A Mountain Troll |
Cockatrice |
Malbeck the Friendlier Kobold... Malbeck claims to be a veteran of the Kobold Karavans deep into Stonehell
Smon: GM: OK, so plan is to invetigate the elevator to level 5. Ideally Rosa would like you to find the Efah-Soom teleport chamber down there, since currently the only access is via teleport from level 1. At the Kobold Market on level 1, dusty & noisy with excavations (Rama the Friendly Kobold is greatly extending the Inn there which he recently purchased) you can hire a guide, Malbeck the Friendlier Kobold... Malbeck claims to be a veteran of the Kobold Karavans deep into Stonehell and knows the way to the 'Neutral Ground', the cavern on level 4 containing the elevator down to level 5.
Smon: Who is paying the 20gp for guide, to be left with Trustee Sniv the kobold chief in case of Malbeck's non-return?
Keelia: Sounds good! Bright Star has 3 super healing potions left but that's it, so no one get more hurt than that.
Keelia: Bright Star sets down the 20gp
Smon: OOC I've had brekky and a cup of tea is waiting by the chair Chris
chris107: "Thank you Bright Star. I seem to have left my purse at home."
chris107: yummers
JamesDevil:
JamesDevil: "next one is one me"
JamesDevil: on*
Keelia: Bright Star waves her hand, "It is of no consequence."
chris107: (I had a premonition of Mordred's demise yesterday. So added his last will & testament to the character sheet on page 63 of the thread)
Smon: In Kobold Korners the corpulent Kobold Sniv, resplendent in red felt fez, tattered fur coat, and monocle, smiles as he takes the gold from BS. "Good luck, cat thing - harm no kobolds and you shall surely return safe!"
Keelia: Bright Star nods, "Understood."
JamesDevil: ooc can i sell off my old sheild here?
Smon: GM: You can sell gear at the market here yes, usually 20% base price. From kobold korners, Malbeck leads you back west and downstairs to the bright-lit asylum, north to the stairs down to level 3, and through halls scattered with the bones of dead ogres down to the caves on level 4.
Smon: (you can sell a +1 shield for 200gp)
JamesDevil: coolio, thxs
chris107: (Shall I make a map?)
Keelia: (go for it, Chris )
chris107: (Mordred would pay you that James)
JamesDevil: ooc mine is non magical
Smon: map would be good once you hit level 5.
chris107: (for a magical one :D)
chris107: cool. I'm on it.
Smon: you can sell a mundane shield 20% of phb price
JamesDevil: k, so on 2gp then, not worth lugging it around anyway
JamesDevil: is sell it]
Smon: rosa's level 1-5 map, 5 is just speculative - https://www.facebook.com/photo.php?fbid=10160904790965085&set=gm.2073465226249858&type=3&theater&ifg=1
chris107: Mordred will illuminate the scene with his sword. Shield ready on the other arm.
JamesDevil: have we had a long rest?
Smon: You head through extensive limsestone caves; a few bones here and there but the local wildlife has consumed most signs of the great battles fought between adventurers and depraved cannibal berserkers.
Smon: Yes it is 2 weeks since your return from level 9
JamesDevil: sweet
Smon: /roll d6
Smon rolls 1d6 and gets: 4,
chris107:
Smon: GM: In one cave Malbeck warns you to move carefully around a large ochre jelly happily dividing in two. "We not bother it, it not bother us!"
chris107: "Ewww"
JamesDevil: "hmm, very well"
Keelia: Bright Star shifts as far away from it as she can. Jelly and fur do not mix.
JamesDevil: Danor stand between the Jelly and BS
Smon: Eventually, about 40 minutes since leaving Kobold Korners, you come out into the elevator cave - a very large cavern with piles of arranged boulders; remains of fires; tattered cloth banners. This area is known as neutral ground for Stonehell Dungeon‘s humanoid tribes.
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Keelia: Bright Star thanks their guide for getting them safely to their destination.
Smon: As you approach you hear voices! Standing near the top of the shaft, two strange troll-like creatures about 8' tall with cloven feet and long furry tails wearing archaic clothes, are conversing amicably with four knobble-hided ogres carrying clubs.
chris107: "What strange manner of creatures are those?"
JamesDevil: "those wouyld be ogres lady"
Keelia: Bright Star tilts her head. "with tails?"
Smon: They have seen your light, and watch as you approach from the west tunnel. Malbeck nods to Bright Star's thanks, then whispers to Mordred: "Ogres, and two Mountain Trolls. They will not fight us here in the Neutral Ground."
chris107: Mordred points the glowing Sword of Omens at them "You are in our way. We are looking for the elevator."
JamesDevil: "don't start a fight on neutral ground"
Keelia: "Weapons low," Bright Star mutters to her companions.
chris107: Mardred harumphs just a little. Seeing these wicked creatures live goes agin his grain. But he does so.
Keelia: She tucks her bow away and nods to the Ogres and Trolls.
JamesDevil: Danor stows his mace and approaches the top of the shaft
Smon: GM: The large humanoids watch Mordred with amusement. One troll takes a step back, allowing you to approach the elevator, a mechanical lift with ceiling pulleys. There is a lift car currently on your level, with a lever to operate.
Smon: Malbeck speaks to the trolls in giantish. They nod and shrug. (anyone speak giant or similar?)
JamesDevil: Danor nods to the creature and steps onto the platform
chris107: not me
Keelia: Bright Star dips her head in thanks and steps into the lift.
JamesDevil: orcish and dwarfish
Smon: Danor opens a small gate and steps onto the lift platform.
Smon: It's a bit like Orc, Danor can roll an INT check DC 10
Keelia: (ignan, tabaxi/halfling, and dwarfish)
chris107: M joins him
JamesDevil rolls 1d20 and gets: 5,
JamesDevil: bah, nope
Smon: Malbeck: "I go back now, get my 2 gold! Live like King for a day!" He chitters happily, hopping from foot to foot at the thought of all the booze awaiting him at Rama's Inn.
Keelia: Bright Star waves to him. "Our thanks again."
Keelia: Bright Star checks everyone is in the lift, then activates the lever.
Smon: GM: You all assemble on the lift, the ogres and trolls turn back to continue what seems to be a barter of some kind. Malbeck waves you goodbye and scurries off.
Smon: GM: With a heavy grinding sound, the lift descends down the shaft...
Keelia: Bright Star draws her bow again, ears perked forward to listen for whatever may come.
chris107: Mordred is alert, swordand shield ready.
JamesDevil: Danor pulls his mace out again
Smon: The 100' descent takes about a minute before descending into the north side of a good size chamber, ceiling about 15' high. The metal & wood lift platform descends in the iron strut frame work that secures it, the frame extends up through the hole in ceiling; coming to rest on the floor. A metal box with five switches & wires rests on floor next to the platform. To Danor this box looks to be the engine and winch system that operates the lift, allowing it to rise up to the common ground area above you. A rough-cut tunnel runs N-S along the east side of the chamber. The way south looks well used, north is dustier.
JamesDevil: are there any tracks in the dust to the north?
Smon: There are clear cloven-hoof troll tracks and others less distinct going from the lift down the south tunnel. The north tunnel is quite dusty, with a few scritchy tracks like large chicken feet.
JamesDevil: "hmm, ogres or chickens, what would we prefer?
JamesDevil: "
Keelia: "Bright Star thinks the trolls patrol this level. Care must be taken in case those above leave the neutral zone and pick a fight."
Smon: The tunnel shows signs of having been mined, excavated by not very skilled miners, with wood (likely fungus) supports sagging in places, and debris on the ground - gravel, bits of broken rock.
chris107: "Well I doubt those rough Trolls would have discovered the teleportation chamber. Most likely hidden by the giant chickens."
JamesDevil: Danor nods and heads down the dustier path
chris107: Mordred at his shoulder.
Keelia: Bright Star follows, pondering what large beast has chicken feet
Keelia: "Cockatrice?"
Smon: Only 10' down the north tunnel is a side tunnel west, which looks to open into a chamber after 20'. A foul midden stench wafts from that direction. To the north the pasage continues north 10' then opens into a larger triangular space (L\ shape) with several tunnels off it including the main tunnel continuing north.
chris107: (That was my fear )
Keelia: "Perhaps it is an insect, instead of a chicken?"
Smon: You see more debris scattered on the floor around here, including broken & discarded mining equipment - some sized for humans, others for halflings or gnomes perhaps.
JamesDevil: BS could you please sneak ahead and check that room ahead on the west side?
Smon: The tunnel is about 10' high & wide.
Keelia: Bright Star nods and engages stealth
Keelia rolls 1d20+13 and gets: 20, (+13) = 33
chris107: nice
JamesDevil: she abbandoned us
Keelia: she is like a ghost - silent and invisible
Keelia: She peeks into the room
Smon: BS vanishes down the west tunnel... the stench grows stronger as she reaches the entry of what is clearly a midden chamber, about 20' e-w by 30' n-s, no other exits. Foul stench; piles of broken equipment, rotten food & waste. BS spots a set of rotted saddlebags nearly hidden under the filth.
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: A strange thing like an overgrown chicken is poking around in the garbage! It hasn't spotted her.
JamesDevil: ugh
Keelia: she backs away out of line of sight and signals the others, indicating an enemy
Smon: Her prediction of cockatrice appears correct.
chris107: M creeps up to join her.
chris107 rolls 1d20+3 and gets: 19, (+3) = 22
Keelia: She draws her bow and nocks and arrow. As soon as the others start towards her, she will step into the doorway, shoot the cockatrice and then duck back
Keelia: (nice roll!)
chris107: Mordred joins in with a firebolt
JamesDevil: Danor will cast Blindness
Smon: Mordred is pretty stealthy, unfortunately the light from his sword alerts the monster!
chris107: (A bit unexpected)
JamesDevil rolls 1d20 and gets: 1,
JamesDevil:
JamesDevil: no stealth for Danor
chris107: oops
Keelia: (oh dear, james!)
Keelia: Bright Star hurries her attack, hoping for the element of surprise still
Keelia: (should I roll for attack or init?)
Smon: GM BS & M roll init DC 12, Danor is further back so goes after the cockatrice
chris107 rolls 1d20+3 and gets: 16, (+3) = 19
Keelia rolls 1d20+6 and gets: 16, (+6) = 22
JamesDevil: nice
Smon: OK BS can shoot w advtg
Keelia: (Maybe we'll be having cockatrice bbq in a minute)
chris107: Flames fly from Morreds fingers
Keelia rolls 1d20+7 and gets: 14, (+7) = 21
Keelia rolls 1d20+7 and gets: 18, (+7) = 25
Smon: AC 11
chris107 rolls 1d20+6 and gets: 9, (+6) = 15
Smon: hits, BS gets sneak dmg
chris107 rolls 2d10 and gets: 9, 4, = 13
Keelia rolls 5d6+4 and gets: 3, 1, 4, 6, 5, (+4) = 23
Keelia: (not too shabby between us )
Keelia: Bright Star ducks back out of line of sight.
Smon: The cockatrice is shot and flamed, it collapses in a burning heap of feathers!
chris107:
JamesDevil: yay
chris107: yay!
Keelia: Yay
Keelia: Bright Star peers back around the door then steps inside. Using an arrow, she digs out the saddlebag
chris107: M keeps watch in the NS corridor
JamesDevil: Danor casts Aid on the group
chris107: (Thanks James)
JamesDevil: +5 temp hp
Keelia: "Is there aught we can scavenge to sell from a cockatrice?" she asks.
Keelia: (thanks, james!)
Smon: BS snags out the rotten saddlebag from the filth.
Smon: There is a second one too.
Smon: They are heavy with coin.
chris107: (No further exits from midden room?)
Keelia: She'll dig that out with the arrow also, then use two arrows like giant chopsticks to open the bags and peer inside
chris107: nice image
JamesDevil: lol, chopsticks
Smon: No exits visible from the midden room. Examining the bag interiors carefully, BS finds no rot grubs - just piles of silver and gold, and a sapphires (50 gp) plus two pearls (10gp each)
Keelia: She shows the others the find and shoves the lot into her bag to divide later.
Smon: By weight you can reckon the coins at about 4000 silver and 900 gold, a substantial load.
chris107: Gems for Brightstar and split the gold evenly?
JamesDevil: sounds good
Smon: That's about 98 lb weight of coin, nearly BS's weight
chris107: "We can come back for the silver."
Keelia: sounds good
Smon: 18 lb weight of gold
chris107: 300GP each then.
JamesDevil: i can carry 133 extra lbs of weifght
Smon: OK you leave the silver, taking the gold & gems.
Smon: Unless Danor wants to take the 80lb of silver?
Keelia: If Danor and Mordred want to carry the silver, they are welcome to it.
JamesDevil: na
JamesDevil: h
Smon: He's a load bearing dwarf
JamesDevil: not worth it
Keelia: Bright Star can't carry that much O.o
chris107: hehe
JamesDevil: ll
chris107: So up to the triagngular room?
JamesDevil: yep
Keelia: Shaking the muck off her arrows, she tucks them back into her quiver and asks Mordred to mark the silver on the map, in case they want to come back later
chris107: done
Keelia: stealth engaged again
Keelia rolls 1d20+13 and gets: 10, (+13) = 23
Smon: GM: You leae the midden and head north into the triangular area - less a true chamber, more the result of tunnels converging.
chris107: In the cardinal directions?
Smon: From here tunnels lead off NW & SE (looks like the same shaft) plus the N tunnel you are following, plus a side tunnel to E.
chris107: got it, thanks
chris107: (drawing a map in biro is a messy business )
Keelia: (it is! )
Smon: It looks like there has been a collapse about 25' down the NW tunnel. The N tunnel runs about 20' to a side tunnel E, then another 10' to open into a larger area. The SE tunnel runs beyond your torchlight. The E tunnel runs 20' or so to open into a larger area.
chris107: All dark and quiet?
Keelia: preference for direction?
Smon: Again the floors here are dusty with scattered gravel & small rocks, signs of excavation, timber supports. Occasionally you hear the low groan of shifting timber as the earth moves a fraction, not uncommon in a mine.
Smon: The triangle space is about 20' across.
chris107: SE but only because it fits onto my map page easiest.
chris107: or east
chris107: to the opening up.
Keelia: Bright Star will tiptoe E to investigate the options and see what she can see
Smon: Looking east, those w Darkvision can make out spongy wood tables & chairs, it looks like a large dining hall?
Smon: Spongy wood tables & benches; standing pools of water; rotten crates & sacks; fungi of many hues.
Smon: /roll d20
Smon rolls 1d20 and gets: 18,
Keelia: (oh dear. Is that against my stealth?)
Smon: BS (just!) spots the edge of a bulbous purple fungus about 4' high near one of the tables.
Smon: no, was checking vs your passive per 18
Smon: BS can roll Nature
Keelia: (phew!)
Keelia rolls 1d20 and gets: 19,
chris107: "Best avoided I'm sure."
chris107: rolling like an ace today, Keelia!
Keelia: (I was going to say she isn't exactly a nature loving creature, unless it's shiny, but the dice proved me wrong here)
Keelia: ( I think the dice gods are pitying my over-full stomach )
Smon: BS senses something suspicious about the purple fungus, it has weird almost throat-like openings on its stalk.
chris107:
Keelia: She'll keep her distance.
Keelia: Can she see any other enemies in the room?
Keelia: If not, she'll shoot the purple thing
Smon: BS recalls tales of the Shriekers, strange fungi that shriek when light or creatures approach. Some cultivate them as dungeon guards.
chris107: oops
Keelia: Ah, maybe she won't shoot it.
Smon: BS pauses with arrow notched
chris107: Mordred keeps back with the light too.
chris107: (once warned)
Keelia: She retreats back to the others to tell them she's found a fungal guard. Perhaps a concentrated effort from a distance? Fire and arrows and such?
JamesDevil: "makes sense to me"
Keelia: (can she get sneak attack against a plant?)
JamesDevil: can we see it from where we are?
chris107: "I fear for me to be able to see it,it will notice my light."
JamesDevil: "then put your sword away
JamesDevil: "
Keelia: Bright Star mutters to herself about finding some dark vision goggles for Mordred at the market
chris107: Mordred dims the light to just a small pool of radiance around him.
Smon: GM: To get a clear view you will need to go to the east end of the tunnel where it opens into the dining room. Are you doing that?
Keelia: Bright Star will using her sneak
chris107: "I think it best you two deal with this. I'll wait here."
chris107: (Mordred stands guard in the triangular chamber.
JamesDevil: I'll go with BS
Keelia: "if it starts to scream, come quick," she tells Mordred.
chris107: "I will."
Smon: OK Mordred dims his sword light. BS creeps back down the tunnel to the entry arch. Danor clanks along behind her - roll stealth both of you.
Keelia rolls 1d20+13 and gets: 17, (+13) = 30
JamesDevil rolls 1d20 and gets: 6,
chris107: (No clanking in our posh new armour )
JamesDevil: bah
chris107: Oh....
chris107:
Smon: Would you believe Shriekers have Passive Per 6 & therefore Danor succeeds?!
JamesDevil: no dis at least....
Keelia: sweet!
JamesDevil:
chris107: Yay!
Smon: BS & D look east into the great dining hall, some 50' across, with a 20x20 kitchen alcove in the S wall, the containers there covered in yellow mold. Among the long mouldy tables and much other fungi you see 4 of the purple Shriekers. You make out three exits - one to the north barred by a wooden barricade, one opposite you to the east, and one going south from the SE corner.
Keelia: Hmm, is that the right angle for the SE hall from before to connect up to?
Smon: The 4 shriekers are scattered about the room, only the neaest one was just visible from down the w tunnel.
Smon: (Only if it ran a long way S)
Keelia: Does Bright Star know from her nature roll if the other Shriekers will sound off if they attack one from a distance?
chris107: (Looks that way, Keelia)
JamesDevil: if we wait 10 mins i can cast Silence as a ritual
Keelia: (might be a way around if we want to try to avoid the Shriekers)
Keelia: Yes, Silence. Excellent.
JamesDevil: 20'radius
chris107: excellent, James!
JamesDevil: will that get them all?
Smon: GM: They are group creatures, likely to all shriek if one is injured.
JamesDevil: are they all within 30' of each other?
JamesDevil: 40'*
Smon: The NE one is 40' from the westest one, so no.
Smon: (happy I sketched their precise locations before you asked)
Keelia: silence as many as you can, then we target the one not silenced and hope like hell we destroy it before it can scream?
chris107:
JamesDevil: thats what i am thinking
chris107: Good thinking
JamesDevil: Danor starts rit casting silence to cover the three that are closest together
chris107: (Does sound pass through a silence spell?
JamesDevil: a deafened creature can't hear sound
Smon: GM: Sound does not pass through a silence spell. It looks like a 30' diameter circle would only get 2 of them.
JamesDevil: no sound can pass through it
JamesDevil: its 20' radius so 40' diameter
Keelia: 20' radius so 40' diameter
Smon: However a 40' circle can possibly get all of them.
JamesDevil: sweet! i do that!
Smon: I'd say a DC 12 caster check (WIS +PROF) to get all 4
chris107: good luck James
Smon: otherwise you get 3
JamesDevil rolls 1d20+7 and gets: 4, (+7) = 11
JamesDevil: oh ffzs
chris107: arrgghh
Keelia: guidance yourself?
Smon: No way to boost that? Then the SE one is just outside the casting
JamesDevil: probably for the best i need to make a move in a minute
Smon: well you can't cast guidance while casting silence
JamesDevil: i could have used guidance but i didn't call it before
JamesDevil: yea....
chris107: (I only noticed that Guidance is a conc spell this week!)
JamesDevil: could i stop the ritual and try again?
Smon: Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
JamesDevil: lol
chris107: (That will stop Don, spamming it every 2 minutes )
Smon: People always ignore all the limitations on guidance, it's incredibly annoying
JamesDevil: hehehe
JamesDevil: its just so handy though
JamesDevil: anyways, can i cancel the rit cast and try to get all 4 again?
JamesDevil: or will you not allow that?
chris107: (You guys haven't had the joy of playing with Don, Simon has and I'm sure can imagine?)
Smon: No you had to cast it to get the caster check
Smon: (yup)
JamesDevil: ok, it only gets three then
JamesDevil: i suggest you two hold attackes for the other one
Smon: /roll d20-4
Smon rolls 1d20-4 and gets: 12, (-4) = 8
JamesDevil: i'll stick around for another 5 mins but then i need to go
chris107: We'll try and stay alive, James.
Smon: GM: The unsilenced Shrieker fails to notice Danor casting the Silence
chris107: phew
JamesDevil:
Keelia: Bright Star lifts her bow at the unsilenced shrieker and waits for Danor's signal that he's ready.
Smon: OK you can cast again & try again?
JamesDevil: Danor holds SF to go off staight after her attack
JamesDevil: wait
Smon: Or are you attacking?
JamesDevil: yes please
JamesDevil: i'll try again
Keelia: waiting
JamesDevil rolls 1d20+7 and gets: 20, (+7) = 27
JamesDevil: BOOM
Smon: OK Danot tells the others to wait & tries again... encounte check...
Smon: /roll d6
chris107: nice
Smon rolls 1d6 and gets: 4,
JamesDevil: all sounds has been eliminated in the universe
Smon: Danor gets them all Silenced, and no monsters arrived in the meantime.
Smon: Most of the shrieker room is now silenced
Smon: brb - James you heading off now?
JamesDevil: yea, i'll go now, you guys can take a room of silences shriekers
JamesDevil: thanks for the game, cya
chris107: Have a good week, James (or two)
Keelia: later, james
10:05am 2018-7-21 JamesDevil Has exited the room
chris107: (I have a lotof trips planned for August and September too, I'll post them onto the thread this week)
Keelia: Bright Star summons Mordred forward and raises her bow and takes aim at the furthest Shrieker.
chris107: Mordred joins in the slaughter with his firebolts
Keelia: (I have no plans since I have no holiday saved. There's a public holiday in October which I may travel over though)
Smon: GM: You brutally slaughter the helpless fungi as they silently scream.
Keelia: yay!
chris107: yay!
Keelia: (keep going or call it?)
Smon: A couple minutes later they are little more than burnt stumps. What now?
chris107: "Further east, north to the barricade or south?
chris107: (or call it)
chris107: I'm good for another hour at least.
Smon: You have not done much yet
Keelia: (i'm good for another 30+ minutes / another room)
Smon: My parents are out, I'm good to at least 12
chris107: Shall we investigate the barricade then? That's who likely set the shriekers as guards.
Keelia: south?
Smon: Looking at the wooden barricade, it goes almost to ceiling height. Would be DC 20 Acrobatics to get through the tiny gap.
chris107: Or south is safer
chris107: South it is.
Keelia: we'll save the acrobatics for later
Keelia: Bright Star takes point with her stealth on.
Keelia rolls 1d20+13 and gets: 14, (+13) = 27
chris107: Mordred stays in a pool of dim light until she returns.
Smon: The south tunnel runs only 10' then opens into an irregular chamber about 30' across, with tunnel to w and a very wide 20' tunnel to east that opens after 20' into an even larger area. This first space is dominated by a Huge (15‘ square) leather bellows powered by treadmill. The treadmill appears broken & nonfunctioning.
Keelia: she'll go poke her head into the south door and see what she can see
Keelia: can she see any enemies?
Smon: This whole area is still clearly mineworks, the bellows may have been for smelting.
Smon: No enemies, quite a lot of dust, a few tracks, mostly the cockatrice scratches.
Keelia: she'll wave Mordred over and she'll step into the room
chris107: M enters, shedding light all over the place.
chris107: "West looks like it could intercept the south east passage from the triangle room."
chris107: "Perhaps we should investigate the wide tunnel to the est?"
Keelia: Bright Star nods and pads that direction.
chris107: M again shrinks down the light and waits at the north side of the broad eastern tunnel.
Smon: GM: You enter the bellows room. From here you can look east into the extensive abandoned mineworkings - an area about 40' across with numerous tunnels off it,Discarded tools & ore carts; piles of stone; creaking timber shorings. To the west the tunnel runs 10' then intersects a NW-SE tunnel, likely the same one you've encountered earlier, before continuing 20' and ending at a chamber. In this far west chamber BS's excellent catvision makes out something odd, it looks like a massive stone cube.
Keelia: Oh, curiosity, my name is cat...
Keelia: despite wanting to know what the stone cube is, Bright Star turns East as agreed
chris107:
Smon: BS counts at least 4 tunnels off from the eastern mine excavations btw, not counting smaller cuttings.
chris107: M follows in dim light to the opening of this stone cube chamber.
Smon: Which way?
Smon: To cube or check out the mine?
Keelia: East. (west was the cube)
chris107: (Cube)
chris107: East leads into the mines
Smon: Mordred wanders west & BS east
Keelia: OK, we'll go west and check the cube out quickly
Smon: BS follows M
chris107:
chris107: Slight misunderstanding there.
Keelia: (eh, it happens )
chris107: (Will be easier once I post my grotty biro map)
chris107: posted
Smon: You step west, first to the intsersection. the tunnel leads NW to the L\ space you passed earlier, and SE towards yet another intsesrsection after about 45'. You continue west to the entrance of a chamber about 20x20 w an alcove in the n wall. A square 10‘ stone cube sits in center of floor. Stone is completely smooth and is of light grey stone, unlike the sandy coloured walls and floor.
chris107: eek
Smon: It shows no sign at all of having been worked.
Smon: Can roll DC 22 Nature
chris107: (My stone cube chamber may be in the wrong place on the map then)
Keelia: I can't get that. I have +0 to Nature.
Keelia: (that's alright, you can update it later )
chris107: Is nature INT?
Smon: Apart from the cube and some mine debris - broken pickaxe, rusted barrel bindings - the chamber seems unremarkable, with no other exit.
Smon: Yes
chris107 rolls 1d20+3 and gets: 2, (+3) = 5
Keelia: (yes, INT. I have +0. not the brightest crayon)
Smon: It's a mystery!
chris107:
chris107: Mordred moves forward and touches the cube.
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
chris107: "Keep watch Bright Star. I inted to use some ritual magic."
Smon: Mordred touches the smooth grey stone, bare hand?
chris107: He also allows Berta to stretch her wings and stand guard too.
Keelia: Bright Star turns to watch their exit
Smon: ok
chris107: Yes, he'll remove 1 gauntlet as he intends to use ritual Identify.
Smon: The stone is cool to the touch. Mordred begins the ritual... it's not exactly a magic item, so roll INT+PROF
Smon: DC 10
chris107 rolls 1d20+6 and gets: 20, (+6) = 26
chris107:
Keelia: nice!!
Smon: Mordred forms a psychic link with the cold stone block.... it was once a gelatinous cube, happily hoovering up dungeon leavings... until one day it tried to envelop a very angry cockatrice... it's now a stone block with an entombed cockatrice within!
chris107: Nice!
Keelia: curiosity = satisfied. Bright Star purrs to herself.
chris107: I'd suggest the eastern tunnel from the shrieker room next, at least until I sort my map out.
Keelia: ok.
chris107: Mordred will take 'cuttings' from the Shriekers. He quite fancies growing some.
Smon: OK you go back to the shrieker/dining room and take the east tunnel. It runs 40' and comes out at the north end of the mine workings.
Keelia: Bright Star leads them back to the shrieker room and heads due east from there.
chris107: (A Shrieker Orchestra...)
Keelia: is that the end of the big room we were just in?
Keelia: (Bright Star looks at him, thinking humans are very weird)
chris107: "I could use alchemy to grow different sizes which in turn would produce different notes."
Smon: There are at least three more unexplored tunnels from the mines, aside from the wide one to the bellows to west. One winds NE, one S from the w end of the S wall, and an opening in the SE corner leads to more tunnels.
chris107: (It goes no further east than the mine works, Simon?)
chris107: So. Barricade (DC20 acrobatics). Various Mine tunnels or back to lift and south into Troll Country?
chris107: or past triangle room and east
Smon: There are excavations beyond the mine works to NE and SE - looks like the NE tunnel dead ends after about 40' of mining
chris107: or north
chris107: First east side tunnel may bypass the DC20
Keelia: should we just keep going east?
chris107: barricade
Keelia: it's seemed to work for us so far
Smon: The S tunnel from the mine works opens out after 30' looks like
chris107: East is into mines
Keelia: ok, Star can probably acrobatics her way through the barricade but can Mordred?
chris107: and if Simon says the south tunnel from the mine works opens up after 30'. That's good enough for me
Keelia: it may take her a few attempts.
chris107: Mordred has little chance.
chris107: and we may well be able to bypass it by using the side tunnel past the triangle room.
Keelia: ok, so back to triangle and north then east to see if it goes around barricade?
chris107: Fine with me.
Smon: From the SE corner of the mineworks a tunnel runs east, in the 10' space just to east a tunnel runs south 10' then is blocked by a collapse, after 10' a tunnel runs NE, and then it opens into what looks like an old bunk room.
Smon: Sorry will stop typing now
chris107: (I'll rejig the map when I've had a carful readthrough of the transcript,)
Smon: >>ok, so back to triangle and north then east to see if it goes around barricade? chris107: Fine with me.<< GM: OK after looking around the endless mineworks you go back to the triangular area and go north.
chris107: Mordred allows a moderate amount of light to ensure safe passage.
Smon: 20' north from the triangle a side tunnel runs east 30' into a chamber. 10' north of this side passage the n tunnel opens into a chamber from which comes the smell of chicken excrement and a sound of clucking.
Smon: You hear the sound of cockatrices from the north, no doubt alerted by your light... if you hurry east you might avoid them?
chris107: "Or we may get cut off from the exit?"
Smon: yup
chris107: "Fight or flight, Bright Star?"
Keelia: Both
chris107: "We took the other one down easily enough. Fighting wirthdrawl south?"
Keelia: "I will try to lure them one by one and draw them out. Ready your fire."
chris107: Great minds!
Keelia: She nods.
Keelia: She engages her stealth
Keelia rolls 1d20+13 and gets: 18, (+13) = 31
Smon: BS steps north to the entrance of the north chamber.
Keelia: and her bow
chris107: Mordred prepares to spam firebolt
chris107: From 10' behind her. As they appear.
chris107: actually 20' to the side passage
Smon: Abandoned mining equipment; smell of excrement & feathers. Cockatrices (4) nesting amongst the
old equipment. The chamber is irregular, about 30' at widest extent e-w, 20' n-s, with 20' long tunnel to N and a 10' excavation in e wall, you are at the E end of S wall.
Smon: 10' to side passage M
chris107: cool
Smon: GM: The 4 cockatrices are heading in BS's direction (although they have not seen her)
Keelia: She'll take aim at the nearest and shoot it, then duck out of sight.
Smon: M readies firebolt behind her, BS roll init DC 12
Keelia rolls 1d20+6 and gets: 17, (+6) = 23
chris107: yay
Keelia:
Smon: ok BS can shoot w advtg then duck back to join Mordred at the east tunnel
Keelia rolls 1d20+7 and gets: 10, (+7) = 17
Keelia rolls 1d20+7 and gets: 3, (+7) = 10
Keelia: 17 is highest
Keelia rolls 5d6+4 and gets: 4, 6, 4, 6, 2, (+4) = 26
Keelia: and retreat
chris107: very nice
Smon: 1 hp left!
Keelia: (not too shabby )
chris107: grrr
Keelia: ah!
Smon: The hideous avian creatures with the body of an emaciated rooster, the wings of a bat, and a long, scaly tail angrily surge forward, as those in front appear at the entrance M can firebolt.
chris107: at the wounded one.
chris107 rolls 1d20+6 and gets: 5, (+6) = 11
Smon: BS are you retreating east to the unexplored chamber, south to the L\, or staying by Mordred?
Smon: M picks out the wounded one and zaps it (AC 11) it collapses.
chris107: 1 down...
Keelia: we're both retreating back down S.
chris107: Moves 30' south. end of turn.
Smon: BS races past M as the cockatrices attack him (you can't move on a Readied action)
Smon: Three cockatrices peck at M...
chris107: okay, reaction ready for shield then.
chris107: AC22
Smon: /roll d20+3x3
Smon Rolls 1d20+3x3 and gets:
19 (+3) = 22
5 (+3) = 8
4 (+3) = 7
chris107: shield
chris107: AC27
Smon: lucky, you spend a Shield & a cockatrice beak bounces off
Smon: ok your goes
chris107: phew!
chris107: Strike with sword of omens
chris107 Rolls 1d20+7x2 and gets:
19 (+7) = 26
17 (+7) = 24
chris107 rolls 2d8+14 and gets: 8, 3, (+14) = 25
Smon: 2 hp left!
Keelia rolls 1d20+7 and gets: 20, (+7) = 27
Keelia: a crit!
Keelia: woot!
chris107: yay
Smon: i'm rolling a d3, on a 1 you shot the wounded one...
Smon: /roll d3
Smon rolls 1d3 and gets: 2
chris107: double yay!
Smon: no so roll dmg, double all dice
Keelia Rolls 1d6+4x2 and gets:
6 (+4) = 10
3 (+4) = 7
Keelia: do I get sneak?
Smon: ? no
Keelia: didn't think so.
Smon: Yes you get sneak but you don't double dmg
Keelia: so 17
Smon: You only roll dice twice in 5e
Keelia: ah, ok, let me try again.
Smon: So bow 2d6+4, plus double sneak dice (6d6?) are you still level 6?
Keelia: level 7
Smon: ok so 2d6+4+8d6
chris107: 10d6+4 nice
Smon: If your dmg mod is +4
Keelia: 10d6+4
Keelia rolls 10d6+4 and gets: 5, 5, 5, 4, 5, 4, 6, 3, 3, 1, (+4) = 45
Keelia: (helps if i type roll)
chris107: Wow, excellent!
Keelia: that's acceptable
Smon: (you got sneak dmg because enemy in melee w your ally)
Smon: Another cockatrice falls, shot through the heart (and you're to blame, you give cats, a bad name)
Keelia:
chris107:
Smon: The remaining 2 peck angrily at Mordred
Smon: /roll d20+3x2
Smon Rolls 1d20+3x2 and gets:
17 (+3) = 20
12 (+3) = 15
chris107: AC22
Smon: His armour and battle skill protect him
Smon: Your goes
chris107: Mordred, first attack at the wounded one.
chris107 rolls 1d20+8 and gets: 11, (+8) = 19
Smon: hit
chris107 rolls 1d8+7 and gets: 6, (+7) = 13
Smon: It dies
chris107: Then second at the survivor
chris107 rolls 1d20+8 and gets: 7, (+8) = 15
chris107 rolls 1d8+7 and gets: 1, (+7) = 8
Keelia rolls 1d20+7 and gets: 19, (+7) = 26
chris107: On fire Keelia!
Keelia: oh, I need to restealth
Smon: BS shoots, hits (5d6+4)
Keelia rolls 5d6+4 and gets: 2, 3, 4, 1, 2, (+4) = 16
chris107: It's very lucky
Smon: 3 hp left...
Smon: /roll 2d6
Smon rolls 2d6 and gets: 2, 1, = 3
chris107: shield readied if needed
Smon: The angry cockatrice turns and charges down the tunnel at BS! M can opp att
chris107 rolls 1d20+8 and gets: 17, (+8) = 25
chris107 rolls 1d8+7 and gets: 8, (+7) = 15
Smon: M cuts it down before it can threaten his kitty friend.
Keelia: phew! thanks
Smon: You win!
chris107: "We'll have none of that my lad!"
Smon: OOC you make a good team when M & D tank
chris107: Nice shooting, Keelia
Keelia: Bright Star tiptoes past the remains and pats Mordred on the shoulder as she goes to see about the room they came from
Keelia: (thanks, not too shabby yourself!)
chris107: We do make a pretty good team
Keelia: (well, let's be fair, Bright Star isn't meant to tank, she just ends up doing it on accident now and again
Keelia: Yes! Yay, teamwork!
chris107:
Smon: GM: The cockatrice lair holds several nests, among which you see red cockatrice eggs, numerous gems and jewelry, and a dusty grey wand.
chris107: Wow! Bright Star got lucky with the shinies.
Keelia: Bright Star points Mordred towards the wand since she can do nothing with it.
Keelia: She is very happy with the shinies!
Keelia: (do we collect the eggs? or break them?)
chris107: More owl and pussy cat guarding while M uses Identify ritual?
Keelia: Sure, Bright Star will stand guard
chris107: (I was thinking just the same. I'd love to keep them but Mordred is a very lawful and good chap)
Keelia: oh..
Keelia: oh....
Smon: Also rusty mining gear, but the shiny is what matters... gold brooch (20gp), gold & pearl tiara (30gp) and a diamond necklace (500gp)!
Keelia: can Bright Star tame a cockatrice?
Keelia: if she hatches it and raises it from birth???
chris107: "They may be useful in alchemical experiments. To make stone to flesh potions?"
Keelia: she has no animal handling skills but wouldn't that be a fantastically bizarre pet
Keelia: shiny!
Smon: Gems are 10gp pearl, 50gp ruby, and 2 huge diamonds each 500gpv!
Keelia: Shiny
chris107:
chris107: It would be a fine pet
Smon: Raising a cockatrice might be possible if it imprints on you, but they do tend to turn things to stone. No one will likely allow you to raise a batch in Selatine. Maybe if you establish your own dungeon lair guarded by cockatrixi...
Smon: (finishing 5 mins)
chris107: Would it be acceptable for Mordred to take them for scientific purposes?
Keelia: Right, Chris. We need to start our own dungeon. We'll put the cockatrice in with the shrieking plants - they'll keep the bugs down.
chris107: (the eggs, not to hatch. He will also take feathers, beaks, claws and hearts etc.)
chris107: hahah
Smon: GM: I don't enforce Alignment, entirely up to you. You know that a regular chicken can warm the eggs to hatching.
chris107: Also identify on wand
Keelia: (go on. Bright Star doesn't have time to raise cockatrice right now)
Keelia: That's dangerous Simon
chris107: Mordred believes he can do more good with the eggs as they are.
Smon: GM: You take the eggs - they are warm right now, if untended they will likely die before hatching
Keelia: Maybe Bright Star starts a dungeon in her spare time and becomes a major boss in a couple of years
Smon:
chris107: If he can research a potion or oil that will reverse their terrible attack, he has benefitedsociety.
Smon: M begins the Identify ritual... yes you can use the eggs to brew stone to flesh potions...
Keelia: She's already got Precious the rat with the cook... A cockatrice, maybe something to live in a lake?....
Keelia: Bright Star will stand guard just in case while he does that.
chris107: as will Berta
Smon: (I'll say using 1 egg per potion plus 100gp other components, can make 1 potion per 4 days, 7 total)
chris107: Now I'm thinking we could set out on the lake in a beautiful pea green boat. Bright Star, Berta and Mordred
Smon: Potion base cost 250gp
Keelia: (Also, when she gets back to a major town, she'll need to see what magical items are for sale. She has gold and no need of it. Gems, she'll hoard because she likes shines
chris107: Very cool, thanks Simon
Keelia: as long as the lake has an island fortress in the middle where Bright Star can start her own lair
Smon: M completes his Identify ritual - it is a Wand of Negation.
chris107:
chris107: Thank you.
Keelia: Oh, this is going to entertain me, so much.
chris107: No ideawhat that does in 5e but it souinds good.
chris107: Anice session!
Smon: The wand has 10 charges (no recharging) it can destroy temporary & charged items, or temporarily negate permanent ones at a touch.
Keelia: There's a little story about how a random NPC started to fortify against heroes raiding his house and eventually ended up as a boss on accident. I can see that happening with Bright Star. "Stay away from my shinies! I'm going to get a dragon to protect them if you don't!"
Smon:
Keelia: Yes excellent session, thanks!! Bright Star will give the others gold in trade for the full shares of the shinies.
chris107: fine with me.
Smon: GM: OK M & BS earn 1000 XP each, Danor 400.
Keelia: thanks
chris107: Cheers Simon, Keelia. Very enjoyable. Have a great time in Scotland.
Keelia: So, 750gp to Mordred and 750gp to Danor
Smon: You can return to surface to report back.
Smon: thx chris
chris107: perfect
Smon: Next game in 2 weeks ok?
Keelia: great, thanks! see you in two weeks! have a great weekend guys
Smon: Have a great Sunday Keelia
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