. The narrow stream of liquid accompanies them, flowing along the southern wall. About 20' from the intersection, Crashing sees a dark... lump protruding from the southern passage ahead... is that a head? Two pinpricks of light gleam in the torchlight, and then the lump is gone. Someone or something was peeking around the corner, from the south. Crashing and Damelon hear the faint sound of feet on stone, growing quieter in the distance. Lamsi hesitates... she is clearly uncomfortable down here, and is looking back often.

At the intersection, the party peers north to a short dead end. 10' further on to the south, the meandering liquid is joined by another steady flow from the eastern wall. The combined stream flows around the corner and out of sight to the east.

(Did you ever give me a marching order? I've assumed Damelon, Sigurd, Crashing, Erik, KT, Lamsi?)

Shiz
29th April 2010, 04:51 PM
That order is fine. Follow the footsteps.

DinbinFanfoom
30th April 2010, 12:26 PM
As the party reaches the north/east/west intersection (from the north), Damelon isn't sure which way the footsteps went... only that they passed this way. To the west, the light shows another intersection about 15' away near another cracked and leaking wall section, and to the east it bends south... but the corner appears to have collapsed somewhat, and the trickling of liquid is louder from that direction... Trask sees a sizeable pool on the floor and some broken items laying about on the floor.

Shiz
30th April 2010, 12:33 PM
Examine the items.

Perception +6 (I forgot the +1 from levelling before) = 14

DinbinFanfoom
30th April 2010, 12:37 PM
From your current location, they're just outlines... as per the map, they're about 10' away, on the floor. You wanna head that way?

Lycos
30th April 2010, 12:44 PM
Yeah, we'll head that way. (Letting the DM lure us to his trap) ;)

DinbinFanfoom
30th April 2010, 12:55 PM
The group moves around the corner towards the pool. Damelon, at the front, stops to look at the items on the ground. They appear to be pottery shards, belonging to larger vessels that were worn out or broken a long time ago. The thin stream of liquid the party has followed down the hallway joins the slippery little pool here, which lies in the collapsed NE corner of the tunnel. (See map) The greenish-silver water looks like the same stuff the group saw in the floor above, in the two-waters room... in fact, this area would be right below the pool in THAT room.

Damelon looks up to see that indeed the liquid is pouring down through a broken opening in the ceiling here, into the pool in the corner. From there it bubbles and sinks down into the ground... perhaps there is an underground conduit or something that leads it away that was broken here. This area appears to have had more traffic in recent years... there isn't a lot of dust on this level and even less here.

DinbinFanfoom
30th April 2010, 01:02 PM
As Damelon stands back up to show a shard or two to Sigurd, the party hears a cry of alarm from Lamsi, at the rear of the party. Crashing, Erik and KT look back to see her pointing east, along the corridor you just came from. They see her ready her dagger and peer into the gloom.

Everyone's senses perk up, and they all hear... the sick slapping of feet on stone coming from several directions.

Initiative!

Lycos
30th April 2010, 01:31 PM
Initiative +5 = 6

Greebo
30th April 2010, 01:56 PM
Ini +1

Asharad
30th April 2010, 02:50 PM
INitative:+2=21

Shiz
30th April 2010, 03:05 PM
Damelon init +4 = 15

DinbinFanfoom
30th April 2010, 03:20 PM
Just waiting on Erik and then we're good to go.

Greebo
30th April 2010, 03:55 PM
What are these things?
(knowledge check...not sure which...)

EricStratton
30th April 2010, 05:39 PM
Init +2=9

Asharad
30th April 2010, 07:18 PM
Nature check

DinbinFanfoom
30th April 2010, 08:29 PM
KT only catches a glimpse of what Lamsi is dealing with (Passive Perception > Stealth). The hunter has a horrified look on her face and she lashes out at something near the floor. The figure looks humanoid, though gaunt and nearly naked. It's skin is a sickly greenish-grey hue and it has patches of matted hair on it's scalp, but is otherwise hairless. It flails it's spindly arms at Lamsi, one hand wielding what appears to be a knobby club or femur bone.

Near the front of the party, Damelon likewise hears the approach of something fleshy and quick. He is surprised (Passive Perception < Stealth) to see a gaunt, wiry humanoid figure practically launch itself at him from the vertical surface of the right wall of the southern passage. Dispite the creature's emaciated appearance, it moves rapidly and its thin arms blur as it slashes at the rogue with some sort of rusty blade. It howls maniacally from a toothless, rotten mouth that seems the largest feature on it's pale, twisted face. One eye is covered by a dark patch of some kind.

Crashing, who has been looking towards the commotion to the north and east, fails to see another of the wretched creatures creep up on him (Passive Perception < Stealth), though he can be forgiven because it advances out of the gloom, spiderlike, on the ceiling of the passageway. He only catches a tiny bit of movement at the last second out of the corner of his eye before the human-shaped stalker drops on him, howling and brandishing a rusty dagger of sorts.

(The party is suprised by the Corsairs, but not by the Cannibal, as Lamsi's Passive Perception was higher than it's Stealth Roll.)

Surprise round (Lamsi and the NPC's get full actions, the rest of the party have single actions):

Edit: Though this was technically a surprise round (none of you detected the incoming beasties except Lamsi), I was rather over-generous with the initial "slapping feet" text and thus it be only fair that this NOT be a complete surprise. I wanted the speed of the creatures to be a surprise, however, so feel free to post full turns, not standard, single-action ones. The creatures will retain their CA benefits, if any, however, for other reasons.

The creature in front of Damelon leaps towards the rogue, swiping his old cutlass across the corridor. Damelon is caught flat-footed, and takes the blow squarely across the upper chest, bloodying him. (19 vs AC, 7 + 2 SA DAM) The creature somersault leaps backwards, landing half on the floor and half on the west wall.

Crashing feels a body land upon him from and a fetid-breathed mouth snaps near his ear as he leans away. He avoids the teeth but feels something jab him in the ribs (18 vs AC, 5 DAM) and then quickly again in his armpit (Sneak Attack: 4 more damage). He barely has time to register the attack before the limber man-beast leaps back to the ceiling, several feet back. It puts the now bloody dagger to it's mouth and nibbles the dropplets, chittering madly, eyes gleaming a cold silvery green.

At the rear of the party, Lamsi fails to dodge the wild swing of the wretched creature before her, and it's bone-cudgel strikes her on the upper arm (17 vs AC, 4 DAM). As it also leaps backwards after it's attack, Lamsi manages to catch it with her own dagger and it howls (19 vs AC, 6 DAM).

From what little KT can see of the "creatures", he surmises that they are men... but horribly altered in some way. They aren't undead, as far as he can tell... no missing skin, but what thin skin they do have is stretched and pale and greenish. They smell terrible and have very little in the way of body or head hair. They look like they haven't seen the sun in some time, and appear quite deranged.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Tainted Cannibal 16????-?23Tainted Corsair 10????-?23Tainted Corsair 20????-?21Crashing18/27019/92/2--19KT25/25018/82/2--17Lamsi4????-?15Damelon9/25017/70Bloodied; --9Erik25/25017/70--6Sigurd28/28019/90--
Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs)

Shiz
30th April 2010, 10:04 PM
Damelon readies a Clever Strike if the Corsair comes in range again.

Clever Strike (melee), vs AC, 1W+dex, if an ally is adjacent to the target and able to attack the target, I get CA.

6+8+2=16 vs AC, 6+3+12+3=24dmg if Sigurd is still adjacent to Damelon, otherwise 9dmg.

Recall that Damelon gets to add his STR mod to Sneak Attack damage as a Brutal Scoundrel.

Sigurd, you should probably just ready an attack too. You can hit around the corner, but the mob gets cover.

Asharad
1st May 2010, 10:26 AM
Minor: I'll summon papa Gator to I13.

Standard:Thunder bear's Warding
Attack:+6 vs fort=16 vs fort
Damage:1d6+5 thunder Erik and I get +2 damage resist I get +2 temp hps.=7

Don't forget my pockets are overflowing with healing.

DinbinFanfoom
3rd May 2010, 12:29 PM
Round 1, Continued:

Crashing hollers loudly and Papa Gator fades into view, shielding his master from the deranged creature. The corsair barely registers the companion before the reptile crunches down on him, (16 vs FOR, DAM: 7) and Erik and Crashing feel bolstered. (+2 DR to Erik/Crashing, +2 THP to Crashing... is that until EoNT or EoEncounter?)

KT...

Asharad
3rd May 2010, 02:16 PM
I'll give you a heal on my next turn.

I would have done it this turn but I didn't realize you were so badly injured.

Greebo
4th May 2010, 01:16 PM
I have no LOS to Damelon :( I can throw a heal at Crashing but he's not in immediate danger...so...

Single action, right?

Misdirected Mark on the tainted cannibal at L10, mark to go to Sig.
5 vs. ref; d8+4, and target is marked by Siguard until end my next turn

"Hey, look over there!", says KT while pointing at his own face...

DinbinFanfoom
5th May 2010, 02:52 PM
KT tries to get the attention of the crazed creature facing Lamsi. He swipes at it and sticks out his tongue and points to himself and Sigurd... but the tainted one seems to be beyond noticing. (7 vs REF: Miss)

Lamsi soldiers on, lashing out and scoring a hit (21 vs AC, 7 damage).

Damelon goes somewhat on the defensive, waiting for the creature to come to him. (Readied attack)

Erik...

Lycos
5th May 2010, 03:11 PM
Like Damelon, Sigurd readies his attack...

Devastating Strike; +7 attack, 1d12+1d8+4 damage, Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.

25 to hit.

I assume a hit.

6 points of damage. :(

The mob gets a +2 to hit me.

EricStratton
5th May 2010, 03:50 PM
Erik, Round 1:

Erik peeks around the corner and casts Chaos Bolt on Tainted Corsair (H13).

CB: 9+4 vs WIL
Dmg: 1d10 + 6 = 7

DinbinFanfoom
5th May 2010, 04:41 PM
Erik leans around the corner and casts a bouncing bolt of energy down the hallway at the slavering Corsair. It barely nicks him, but is effective nonetheless (DAM: 7).

Sigurd steels himself for the anticipated return of the creatures.

End of Round 1

Round 2

The ragged looking cannibal facing Lamsi turns his attention to KT, who previously took a swipe at him from around the corner. The creature returns the favour, it's wild club-swing is ducked by Lamsi, but connects with KT's shoulder (23 vs AC, 4 Damage)

As expected, the insane corsair near Damelon leaps forwad and attacks, swinging at Sigurd, who he can see round the corner. His rusty cutlass whistles through the air but hits only that (9 vs AC, Miss).

In near perfect unison, Damelon and Sigurd direct their prepared attacks at the leaper. Damelon's deft stab strikes hard (24 damage), bloodying the crazed creature, and Sigurd's well timed attack manages to strike it as well (6 damage). The wounds on the creature fizz and ooze greenish silver slime as it tumbles backwards and then leaps to the ceiling, just beyond Damelon's reach. It howls in agony and rage, grinding it's teeth.

Back along the corridor, the other creature attacks Papa Gator, striking hard with his rusty dagger. Crashing's companion's hide is tough however, and the damage is negated (13 vs AC, Miss). The snarling creature leaps backwards and clings to the north wall.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Tainted Cannibal 113????-?23Tainted Corsair 130????Bloodied; -?23Tainted Corsair 27????-?21Crashing18/27219/92/2+2 DR until EoE-19KT21/25018/82/2--17Lamsi4????-?15Damelon9/25017/70Bloodied; --9Erik25/25017/70+2 DR until EoE-6Sigurd28/28019/90+2 ATK to attackers until SoNT Sigurd-

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs)

Shiz
5th May 2010, 05:57 PM
If Damelon can get a heal, he will bull rush on his turn and move into the east corridor, while Sigurd pins the thing in the dead end.

Asharad
6th May 2010, 09:16 AM
Ask and ye shall receive, litta brudda!

Minor: Healing Spirit on Dam . he can spend a healing surge and I'll take the extra points (all one point of it).

Thunder Bear's Warding on the Tainted Cosair

Attack:+6 vs fort=18
Damage:8 (thunder)
And until EONT me and ameril get +2 resistance. Also Dam gets +2 temp hit points until the end of encounter.

Shiz
6th May 2010, 09:31 AM
Damelon (+6hps from surge) bull rushes the cannibal thing, +4 vs FOR (hoping these weak thing have low FOR).

22 vs FOR, push the little bastard back, move into its space and then shift east.

Sigurd, he is all yours...lined up for a charge.

DinbinFanfoom
6th May 2010, 12:17 PM
Turning towards Damelon, Crashing starts a low chant that rises quickly to a wavering, near-falsetto. The rogue feels a bit better (+6 HP) and so does Crashing (+1 HP). Whirling, he starts another chant and directs his concentration on the nearest creature attacking him. The hallway booms and the wretch covers his ears and howls in pain (18 vs FOR: hit, Damage: 8). Crashing (+2 DR refreshed), ERIK (+2 DR refreshed) and Damelon (+2 THP) feel bolstered.

KT...

Greebo
6th May 2010, 01:41 PM
Same thing:

Misdirected Mark on the tainted cannibal at L10, mark to go to Sig.
5 vs. ref; d8+4, and target is marked by Siguard until end my next turn

18 vs. ref
5 damage
Cannibal marked by sig (to whom he cannot get)

DinbinFanfoom
6th May 2010, 03:25 PM
KT peeks around the corner and attempts to poke-distract the was-cannibal again. This time (18 vs REF: hit, Damage: 5) it appears to take notice and looks around for something that it can't quite see, it appears... It's hard to say, though, as the light cast from his torch isn't terribly bright.

Lamsi readies an attack for if the creature returns to melee range.

Feeling greatly refreshed and bolstered, Damelon takes charge and does just that, rushing at the creature in the dim hallway. He catches the critter square in the chest and (18 vs FOR: hit) shoves it backwards into the darkness. Dispite not being able to see very well (Crashing has the lit torch, two bends away), he sidesteps into a side passage. It is very dark here.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Tainted Cannibal 113????-?23Tainted Corsair 130????Bloodied; -?23Tainted Corsair 215????-?21Crashing (T1)19/27219/91/2+2 DR until EoE-19KT (T1)21/25018/82/2--17Lamsi4????-?15Damelon15/25217/70--9Erik25/25017/70+2 DR until EoE-6Sigurd28/28019/90+2 ATK to attackers until SoNT Sigurd-

Erik...

Lycos
6th May 2010, 03:36 PM
It is very dark here.

Can Sigurd see the mob now? Or can he even see where he needs to go to attack the mob?

DinbinFanfoom
6th May 2010, 03:40 PM
Can Sigurd see the mob now? Or can he even see where he needs to go to attack the mob?It's in dim light... the light of Crashing's torch is cut harshly by this bend you're standing at, but you can see it at the edge of your vision... it's currently standing on the floor and holding it's stomach as if struck recently. You know Damelon dodged east, as he said he would, but you can't see him at all... that side passage is totally dark. (I've started indicating torch-bearers on the list for our mutual benefit)

EricStratton
9th May 2010, 04:41 PM
Erik fires another Chaos Bolt at the Corsair at G13.

CB: 5+5 vs WIL
Dmg: 1d10 + 6

Shiz
9th May 2010, 05:43 PM
Damelon in the dark doesn't mean he cannot see the cannibal, though.

Lycos
10th May 2010, 08:49 AM
Sigurd charges the Corsair with

Howling Strike; +7 attack, 1d12+1d6+4 damage, When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.

Darn, just missed the crit. But I'll take the 26. :D

17 points of damage.

Technically speaking, Sigurd shifts to L13 and charges to L15

DinbinFanfoom
10th May 2010, 02:41 PM
Erik leans around the corner again and plays peekaboo with the corsair nearest him. The quick pop-around throws off his aim this time, however, and his bolt goes wide, bouncing around the corner and out of sight.

Sigurd steps sideways and charges down the dim passageway, plowing straight into the badly wounded humanoid that he sees there. His axe whirls with perfect timing and the corsair's yell is cut off sharply as it sinks to the floor in two pieces.

End of Round 2

Round 3

Lamsi is prepared for the charge of the twisted cannibal, but it never comes. The creature backflips once more and dashes off down the hallway.

The badly injured corsair 2 does the same, darting south and into the darkness. The perceptive Crashing hears the soft foot-slaps receding.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Tainted Cannibal 113????-?23Tainted Corsair 117????Dead?23Tainted Corsair 215????-?21Crashing (T1)19/27219/91/2+2 DR until EoE-19KT (T1)21/25018/82/2--17Lamsi4????-?15Damelon15/25217/70--9Erik25/25017/70+2 DR until EoE-6Sigurd28/28019/90+2 ATK to attackers until SoNT Sigurd-
Crashing...

Asharad
11th May 2010, 09:28 AM
I'll move to L13
And check out that pool of liquid=25

Shiz
11th May 2010, 09:33 AM
I say we try and get out of this maze as soon as we can. That means west and south. Sigurd should take the rear guard.

Damelon needs a heal if he is going to run point.

Lycos
11th May 2010, 09:40 AM
Damelon needs a heal if he is going to run point.

I would second wind before we use up a spell.

Shiz
11th May 2010, 10:26 AM
It depends if we are still in an encounter or not, but it looks like we are.

Asharad
11th May 2010, 10:47 AM
If we are still in an encounter I'll alter my turn.

DinbinFanfoom
11th May 2010, 01:52 PM
OK. Round 4. A giant black eyeball eats you all.

JK.

You can SW if you want, and end the encounter then.

Shiz
11th May 2010, 03:01 PM
Damelon will SW, healing 6. He is at 5/7 surges.

Lycos
11th May 2010, 03:20 PM
Sigurd will take the rear guard.

Shiz
11th May 2010, 03:24 PM
So after Crashing examines the water more closely, we will move west and south: Damelon, Crashing, Erik, KT, Lamsi, Sigurd

Asharad
11th May 2010, 03:41 PM
If we aren't in combat, I will use a surge.

Greebo
11th May 2010, 03:52 PM
Don't forget Bard +4 to heals when resting.
KT sings a healing melody.

Shiz
11th May 2010, 05:12 PM
Don't forget Bard +4 to heals when resting.
KT sings a healing melody.

Then Damelon will surge from a short rest, not SW, so as to get 10 to full instead of +6.

EricStratton
11th May 2010, 05:19 PM
Erik is fine and good to go.

DinbinFanfoom
12th May 2010, 09:51 AM
As the sound of the retreating creatures dwindles, the group draws a collective breath.

End of Encounter (XP details forthcoming)

Damelon surges up (+10 HP) and so does Crashing (to full). Anyone else?

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used21Crashing (T1)27/27218/91/2--19KT (T1)21/25018/82/2--17Lamsi4????-?15Damelon23/25216/70--9Erik25/25017/70--6Sigurd28/28019/90--

Crashing approaches the pool of liquid and squats to examine it. The fluid itself is a greenish silver... and has a slightly oily sheen to it. It's water, no doubt about that, but the smell is faintly like the stuff on the mask... some sort of chemical. It seems the most like one of the embalming fluids he's seen in his travels. He can't imagine why someone would drink this stuff by choice, though, or why someone would erect a shrine over a contaminated water supply.

OOC: You do have one dead body here to examine, if you wish, as well.

Asharad
12th May 2010, 10:49 AM
"Gentlemen and lady...I think..." Crashing stops and rubs the top of his head slowly. He looks puzzled. "Someting ain't right here..."

"Okay...listen up...upstairs we was in dat room dat was at the top of tha temple. Tha big ol' room dat had tha big ol water fall coming down into it feedin that pond thing....remember all dat? Remember tha water falling from the celing down into tha pool?

But...where did all tha water come from? Tha top of tha temple, from tha outside...it didn't have no water coming into it. Where did tha water come from?I jus realized dat we missing someting here. Dis structure...it's off somehow."

Asharad
12th May 2010, 10:50 AM
Examine the dead body.
perception (25)
nature(21)

DinbinFanfoom
12th May 2010, 11:04 AM
The party moves down the hall and crowds around the fallen corsair. Crashing stoops to one knee (Caruso-style) and examines the body.

It is male, and looks to be in it's mid 40's... it is (was?) human and looks like it hasn't seen the light of day in some time... the skin is taut and pale... almost greenish. The fluid bubbling out of the wounds is very similar to the water... but thicker, and smellier. Judging by the tattered clothing and mangled eyepatch, this guy was a pirate by trade at one time. Why would he be down here? Crashing notices that the grevious wounds on the body remain, but some of the smaller ones are closing... slowly. The body does not stir in any way, however.

Lycos
12th May 2010, 11:11 AM
I would like to see what happens if you take this body up to the sunlight.

Maybe we should go back and take a look at the pool of water again.

Asharad
12th May 2010, 03:07 PM
The party moves down the hall and crowds around the fallen corsair. Crashing stoops to one knee (Caruso-style) and examines the body.

It is male, and looks to be in it's mid 40's... it is (was?) human and looks like it hasn't seen the light of day in some time... the skin is taut and pale... almost greenish. The fluid bubbling out of the wounds is very similar to the water... but thicker, and smellier. Judging by the tattered clothing and mangled eyepatch, this guy was a pirate by trade at one time. Why would he be down here? Crashing notices that the grevious wounds on the body remain, but some of the smaller ones are closing... slowly. The body does not stir in any way, however.


Crashing puts a hand up to his face, briefly shading his eyes and then lowers the hand.

"Look like he shivad his last timba."

Somewhere deep from within the temple a gong sounds and someone screams.

DinbinFanfoom
12th May 2010, 04:15 PM
And then?

Lycos
12th May 2010, 05:00 PM
Do we know what is above this pool of liquid that we have been examining?

Lycos
13th May 2010, 10:26 AM
Sigurd speaks up.

Hey guys! I've roughly guessed the location of this liquid pool and it could be coming from the pool room above. We should take another look.

Sigurd begins to lead the group back up to the upper pool room where we saw the liquid dripping.

DinbinFanfoom
13th May 2010, 10:46 AM
"I think you right." Lamsi says, looking up through the cracks above the green puddle in the corner. "I think this under that water in room above us. So..." she says, slowly, "do we look more down here, or go there?"

Shiz
13th May 2010, 10:49 AM
Lamsi makes a good point. We know the water is not starting up top since there is no source up there. I think the source of this weird water is below and it is somehow being transported up to the fountain.

This is a wild guess, though. In the interest of exploring, I say we continue out of this maze and onward instead of backtracking again. We explored the upper halls reasonably well.

So 1 vote for deeper and 1 vote for back up to investigate some more.

EricStratton
13th May 2010, 12:25 PM
Deeper.

Lycos
14th May 2010, 10:31 AM
Ok. It looks like those who are interested want it DEEPER... :D So, we head South and West, right Shiz? Oh, and it appears that this body is regenerating. That's bad. We need to do something with it to prevent it from coming back to life.

Shiz
14th May 2010, 11:32 AM
Cut its head off. The liquid might even be a regenerative agent for them.

Lycos
14th May 2010, 11:45 AM
Cut its head off. The liquid might even be a regenerative agent for them.

Without another word, Sigurd takes his axe and cuts off the head or whatever remains of the head. We have some sack, so we'll take the head with us.

"Good idea, plus I really want to know what happens when they get some sun."

DinbinFanfoom
14th May 2010, 12:20 PM
So west to the intersection and then south?

Sigurd severs the creatures head and the stump fizzes and spurts a bit, like you'd expect from something so very recently dead that happened to possess fizzy stuff for blood. He contemplates making a macabre sort of puppet from the head, but decides against it and stows it.

The party moves west and south until they reach another intersection (E14).

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs)

Lycos
14th May 2010, 12:55 PM
Let's move to E17. Looks like a potential room.

Shiz
14th May 2010, 12:59 PM
Agrreed

Greebo
14th May 2010, 01:12 PM
Sig I think we should talk about that marionette dead guy idea. I mean, I'm a bard. I could come up with some great show tunes to go along with the All-Dead Musical Ensemble!

Lycos
14th May 2010, 01:51 PM
Sig I think we should talk about that marionette dead guy idea. I mean, I'm a bard. I could come up with some great show tunes to go along with the All-Dead Musical Ensemble!

My agent will call your agent. We'll do lunch.

*fake phone hand gesture*

Call me.

DinbinFanfoom
17th May 2010, 12:54 PM
The group moves farther down the dark corridors. Erik notes that the walls are a bit grimier and rougher here. And damper. Guess what? Another junction!

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs)

Lycos
17th May 2010, 12:58 PM
My vote. Go South then West.

Shiz
17th May 2010, 01:26 PM
Agreed.

DinbinFanfoom
17th May 2010, 01:35 PM
Damelon: Acrobatics roll please.

Shiz
17th May 2010, 04:44 PM
Acro +9 = 22

DinbinFanfoom
18th May 2010, 10:54 AM
As Damelon reaches the south wall, he turns west. As soon as he places his full weight on the section of floor just around the corner, he hears a familiar creaking. Reacting quickly (Acro 22) he twists as he falls through the flung-open floor-doors, and catches the eastern lip of the pit. Within a moment, he's pulled himself back up to rejoin the party, the doors snapping shut at his heels. Looking west, the distinction between trap-doors and floor is more pronounced now that the dust has fallen off of them...

Lycos
18th May 2010, 10:57 AM
Nice job Damelon. You seem to be getting the hang of this trap finding stuff. :D

Shiz
18th May 2010, 11:13 AM
I suck at perception but I can dance the flamingo!

Shiz
18th May 2010, 11:14 AM
Jump across everyone and let's keep going. Traps suggest we are headed somewhere someone was trying to protect.

Let's mark the location of these doors as best we can.

DinbinFanfoom
18th May 2010, 11:20 AM
Acrobatics, all.

Shiz
18th May 2010, 11:32 AM
Nevermind what I wrote...

DinbinFanfoom
18th May 2010, 11:35 AM
Let me know which way you're going.

EricStratton
18th May 2010, 11:46 AM
Nice job Damelon. You seem to be getting the hang of this trap finding stuff. :D
I mean, what are the three terrors of the Fire Swamp? One, the flame spurt - no problem. There's a popping sound preceding each; we can avoid that. Two, the lightning sand, which you were clever enough to discover what that looks like, so in the future we can avoid that too.

EricStratton
18th May 2010, 11:47 AM
Erik, Acro 5+3


Dooooooh

DinbinFanfoom
18th May 2010, 11:52 AM
Oops, long jump is Athletics. I guess your mod is +1. Not that it would have mattered in this case.

Asharad
18th May 2010, 12:10 PM
Up, up and away

Can I speak with spirits on this? If I can, I get +4 to my roll.

Lycos
18th May 2010, 01:08 PM
Why don't one of us go across and find the lever that deactivates this trap?

Shiz
18th May 2010, 01:16 PM
Why don't one of us go across and find the lever that deactivates this trap?

Nice idea, Watson. Dont mind if I do.

Damelon jumps across.

Greebo
18th May 2010, 01:32 PM
Acrobatics +1

DinbinFanfoom
18th May 2010, 01:35 PM
Jumping is athletics, see above.

Greebo
18th May 2010, 02:02 PM
Jumping is athletics, see above.

Above you said, "Acrobatics all"...

DinbinFanfoom
18th May 2010, 02:04 PM
Above you said, "Acrobatics all"...
And then afterwards...

Greebo
18th May 2010, 02:09 PM
And then afterwards...

I hit reply before the "afterwords" was posted - but I didn't actually post it until later, then immediately rolled. :P

DinbinFanfoom
18th May 2010, 02:12 PM
Keep the roll, change the mod, it's all good. Sigurd, are you actively blocking anyone from passing you in the corridor?

Greebo
18th May 2010, 02:22 PM
I'm not jumping if someone else is going. I was rolling acro in response to your orders. :P

Lycos
18th May 2010, 03:54 PM
I'm not jumping either. I let the thief go activate the lever.

Lycos
20th May 2010, 08:48 AM
Sigurd, are you actively blocking anyone from passing you in the corridor?

No.

DinbinFanfoom
20th May 2010, 12:19 PM
No.
Good, cuz that makes it more fun. :D

In the lead, Damelon takes a grand hop (20 / 10 = 2 squares cleared) and lands well beyond the probably-a-pit. Looking north, he can't really see much... as Crashing still has the torch. He can barely make out the a wall up ahead... (north wall) there appears to be a lever on it.

Sigurd, next in line, starts to voice his opinion about how this whole operation should be run when Crashing pushes past him, grits his feet into the dirt, crouches, and leaps (9+4=13/10=1 cleared), landing with a bit of a wobble.

Gleefully howling "Me next! Me, me, me!", a laughing Erik pushes past the still-protesting Sigurd and pauses for a moment to spit on his palms. Why? Only an arcanist would know... Tongue clamped firmly sideways between teeth, he squats and grabs his ankles and then(5+1=6/10=0)... rolls forward on the floor in a slow, awkward somersault.

Sigurd imagines for a second that if the floor had a magic mouth it would utter a confused, "Uh... OK... I can accommodate that..." as he watches the trap oblige and swallow the caster, who's giggles end abruptly as he encounters the pit bottom, 10' below. (Damage: 5)

The rest of the party moves up behind him, facepalming in unison.

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs)

Greebo
20th May 2010, 12:31 PM
http://www.offresonance.com/wp-content/uploads/2009/04/double-facepalm.jpg

Lycos
20th May 2010, 12:48 PM
*points and ... :lowlol:*

Lycos
20th May 2010, 03:35 PM
I guess we toss a torch over to Damelon if he needs it. Remember to operate the lever all the way up.

EricStratton
20th May 2010, 03:38 PM
Sigurd imagines for a second that if the floor had a magic mouth it would utter a confused, "Uh... OK... I can accommodate that..." as he watches the trap oblige and swallow the caster, who's giggles end abruptly as he encounters the pit bottom, 10' below. (Damage: 5)
For the record, he's still giggling.

Asharad
20th May 2010, 03:50 PM
I guess we toss a torch over to Damelon if he needs it. Remember to operate the lever all the way up.


I'm on the Dam side of the pit and I've got a torch.

DinbinFanfoom
20th May 2010, 04:05 PM
I'm on the Dam side of the pit and I've got a torch.
So do you lean around the corner with it, or do you toss it to him?

Asharad
20th May 2010, 04:29 PM
So do you lean around the corner with it, or do you toss it to him?


What do you mean? I'm standing enxt to him on the us side of the pit. Lycos is on the other side of the pit and said that we needed to toss Dam a torch. I was saying we have light on our side of the pit.

DinbinFanfoom
20th May 2010, 04:31 PM
What do you mean? I'm standing enxt to him on the us side of the pit. Lycos is on the other side of the pit and said that we needed to toss Dam a torch. I was saying we have light on our side of the pit.
My bad. I forgot Dam was next to you. Replace "toss" with "hand". Or follow him, I suppose. Or whatever else you can think of. :P

Lycos
20th May 2010, 05:01 PM
What do you mean? I'm standing enxt to him on the us side of the pit. Lycos is on the other side of the pit and said that we needed to toss Dam a torch. I was saying we have light on our side of the pit.

Well then, Chop Chop! Tell the DM you are going to operate the lever then, so we can move on. :mrgreen:

DinbinFanfoom
25th May 2010, 10:13 AM
OK who's doing what?

Shiz
25th May 2010, 10:46 AM
Does Damelon even see a lever?

DinbinFanfoom
25th May 2010, 10:48 AM
Does Damelon even see a lever?
The light is a bit dim, but yes, Damelon sees a lever in the north wall of this corridor.

Shiz
25th May 2010, 12:11 PM
With Erik in the pit, do we believe this lever will work the same way as the last?

EricStratton
25th May 2010, 12:15 PM
"Something just moved past my leg! I think...maybe not. It's really creepy down here, guys."

Asharad
25th May 2010, 02:02 PM
Even if it does, let's get him out of the hole. I will throw him a rope. Dam, help me with this.

DinbinFanfoom
25th May 2010, 02:05 PM
Even if it does, let's get him out of the hole. I will throw him a rope. Dam, help me with this.
I suppose it wasn't entirely evident by:
Sigurd imagines for a second that if the floor had a magic mouth it would utter a confused, "Uh... OK... I can accommodate that..." as he watches the trap oblige and swallow the caster, who's giggles end abruptly as he encounters the pit bottom, 10' below. (Damage: 5)
...but the trap snapped shut over Erik, as it did over Damelon, before.

Asharad
25th May 2010, 02:49 PM
ahhhhhhh

Shiz
25th May 2010, 05:49 PM
Sigurd shines the torch down through the hole in the trap doors. He sees nothing of note.

He returns to the lever and slides it upwards. As it hits the halfway mark, the grinding starts again. As the lever hits the top, however, the grinding stops... and then starts again, briefly. The party, back at the pit, see the walls below return to their original position, and the doors drop all the way open, giving access to the originally-sized pit.

Damelon will cop this, moving the lever from the down to the up position.

DinbinFanfoom
26th May 2010, 09:45 AM
Damelon moves forward and approaches the lever. As he does, he becomes aware that the tunnel turns left here... but seems to end only 5' further on, in the darkness. On that western wall, there appear to be two more levers.

Shiz
26th May 2010, 12:00 PM
How shall I distinguish between them to describe my actions?

DinbinFanfoom
26th May 2010, 01:08 PM
I've updated the map. Let's say "lever 1" is directly in front of you (north wall of the square you occupy) and "lever 2" is the northmost lever on the west wall just a pace or two west of you. "Lever 3" is the one on the same wall, but south of "lever 2".

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs)

Shiz
26th May 2010, 01:35 PM
When you say that 3 is south of 2, do you mean below or to the left looking at it while facing the west wall?

Guys, I expect level 1 will help Erik but there is a decent chance something new and bad could happen, potentially separating me from the group. We still have unexplored passages behind us.

I am inclined to try lever 1 to free Erik first.

Greebo
26th May 2010, 01:49 PM
There are pros and cons to our choices here - if we cluster together, we're all in one spot. If we say spread out, we can get divided...

So - use your best judgment, Shiz. (We're so screwed ;) )

Asharad
26th May 2010, 02:03 PM
I am moving along with Dam until he pulls the lever.

DinbinFanfoom
26th May 2010, 03:25 PM
When you say that 3 is south of 2, do you mean below or to the left looking at it while facing the west wall?
To the left of it. South on the top-down map. Yeah. Crashing moves up to just S of Damelon. He notes that this corridor has gotten very little (or no) traffic in a very long time. The dust is thick here. On the floors, the levers, everything.

Shiz
26th May 2010, 04:13 PM
Damelon pushes lever 1 all the way up.

DinbinFanfoom
26th May 2010, 04:23 PM
Damelon grabs the rusty lever with both hands and gives it a solid shove upwards, straining with effort. As it moves past the halfway mark, Damelon feels the floor beneath him give way, as it did twice before... and the lever snaps off in his hands. Crashing quickly covers his mouth to avoid the huge cloud of dust that is thrown up as Damelon disappears into the floor for the second time. The doors close with a thud. The shaman chuckles as he notes that the rogue didn't even yelp this time. "Are we getting used to this?" he thinks.

In the pit, Damelon finds that he hasn't fallen any farther than before... maybe 10 feet... but it's dark and extremely dusty, he finds, as he gathers his wits and takes stock of the damage.

Greebo
26th May 2010, 04:33 PM
You know, I think these traps aren't intended to be lethal. I think they're just intended to slow people down...

... I doubt anyone is left to catch us if we ARE slowed down - but ... we should stay alert...

Shiz
26th May 2010, 05:04 PM
Also, why all these levers at the end of a hallway?

DinbinFanfoom
27th May 2010, 08:42 AM
Down in the pit, Damelon finds himself in utter darkness, only a tiny crack of torchlight filters through between the doors closed above him. Slowly feeling his way around the small area, he finds the same rough stone walls... One (the south?) appears to have a hole in it... only about 4 or 5 inches in diameter. His foot crunches on something... bones, he assumes. Someone else must have "found" this pit at one time.

Shiz
27th May 2010, 09:40 AM
Feel around for a long-ish bone that might fit in the hole and then probe.

DinbinFanfoom
27th May 2010, 10:05 AM
Feel around for a long-ish bone that might fit in the hole and then probe.
Damelon gropes around in the darkness. Yup, definitely a skeleton down here... there's the skull... connected to the neck bone... connected to the back bone... connected to the thigh bone... connected to the knee bone... connected to the... hey, what's this?

Aside from finding a suitable femur, Damelon's hands find the only bit of apparel not rotted off of the unfortunate pit-mate... some sort of footwear, it feels like. Damelon takes the femur and moves to probe the hole with it... but as he approaches it, he hears something... coming from the hole itself.

Sounds like garbled speech... yelling... very faint... a few thuds maybe?

Shiz
27th May 2010, 10:54 AM
He tries to hear more...

Perception +6 = 25

DinbinFanfoom
27th May 2010, 10:59 AM
The group hears Damelon utter a quick "Shut up guys, for a second!" through the trap-door.

The bruised rogue strains (Perc: 25) to hear more from the aperture... Most of it is pretty garbled... some shrieking, almost sounds like an argument.

"Failed!..." *garbled* "trespass..." *garbled* "again!" *garbled*

and finally, "GO!"

What do the rest of you guys do? Not a lot of chatter... :)

Asharad
27th May 2010, 12:16 PM
Crashing looks around. They've been falling in these pits willy nilly and there seems like there should be some rhyme or reason to how this works....(22 insight)

DinbinFanfoom
27th May 2010, 12:21 PM
Crashing isn't an expert on tunnel-ology, he readily admits. However, he's seen enough of this particular system, with it's myriad of dead-ends, twists and turns, and shallow pit traps to deduce that it's purpose is either to delay and trap anyone who happens to enter it, OR delay or capture anyone who's trying to escape it.

The expert camouflage of the traps and the nearby placement of the levers implies that it isn't necessarily optimized for handling groups... but at trapping and holding single humanoids until someone can come and easily retrieve them.

Lycos
27th May 2010, 10:58 PM
It's Axe choppin TIME!

Sigurd pulls out the axe and begins to cut away at the trap doors. They are still made out of wood, right? He'll work on the one that Eric fell into first.

DinbinFanfoom
28th May 2010, 11:28 AM
It's Axe choppin TIME!
Sigurd pulls out the axe and begins to cut away at the trap doors. They are still made out of wood, right? He'll work on the one that Eric fell into first.
Sigurd begins banging away on the doors adjacent to him. After a few minutes, he's got a fist-sized hole broken into them... the wood is very durable. In the pit, Erik tries to keep too much dirt from falling on him. The improved light from the larger hole helps him resolve a roughly 4" diameter hole in the south wall of the pit... something that wasn't apparent before.

Shiz
28th May 2010, 11:42 AM
Assume Damelon has shared what he heard.

We likely have bad guys headed our way.

Asharad
28th May 2010, 11:43 AM
I am still looking at two un-messed with levers, right?

Shiz
28th May 2010, 11:45 AM
I am still looking at two un-messed with levers, right?

Correct.

Asharad
28th May 2010, 12:03 PM
I'll use perception and see which one looks more used or if there is anything else that is interesting about them.=17

DinbinFanfoom
28th May 2010, 12:10 PM
Crashing carefully avoids the trap doors as he skirts the corner... both levers look dusty... neight has been used in some time.

Asharad
28th May 2010, 12:55 PM
I'll throw the level on the left.

DinbinFanfoom
28th May 2010, 01:22 PM
Crashing cautiously pushes the lever upwards... as the lever passes the halfway mark, Damelon hears a bit of grinding near him, but it quickly stops and the doors above him drop open. He blinks in the sudden light from Crashing's torch.

Lycos
28th May 2010, 01:41 PM
Yay!

Sigurd continues chopping.

Asharad
28th May 2010, 02:09 PM
Can I help him up? By which I mean can I reach down there without falling?

Lycos
28th May 2010, 02:10 PM
Who's watching for incoming enemies? This noise is going to attract someone's attention.

DinbinFanfoom
28th May 2010, 02:18 PM
Can I help him up? By which I mean can I reach down there without falling?Sure.

Crashing reaches down over the edge of the pit and hauls Damelon back up. You are both now on the double-lever side of the pit.

Sigurd keeps chopping.

From inside Pit 1, Erik can hear sounds from the hole in the wall... garbled yelling, and it is receding.

From the rear of the group, Lamsi pokes KT with her bow. She points back behind them and cups her ear. She obviously hears something.

Asharad
28th May 2010, 02:34 PM
I will throw the left lever again (back) to close the pit.

DinbinFanfoom
28th May 2010, 02:45 PM
I will throw the left lever again (back) to close the pit.
Crashing shoves the lever all the way back down and the doors snap shut.

Asharad
28th May 2010, 02:51 PM
Dam, why don't you move back to the group. I'll then pull this lever and see if it opens the other trap door.

Shiz
28th May 2010, 03:31 PM
Will do. Dam does what he can to get back to Lamsi. We are cornered here, guys. The traps won;t affect the cannibals since they can scrabble on the walls.

jump rolls = 21, 23

I need a heal, too, if combat is coming.

Get Erik out and let's move.

DinbinFanfoom
28th May 2010, 03:36 PM
As Damelon moves back through the group, Crashing throws the final lever upwards. Erik is thankful to see the doors drop towards him and instinctively flinches as Sigurd "checks" his final axe-swing.

Shiz: Do you want to position yourself in front of Lamsi?

Shiz
28th May 2010, 03:46 PM
Sigurd should be there, not me if we have time.

EricStratton
29th May 2010, 10:03 PM
"Oh thank you thank you!"

DinbinFanfoom
31st May 2010, 12:07 PM
The group shuffles around a bit. Sigurd slips past Lamsi, Damelon crowd-surfs past a few more and... Erik wonders if anyone is gonna make room for him to get out of the pit.

I'll everyone to reposition 2 squares at this point. We'll call it a "subway car shuffle".

From around the corner, Sigurd can hear the gurgling and scampering sounds draw closer.

Asharad
31st May 2010, 12:10 PM
I completely forget...do these pits just fall open when you step on them?

DinbinFanfoom
31st May 2010, 12:16 PM
I completely forget...do these pits just fall open when you step on them?They have in the past, when closed. It (Erik's) is currently open. The exception is the one Damelon triggered by pulling the lever... it has been reset, and is closed. You walked over it without trouble.

Shiz
2nd June 2010, 10:22 AM
Damelon gropes around in the darkness. Yup, definitely a skeleton down here... there's the skull... connected to the neck bone... connected to the back bone... connected to the thigh bone... connected to the knee bone... connected to the... hey, what's this?

Aside from finding a suitable femur, Damelon's hands find the only bit of apparel not rotted off of the unfortunate pit-mate... some sort of footwear, it feels like. Damelon takes the femur and moves to probe the hole with it... but as he approaches it, he hears something... coming from the hole itself.

Sounds like garbled speech... yelling... very faint... a few thuds maybe?

Thanks to a DM nudge, Damelon is going to retroactively retrieve these boots.

Din, I appreciate the delivery. This format makes it hard to pick up on hints like that, though. Not your fault. I know we all read these posts a bit too fast some times.

Lycos
2nd June 2010, 10:39 AM
Map:

http://www.primeaxiom.com/rpgt/scene.asp?ID=powd7xypv6ukzrf4qotre3jwddoztzmq7arog npxqtg8ir35m7lkv5ullx3gm7cs


Let's move up to H21.. Sigurd will look around at that point. His axe is at the ready.

Shiz
2nd June 2010, 10:49 AM
Do we want to get to the intersection so we can spread out a bit or just bottle them up in the corridor and have Sigurd tank 'em? I am not so sure he can handle that beating but we would be able to focus fire. Everyone has ranged attacks but him, although Damelon doesn't do much with his daggers without CA.

Part of me says we should make a break for it and try the south or eastern passage ahead.

Lycos
2nd June 2010, 12:02 PM
I like the spot we are in now because they only can come from one direction. If we go to another section then we have more than one spot to be attacked.

DinbinFanfoom
3rd June 2010, 12:32 PM
I'll everyone to reposition 2 squares at this point. We'll call it a "subway car shuffle".We done shuffling?