6:17pm 2018-7-19 Smon Has entered the room
Smon: hi chris
chris107: Hi Simon
chris107: Looking forward to this evening's S&W
6:20pm 2018-7-19 joriandrake Has entered the room
joriandrake: Hello
chris107: Spent the day making a 1st level 5e character to replace my dead one in Kjatogame. Litteraly hours!
Smon: Hi Jorian
chris107: Evening Jorian
Smon: A day! How did that happen?
joriandrake: Is that the death you spoke of at Bochi's?
chris107: I really don't know. About 40 hours to get to level 3 (just) and then I'm told my character died while I was away for a week. No one else in the party knows either..
chris107: yes
chris107: But rolleda couple of 16's for the replacement so all is good. Gone war domain cleric.
chris107: With Great Weapon Master feat and Maul
chris107: So S&W a welcome relief.
Smon: >>then I'm told my character died while I was away for a week<< LOL I wouldn't abide that!
joriandrake: interesting, so I didn't mishear that last time youre character died while you werent even playing
Smon: As you know, I have Player absent = PC absent, works best IME
chris107: It's true. I even played (unknowingly) the dead character for two hours before I found out he was dead
joriandrake: Fergus coming in a quarter hour?
Smon:
joriandrake: as for char death: never killing any player /char when they aren't even present, and I rarely if ever kill if the situation they find themselves in was due to session events they weren't there to affect (although this I guess could be acceptable if in deep shit)
chris107: We went to rest and set watches after escaping the dungeon. And Kjato told the group they woke and my character was gone. They went back to the dungeon and founfd his dead body in a cell..
chris107: And that was the first I knew he was dead.
chris107: (I'm assuming Doppleganger)
joriandrake: I don't know this Kjato but just know I give my full support to you and I would never do such a thing
joriandrake: I mean killing chars like this, not that about support
chris107: He's agreat guy and a great DM. But it was a very odd situation. You just got to trust that your DM will know stuff that you don't.
Smon: OK looking to start now
chris107: Cool, 1 min while I grab some water pleae
Smon: GM: If you are volunteering to go back out on a last ditch attempt to save the second kidnapped slave girl before she meets a horrible fate, the local Priest of Thoth will cure your wounds no charge, that's 2d6+2 back each
Smon: John is on 0/9 and Sigurd is on 11/28 currently.
Smon: Water, I did a whole ice pitcher here, it's damn hot!
chris107: back
chris107: Same here!
chris107: And if Jorian is game. I am.
chris107: (And we don't see this often in Yorkshire)
chris107 rolls 2d6+2 and gets: 2, 5, (+2) = 9
chris107: 20/28HP
6:33pm 2018-7-19 Sandor Sunneson Has entered the room
Smon: Hi Fergus
chris107: (I must remember my multiple attacks this evening)
joriandrake: hi
chris107: Hi Ferg
Sandor Sunneson: evening
Sandor Sunneson: just finished the report so well timed
Smon: PCs are getting healed up ready for third attempt on Necromancer's lair in 1 night!
Smon: Jorian roll 2d6+2
Sandor Sunneson: Is this the northern adventures
Sandor Sunneson: ?
chris107: (I can report it was very hot sat in my deck chair all day )
joriandrake: I honestly hoped Fergus to come soon, we got back to the settlement and if I am still on 0 hp it would all be on Chris's char alone, so at least he has someone else to depend on
Smon: Yes http://smons.blogspot.com/2018/06/swords-wizardry-game.html?zx=bea45c1e43145835
joriandrake rolls 2d6+2 and gets: 5, 6, (+2) = 13
Smon: last sesh http://smons.blogspot.com/2018/07/26648-s-morgansfort-lucy-rescued-1400.html
joriandrake: 13 black dragons are summoned to eat me
Sandor Sunneson: Was this bringing the bint back to the pub???
Sandor Sunneson: will just open character sheet
Sandor Sunneson: Elfis Parsley
chris107:
Smon: OK the priest decides to use his Cure Serious Wounds spell on Sigurd, chris roll another 2d6+2
chris107 rolls 2d6+2 and gets: 3, 2, (+2) = 7
chris107: 27/28HP "I thank you Priest of Thoth."
Smon: Sigurd on 27/28, John 9/9, Elfis 12/12.
Sandor Sunneson: are the character sheets on the blog GM?
chris107: "Now we must go make this Pale Man pay and rescue the totty."
joriandrake: I see the basic info there
Smon: Fr Thelbain nods. "Lord Thoth has granted me a vision - it is imperative that you succeed - or if you are too late to save the girl, you must destroy the Necromancer and his Bride!"
Sandor Sunneson: found it, it's Elfis Woodsorrel
Smon: yes click the 1st link i posted
chris107: "Oh and watch out for the zombie displacer beast!"
Sandor Sunneson: ta
chris107: Sig jollies everyone along to hopefully save the girl.
Smon: Thelbain: "I have exhausted my powers. I must retire until dawn. Good luck."
chris107: (By the way, I have not been mapping this one, guys.)
joriandrake: "The what?... oh that zombie cat with tentacles?"
Smon: Philomena is exhausted and is already fast asleep, just you 3 vs the mysterious Necromancer...
joriandrake: "Thank you for your aid good cleric"
chris107: "Yes, it will no doubt protect it's loathsome master."
chris107: "Come! We have no time to lose!"
Sandor Sunneson: lets go
joriandrake: John turns to the others "Well, to be honest I am not that cheery about this qhole quest, I mean I prefer to stabby-stab thing in their backs or throats, but most undead either doN't have such things or don't care about it"
Smon: GM: Sigurd chivvies the others out, the Morgansfort gate raised to let you out to the north road.
joriandrake: John shall replenish arrows and pay that loan before we go
joriandrake: repay*
chris107: "I'll keep 'em busy, friend John. You feel free to stab 'em in the back."
Smon: You head north through dark of night, the black Morgans ridge to your left, the great cleft of the Roglaroon river to your right. Midnight stars overhead.
Smon: The golden sweep of eternal Heaven's Bridge lights the night sky, what Philosophers call the Circumstellar Ring.
joriandrake: John nods. "First and foremost let's try not to fall into traps, especially those we aleady noticed last time"
Sandor Sunneson: True
Smon: GM: It's midnight so forget about loans & arrows, John has 4 in his quiver!
chris107: "Make them count."
joriandrake: GM: Ok, could john carve some pointy sticks to use as basic arrows?
Sandor Sunneson: you can aLWAYS recycle them too
joriandrake: (not during way, but while camping or such)
Smon: 5 miles north of Morgansfort you find the remains of Lorynn's cart and butchered ox, and follow the trail now familiar to Sigurd up into the woods of the ridegline.
Smon: Is John abandoning the last faint hope of rescuing the girl in order to carve some pointy sticks?
chris107: "Quickly! The fiend may be about his dastardly business!"
chris107: Sig would strongly council agin it.
Sandor Sunneson: Lets go John
joriandrake: no
Smon: GM: 2 hours after leaving Morgansfort (Sigurd has now spent 10 hours hiking the same 5-6 mile trip today) you approach the cave, finding it abandoned by the surviving orcs.
joriandrake: I mean I doN't abandon anything
Sandor Sunneson: Elfis will look for tracks in the ground
Smon: Are you searching the outer caves or going straight to the secret door?
joriandrake: Likewise for John
Smon: /roll d6
Smon rolls 1d6 and gets: 3,
joriandrake: We search carefully from the start
chris107: I say staright for the secret door
chris107: "We have no time John!"
Sandor Sunneson: la porte
joriandrake: "We may have missed something, or the orcs that left might've missed something"
chris107: "The poor girl is doomed without our help!"
Smon: Elfis' night vision picks up signs that a small group of orcs, likely the survivors, have fled west over the ridge into Mermist Swamp.
chris107: "Treasure will not help her."
joriandrake: "Fine, but at least look for traps when you step ahead"
Sandor Sunneson: He'll point this out to the others
chris107: "Make haste. We know the whereabouts of the traps. Keep your eyes pealed but hurry!"
Smon: GM: Ignoring the side caves (cooking to left, stores to right) you go to the central cave where lies the dead ogre, Onyg, slain by Sigurd.
Sandor Sunneson: Elfis nods
joriandrake: "Remember how I avoided a trap when venturing after you, but we stepped into it when leaving the place. I don't want such an event to happen again" John follows the others alerted, watching his steps and nearby walls for traps
joriandrake: Slain by John
chris107: Slain by John!
joriandrake: Probably the thief's greatest achivement
Smon: (thx! should have known since it was a backstab!) Sigurd & John find the secret door at the back of the cave and get it open, into the grand entry room.
Smon: They ignore the suspicious looking north doors and open the secret door in the east wall, which leads to a tunnel going north.
Sandor Sunneson: elfis gets his bow ready
Smon: Are you carrying torches for light?
chris107: Yes
Sandor Sunneson: Elfis will look ahead using dark vis
joriandrake: John still has at least 2 of 3, perhaps the last didn't burn fully out either
joriandrake: "Be careful Elfis if you go ahead"
Smon: OK John & Sigurd have torches, Elfis can go in front so they don't spoil his darkvision.
Sandor Sunneson: cool
joriandrake: Due to torch the sword is readied for John instead a bow
Smon: At the end of the tunnel 40' north it splits; going west & east 10' then-north.
chris107: (suspicious north doors are worrying me)
joriandrake: "Hm, probably some undead might get hurt more by the flames of our torches than our normal weapons"
Smon: John remembers there was a pit trap at the intersection
6:54pm 2018-7-19 Sandor Sunneson Has exited the room
6:54pm 2018-7-19 Sandor Sunneson Has entered the room
joriandrake: (we need to explore those later, but not now) "Watch out, here's a pit trap"
6:55pm 2018-7-19 Sandor Sunneson Has exited the room
Smon: The tunnel west is the one Sigurd & the slave girl escaped down; you don't know what lies north.
joriandrake: (oh boy)
chris107: (I'm sure we didn't actually find where the White Man was?)
Smon: J warns the others. You can keep close to wall to avoid pit.
Smon: (No you don't know where the Necromancer is)
chris107: "North then. West can only take us back to the cells and that nasty cat creature?"
chris107: We do so.
joriandrake: (I doN't recall if so, probably either where we passed the undead kitten or the doors like the northern ones we didn't check yet)
6:57pm 2018-7-19 Sandor Sunneson Has entered the room
joriandrake: (I assume Fergus has pc problems again)
Smon: GM: The north tunnel runs 20', ending at a stout pair of double doors.
chris107: @ DM, what was suspicious about the northern door?
Sandor Sunneson: It's Yorkshire mate
chris107: Ah!
chris107: The very things!
chris107: (North Yorkshire, maybe. All fine and dandy in the West Riding! )
joriandrake: (So its something like York/Lancaster rivalry? Is there a Lancastershire that steals your bandwidth?)
Sandor Sunneson: Must be the stench of slurry whafting over the Cables
chris107: (Very probably. They're a funny lot over in Lancastershire!)
Sandor Sunneson:
chris107: "Let's get those doors open! John can you spot any further pits?"
Smon: Re the entry hall you passed through earlier >>thirty feet square, with a set of double doors centered in the far wall. Both doors are decorated with bull's heads, carved in low relief, with tarnished silver handles shaped like horns.<< The bulls look suspicious to John!
chris107: Sig is ready to barge in once John gives the word.
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
joriandrake: for Fergus: Smon: The tunnel west is the one Sigurd & the slave girl escaped down; you don't know what lies north. Smon: J warns the others. You can keep close to wall to avoid pit.
joriandrake: "So... that Bull... could it wake up?"
joriandrake: "Or perhaps a bullish enemy hides behind the doors?"
Sandor Sunneson: Elfis gets ready for combat
Sandor Sunneson: Can Elfis hear anything untoward?
Smon: GM: You don't find any pits. When you get the north doors open, the light of your torches shines into what to Sigurd is a familiar looking cell block, 3 cells along east and west walls. The brickwork along the bare north wall looks crumbling and corroded.
joriandrake: (As player I suspect a minotaur, but not sure about John as char)
chris107: "Well they are behind us now. We must hope the lass lays behind these doors."
Smon: Sigurd reckons he & the girl were held in the SW cell, where they found a secret tunnel.
joriandrake: I should check the door handles for traps"
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Sandor Sunneson: ooooh
Smon: Elfis can't hear anything.
chris107: "There was one secret door here but do we have time to search for a second? Or do we brave the bull doors?"
Smon: Sigurd knows that past the secret door in the SW prison cell was a very annoyed zombie displacer beast.
joriandrake: John doesn't reply until he checks the doors for traps and listens for any movement behin those
Smon: What doors J?
joriandrake: bull doors
Smon: There are 6 prison cells with barred doors, you can check those... Oh you want to go all the way back to the entry room? OK
Sandor Sunneson: We'll check the cells as we are here
joriandrake: I intended to notify of trap/sound search at bull door in time
chris107: "Aye, search here for more secret entrances. "
joriandrake: if we are already at the cells we of course check thsoe first
chris107: "If there are none we go grasp the bull by the horns!"
chris107: Sig searches
chris107 rolls 1d6 and gets: 6,
joriandrake: SO at cells: check for traps, secret doors, and listen/feel for breezes or sounds beyond walls
Smon: ...Sigurd & Elfis look round and realise John is missing! Meanwhile about 150' back, John is searching the entryroom north doors and working out that yes it is a trap, a false door! When the bull door knockers are employed, a pit in front of the false doors is set to open, plummeting the victim in.
Sandor Sunneson: thought that was Simon encounter roll
joriandrake: eh...
joriandrake: am I lagging with my messages?
chris107: Eek! More pits!
Smon: John do you want to rejoin the others & report your findings?
Sandor Sunneson: This land must be coal board land with all these pits
joriandrake: Yes, of course... (I assumed John already fell into that pit)
Smon: Sigurd is searching the prison cell block for secret doors. What is Elfis doing?
chris107:
Sandor Sunneson: searching the cells with Sigurd
Smon: GM: John catches up w Elfis & Sigurd, following the light of Sigurd's torch.
Sandor Sunneson: Checking out cells usng night vision
joriandrake: So for clarification: John indeed checked the bull doors which end u being fake, and found a pit before it, then he went to thje others to inform then and join their search of the cells
Smon: GM: Elfis searches under Sigurd's direction
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: John joins Elfis & Sigurd in searching
Smon: /roll d6x2
Smon Rolls 1d6x2 and gets:
6 = 6
6 = 6
joriandrake: oh
Smon: You are all feeling a little unobservant today
Sandor Sunneson: excellent, the bint being mounted by a minatour?
Sandor Sunneson: lol
Smon: After 10 minutes or so you have searched the cells thoroughly and found only the secret door Sigurd spotted earlier.
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
joriandrake: John considers something, and pours a bit of water from his flask near the wall in each cell not fully searched yet, and watches if it moves towards the edges and perhaps underneath
Smon: That was a monster check
Smon: John tries the water trick, but the walls of the other 5 cells (w nw ne e and se) seem solid
Sandor Sunneson: to the other side then??
joriandrake: "If I find nothing this way then there is nothing to find"
chris107: "Well where have we not searched? " Sig wracks his brains to rmember if there was another exit from the displacer beast room other than the ones he used.
joriandrake: "...so, there is nothing to find" John concludes
Smon: West of the displacer beast room was a N-S tunnel, Sigurd went S
joriandrake: "The displacer beast's cell had various levers if I remember from the short time I saw it, probably some might open normal or secret doors?"
chris107: Then that way would be wise to try?
chris107: Oh yes! Well remembered.
joriandrake: "We could try kill the beast through the bars, although not nearly enough arrows to do it only by bow"
Smon: GM: OK you take the west secret tunnel?
chris107: Kyle just serving up huge lamb dinner with all the trimmings. I may be a bit slow typing for the next few minutes. Keep on going guys
chris107: yes
Sandor Sunneson: I'm on the way roun!!
joriandrake: John will follow Elfis and Sigurd's decision
joriandrake: run?
Sandor Sunneson: yes west secrettunnel;
Sandor Sunneson: #
Sandor Sunneson: How high is the tunnel?
Smon: GM: Sigurd opens the familiar secret door and you head down the short 20' tunnel into the sandy arena chamber. The portcullis across the arena is dropped, as Sigurd left it. Standing in the middle of the arena is the hideous Zombie Displacer Beast!
Smon: About 10'
joriandrake: If they run John will as well, although that risks falling into unnoticed traps
joriandrake: John points out the traps he already knows of so at least those get avoided
Smon: Alerted by your torchlight, the monster moves towards you, tentacles waving over its pantherish form...
Sandor Sunneson: Elfis will be walking cautiously up the tunnel, using his nightvision to check for anything sinster
chris107: Sig bashes it
Smon: (only sigurd has been this way before)
joriandrake: John is a bit preoccupied by staring at the sinister cat zombie
Sandor Sunneson: Elfis will arrow it
Smon: you are in an octagonal room. The floor of the room is littered with bones, and you see a few rusty weapons.
joriandrake: As battle starts John places his torch into a wall placement or at the floor and takes out his own bow as well
chris107: Sig is AC15 for the record
joriandrake: "at least we get advantage to shoot first"
Smon: ok the undead thing moves stiffly towards you - you can attack first. Sigurd gets 1 attack, elfis & john 2 shots
chris107 rolls 1d20+3 and gets: 20, (+3) = 23
chris107:
Sandor Sunneson: nice
chris107: 11HP
Sandor Sunneson Rolls 1d20+2x2 and gets:
2 (+2) = 4
5 (+2) = 7
Smon: John carefully places his torch in a handy sconce as Sigurd hacks at the monster's neck - it does not seem to be Displaced
Sandor Sunneson: lol
Smon: Sandor misses completely
joriandrake Rolls 1d20x2 and gets:
5 = 5
17 = 17
joriandrake: (what is the modifier for him? +1?)
Smon: I have John +1 to hit for high DEX
Smon: John hits it, but the arrow has almost no effect (1 hp dmg)
joriandrake: I doN't need to rol lfor damage?
Smon: The wounded beast lashes at Sigurd with its tentacles...
Smon: (nope, it takes 1 dmg from arrows)
joriandrake: "Seems like normal arrows are totally useless, Elfis only shoot at it with magical ones if you can"
Smon: /roll d20+7x2
Smon Rolls 1d20+7x2 and gets:
15 (+7) = 22
19 (+7) = 26
chris107: ouch
Smon: Tentacles and claws rake brave Sigurd...
joriandrake: o_O
Smon: /roll 4d4
Smon rolls 4d4 and gets: 3, 1, 4, 4, = 12
Smon: 12 dmg
joriandrake: (this won't end well)
chris107: 15/28HP
Smon: Your goes
Smon: It's AC 11
joriandrake: How damaged does the beast look like from Sigurd's one strike?
chris107 rolls 1d20+3 and gets: 9, (+3) = 12
Sandor Sunneson: have no magic arrows
chris107 rolls 1d8+3 and gets: 8, (+3) = 11
Smon: It has a huge neck wound... Sigurd hits it again in the same place... the head rolls on the floor! The beast collapses!
Sandor Sunneson Rolls 1d20+2x2 and gets:
2 (+2) = 4
16 (+2) = 18
Smon: Sigurd's incredible dice claim victory again!
Sandor Sunneson: Elfis will collect his arrows
joriandrake: John has an idea "I will try to wrap cloth around the aros to shoot fire arrows, if I find and lamp oil the unsing that too"
Smon: Elfis puts an arrow in it for luck
Sandor Sunneson: well done Sig
chris107:
joriandrake: using*
joriandrake: eh "...well never mind, well done Sigurd"
chris107: "So which way haven't we been?"
joriandrake: John goes to gather his arrows tooű
Smon: GM: The archers can recover their arrows.
joriandrake: and as there are old weapons around on the floor he looks for good quality ones (Qhich might be magical) and arrows from other origins
Smon: GM: To the west the way into the lever room is barred by the portcullis Sigurd dropped in his escape
chris107: "I checked last time I was here. They are all rusty."
joriandrake: "If you find any unrusted weapons, they are probably magical"
Smon: John inspects the weapons - a spear, 2 shortswords and a mace look useable, but not obviously magic
chris107: "We need to press on." (Sorrt hard to keep up with such yummy food in front of me.
Smon: all quite rusty
joriandrake: "oh" John is displlaced by that info but still looks around for arrows and shinier weapons, jsut to be sure
joriandrake: displeased*
joriandrake: "I take the mace anyway"
Smon: Handy vs skeletons, maces are they say!
joriandrake: John grabs the mace and checks what the others are doing. "Shall we try out all the levers?"
Smon: The levers are in the room beyond the west portcullis
Smon: Out of your sight
chris107: Can we see past where the DB came from?
joriandrake: (ah, okay)
joriandrake: In that case let's see what hte beast might've guarded"
Smon: It originally came from a 10x10 cell in the north wall, the gate there shattered in its escape when Sigurd entered previously.
Smon: There does not seem any treasure in there
Smon: /roll d6
Sandor Sunneson: on phone
Smon rolls 1d6 and gets: 4,
joriandrake: "the barred room where the beast stayed until it broke through a gate, John looks around there for any hidden doors, switches or boxes
Smon: John looks around for treasure but finds none
chris107: stuff the treasure, we can come back for that. We are here to rescue the maiden.
joriandrake: "Hm, seems like I was mistaken, I thought it could've guarded a hidden door or switch, maybe a box" John is disappointed
Smon: John finds nothing in the north cell, just a stench of rotten displacer beast. Unless you can get through the west portcullis you'll have to go back.
chris107: "Let's try that then."
Smon: By doing what?
joriandrake: "I eman, if I had built a dungeon I would palce such a beast inside a cel lthat has a hidden route or treasure, but oh well, let's continue"
chris107: If the portcullis is down, using the levers
joriandrake: West portcullis i assume
Smon: GM: To the west the way into the lever room is barred by the portcullis Sigurd dropped in his escape
chris107: "Me too, John. Lets hope this fellow isn't that bright after all!"
joriandrake: "I assume yo ucan raise it? Or break it open now that the beast bashed into it and weakened the gate?"
chris107: (Sorry chaps, I have no map and so am operating in the dark here.)
Smon: GM: It looks very heavy but you could try to physically lift it.
chris107: (A salutory lesson that keeping acurate maps is vital in online games)
joriandrake: (sorry for the increased amount of typos, damn high heat here and the coffee lost his strength)
chris107: Sig will try
Smon: yup!
joriandrake: John helps out
chris107: What dice to roll for lifting please, GM?
Smon: /roll d6x3
Smon Rolls 1d6x3 and gets:
3 = 3
4 = 4
6 = 6
Smon: GM: Working together Sigurd & John manage to lift the portcullis; Sigurd can hold it up solo, mighty muscles straining, so John & Elfis can duck under and into the lever room beyond?
chris107: "If all else fails let us shout out and hope the girl can reply."
joriandrake: "I fear something else would find us first due to that."
joriandrake: (yes we duck beyond)
joriandrake: "goose too)
Smon: On the short wall section beside the bars there are four levers - three up, the one on the right is down.
joriandrake: John helps Sigurd to be able to move through the portcullis and release it himself
Smon: The lever room is bare, 20x20 with a tunnel leading off to the west
chris107: "Lift it before I do myself a mischief!"
joriandrake: "I rather doN't mess with the levers until you are out of there"
chris107: "I can't hold it upand duck under. Just move the down one up."]
joriandrake: John nods, and does that
joriandrake: "As you wish"
Smon: GM: As John pulls the right lever up, there is a grinding sound and the portcullis retracts up into the ceiling! Huzzah!
chris107: "Phew! Thanks, John."
Smon: GM: So far you've earned 333 XP each
chris107: Now let's think where we have not been. I escaped down this western tunnel last time."
Sandor Sunneson: just reading at mo, still on phone soz
joriandrake: Awaiting that Sigurd also gets to safety John begins to tryo u the other three levers, one by one, always setting the other leves back to how they were before moving a second lever
chris107:
joriandrake: After trying the levers this way, if nothing special happens John tries to move two levers at once and swap which one of those
Smon: GM: John pulls the first lever, and a blinding light bursts out from the ceiling of the arena chamber, dazzling even in the portcullis room
chris107: Sig moves off a short ways looking for unexplored turn offs or secret doors.
Smon: >>just reading at mo, still on phone soz<< I should kill you now
joriandrake: "well, thism ight've kiled the beast"
Smon: John pulls the lever up, the light goes out
joriandrake: John continues trying the levers
chris107: (Sig continues to look for areas he has not travelled through.
Smon: Sigurd heads down the tunnel as John pulls the second lever down - across from you a portcullis slams down at the entry to the prison cells.
Smon: GM: Sigurd gets to the door at the west end of the tunnel, slightly ajar. From here a tunnel runs n-s, Sigurd fled s (left) last time
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
joriandrake: (as Fergus is afk anyway I will use this time ingame as John to carefully try all lever combinations)
chris107: "Come! let us try north."
Sandor Sunneson: still here
Sandor Sunneson: back]
chris107: Sig neads north
Smon: Behind Sigurd John pulls the second lever up, and the far portcullis retracts. Elfis stands nearby in meditative trance.
joriandrake: John will follow if Elfis moves as well
Smon: Sigurd heads alone north down the tunnel, torch lighting his way.
Sandor Sunneson: Elfis wakes up and follows the boys
joriandrake: "He shouldn't go alone"
joriandrake: (damn, pulling these levers sure takes time)
chris107: "WHERE ARE YOU LASS! WE ARE HERE TO RESCUE YOU!"
Smon: Elfis moves to follow Sigurd; John has just pulled down the third lever, opening the smashed gate to the arena's north cell, when he sees Elfis leave
joriandrake: "sigh" Just to not miss the last one he also pulls the fourth then goes after the other two
Smon: Sigurd has moved about 70' away from John so far
joriandrake: (unless the 4th is the one we already pulled to raise one)
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
Smon: (it was)
joriandrake: John just follows the others then
joriandrake: (with the torch picked up again)
Smon: GM: Sigurd heads north 20' to where the passage reaches a T
Sandor Sunneson: elfis will go after He'll indicate to john tofollow
Smon: The others hurrying to catch up
joriandrake: "I must say I'm deeply disappointed inthis kitten prison" He remarks to Elfis as he catches up
Sandor Sunneson: Elfis will head for S
chris107: He stops and listens.
chris107: East or West?
Smon: To the east it ends after 10' at stout double doors. To the west it runs out of sight, with a single door in the stone north wall after 10'.
chris107: (We just came from the south, Ferg )
joriandrake: "Let's check the Eastern one first" (John looks for traps and such)
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
chris107: "Lets split up and check them all." Sig goes to the stout double doors and listens.
joriandrake: "A nercormancer would probably live in a room with great or more expensive looking doors"
chris107: "That would make sense."
Smon: GM: Elfis hears nothing, but does detect the faint stench of rotting flesh from the east doors
Sandor Sunneson: He'll hold his nose as a way of indicating it to the others
joriandrake: (Elfis wrote South, Sigurd + John went East?)
chris107: "Yhen let's get in there!"
Smon: Sig also hears nothing; nor does John, and the doors seem untrapped, circular handles.
joriandrake: "doesn't look trapped but who knows what's beyond, be ready"
joriandrake: John steps back and readies his bow, attempting to also be stealthy at the same time
chris107: "What ever it is I'm going to chop it into mince."
Sandor Sunneson: Elfis gets his bow ready to fire, who is opening the door?
Sandor Sunneson: Elfis asks if he will?
chris107: Sig opens the door
Smon: >>Elfis wrote South<< I'm assuming that was a mistake
joriandrake: Out lone melee expert I assume
joriandrake: our
Smon: Sigurd flings the double doors open...
Sandor Sunneson: yes sorry
Sandor Sunneson: Sorry S meant Sigurd
Smon: As you open the door, a powerful stench of rotting flesh fills the air.
chris107: "Urrgghh!"
Smon: Inside the room you see a chilling sight: six people sitting at a table, utensils in hand, about to feast upon mounds of steaming rotten flesh. They turn toward you slowly, and you realize the diners aren't living people... they're zombies. They arise from their seats, moaning, and begin to approach you threateningly...
Smon: The stench is indescribable! Roll a Save or you will take a to-hit penalty
Smon: CON bonus applies
chris107: Any further exits that we can see?
joriandrake: "Ugh..:"
chris107 rolls 1d20 and gets: 5,
chris107: fail
joriandrake rolls 1d20+1 and gets: 20, (+1) = 21
Sandor Sunneson rolls 1d20 and gets: 20,
Smon: There is an exit door at the east end of the n wall
Smon: ok Sigurd is -2 to hit
Smon: Actions?
chris107: cripes.
joriandrake: What does John think, would these zombies be just as immune to arrows as the cat beast?
Smon: Sigurd's gut churns
chris107: Can we fight them in the doorway?
Smon: >>What does John think, would these zombies be just as immune to arrows as the cat beast?<< Maybe
chris107: So that no more than 1-1?
Sandor Sunneson: No, they won't be immune to arrows at this level of adventure
Smon: No, big double doors remember; 4 could attack vs 2 of you
Sandor Sunneson: if they are, the GM has a lot to answer for
joriandrake: "Eh, worth a shot" (John will try arrows against them first, if it fails he will take his time to prepare fire arrows as intended earlier vs beast)
chris107: Slam one of the doors?
Smon: OK roll arrow shots
joriandrake Rolls 1d20+1x2 and gets:
14 (+1) = 15
10 (+1) = 11
joriandrake: (I assume 2 as before?)
Smon: Sigurd retches, contemplating the mechanics of inward opening double doors & how to hold them.
Smon: yup
Sandor Sunneson Rolls 1d20+2x2 and gets:
15 (+2) = 17
4 (+2) = 6
joriandrake: 1 damage, or shall i roll?
Smon: John puts 2 arrows in the leading zombie - roll dmg
joriandrake Rolls 1d6x2 and gets:
3 = 3
2 = 2
Smon: Sandor can also roll
Sandor Sunneson rolls 1d6+2 and gets: 6, (+2) = 8
chris107: nice
chris107: Sig decides it's for the best just to hack at them.
Smon: It keeps coming with 2 arrows in its chest, then Elfis' arrow takes it through the eye and it goes down!
chris107: (once they get close through the withering bow fire)
Smon: had 13 hp & you did 13, lucky!
Sandor Sunneson: Elfis will recycle his arrows
joriandrake: John will fire all the arrows he has left (2) then swap to melee with torch also used
Smon: Sigurd holds the doorway so the archers can fire past him, and slashes at the first one in...
Smon: sig roll to hit
chris107 rolls 1d20+1 and gets: 6, (+1) = 7
chris107: drat
joriandrake: (if I read it right John causes damage with an arrow for 1d6)
chris107: missed
Smon: ac 11, you attack at +3 btw sig
Smon: 9 = miss
chris107: (-2 for stench)
chris107: Net +1?
Smon: 3 zombies press in on Sigurd
chris107: AC15
Smon: yup you are right! Have 25 retch xp
chris107:
joriandrake: (note: read up on retch)
Smon: /roll d20+2x3
Smon Rolls 1d20+2x3 and gets:
11 (+2) = 13
4 (+2) = 6
18 (+2) = 20
Smon: a zombie tears off Sigurd's helm and bites off a good chunk of his ear... 8 dmg
chris107: 1 hit
chris107: 8?
joriandrake: o_O
Smon: oops
chris107: no roll?
joriandrake: that's so much damage it could just as well be his whome head
Smon: not a crit sorry
joriandrake: whole
Smon: /roll d8
Smon rolls 1d8 and gets: 8,
chris107: hahah
joriandrake: eh
Smon: 8 dmg
Sandor Sunneson: lol
chris107: 7/28HP
joriandrake: shit happens
Sandor Sunneson: no wonder you get so many encounters Simon, you control the di
Sandor Sunneson:
Smon: The zombies press in on Sigurd, who doesn't look like he'll last too long. What are you doing?
joriandrake: "I wonder if we could outrun them and just shoot at them, not sure how slow they are, or maybe try a trapdoor trick on them too?"
Sandor Sunneson: Attack the zombies surrounding Sigurd
joriandrake: John as far as he recalls knows the closest trapdoor is at the displacer zombie roomú
joriandrake: (we used that for skeletons too, right?)
chris107: Sig will try one more round. It would help if he wasn't the only target
Smon: Elfis roll to hit
Sandor Sunneson: Arrow them
joriandrake: (well, don't look at me, Elfis is the other fighter)
Sandor Sunneson Rolls 1d20+2x2 and gets:
2 (+2) = 4
19 (+2) = 21
Smon: 1 hit
Sandor Sunneson rolls 1d6+2 and gets: 6, (+2) = 8
chris107: nice
Sandor Sunneson: thunk lol
Smon: just 6 dmg I think, I have elfis at +2 to hit for d6 dmg
chris107: Sig hacks
chris107 rolls 1d20+1 and gets: 7, (+1) = 8
chris107: crikey
chris107: no good.
joriandrake: John, lacking any better ideas and the others not attempting a pit trick on the zombies continues to shoot at the zombies with his last 2 arrows, hopefully killing at least one more
Sandor Sunneson:
joriandrake Rolls 1d20+1x2 and gets:
8 (+1) = 9
13 (+1) = 14
joriandrake rolls 1d6 and gets: 1,
Smon: John grazes a zombie
chris107: hard lines
joriandrake: O_o
joriandrake: "Retreat!"
joriandrake: John has no wish to die against zombies, and they could still be led into a pit trap
Smon: it took 7 dmg but still up
Smon: Zombies attack Sigurd
Smon: /roll d20+2x3
Smon Rolls 1d20+2x3 and gets:
7 (+2) = 9
3 (+2) = 5
17 (+2) = 19
chris107: AC15
joriandrake: (they have more hp total than all 3 of us)
Smon: /roll d8
Smon rolls 1d8 and gets: 2,
Smon: Zombies claw and tear at Sigurd, 2 dmg
Sandor Sunneson: yeah!
chris107: 5/28
Sandor Sunneson: still standing Chris
chris107:
joriandrake: (if we have any healing potions you should use them now)
chris107: "Looks like the bird is going to be a zombie bride. I'm out of here!"
Smon: He can't really drink potions while holding off zombie horde
chris107: (We do not)
Sandor Sunneson: Elfis is going to fire 2 arrows at the zombies and then follow behind Sigurd as he goes past him
joriandrake: "The other girl might already be dead... consider what kind of meat these zombies may have on their table"
Smon: GM: Sigurd does a tactical withdrawal, the mob of zombies swarm down the corridor as Elfis & John shoot into them then run...
chris107: "Either way, I'm not joining her."
joriandrake: "We need to attempt dropping the zombies into a pit like last time, it is our best chance"
Smon: GM: Elfis & John roll to hit, then zombies will get 1 att each on you as you retreat
Sandor Sunneson Rolls 1d20+2x2 and gets:
1 (+2) = 3
9 (+2) = 11
joriandrake: John has no more arrows
Sandor Sunneson rolls 1d6+2 and gets: 1, (+2) = 3
Smon: (This staggered withdrawal is the optimum tactic btw)
Smon: John could slash w weapon beside Elfis, or flee & let Elfis be overrun?
joriandrake: John runs with Sigurd as he places away his bow and readies his new mace
Smon: Elfis does 1 dmg
joriandrake: he will slash once at zombie
joriandrake: I mean bash, then move back
joriandrake: don't know mace damage
Smon: roll to hit, d20+1
joriandrake rolls 1d20+1 and gets: 13, (+1) = 14
Smon: John swings at the lead zombie, 3 arrows in it, hits its head
Smon: d6 dmg
joriandrake: "Elfis, retreat!"
joriandrake rolls 1d6 and gets: 5,
Sandor Sunneson: Elfis retreats
chris107: Sig races back to the arena where he hopes to find any kind of throwing weapon.
Smon: John smashes the zombie down!
chris107: yay
Smon: GM: 1 zombie vs Elfis 1 vs John as they fall back...
Smon: /roll d20+2x2
joriandrake: John has an idea "If we can't get the zombies into a pit we know exactly how the levers work, we can trap them or ourselves to kil lthem"
Smon Rolls 1d20+2x2 and gets:
4 (+2) = 6
14 (+2) = 16
Smon: John is hit
Sandor Sunneson: misses Elfis
Smon: /roll d8
Smon rolls 1d8 and gets: 5,
Smon: 5 dmg, at 4/9
joriandrake: max 9 hp
chris107: "Worth a try, John."
Smon: GM you retreat south, outpacing the shambling horde...
joriandrake: an ugly wound on his back
Smon: brb tea break
joriandrake: John moves the levers into proper position to easily create a locked down area then suggests to others to move behind the pit trap as we did with the skeletons
Smon: 133 xp each
joriandrake: "If we can't get them to fall into it we can only try to fight them throug the bars" John desperately looks for spears or quarterstaffs among the old weapons
Sandor Sunneson: lets get you 2 home alive,
Sandor Sunneson: or you'll be joining the undead army
joriandrake: "I have no more arrows left Elfis, realistically speaking we don't have much chance against an unharmed Necromancer now"
8:21pm 2018-7-19 Sandor Sunneson Has exited the room
joriandrake: "LAst time we went back with the idea that surely they send someone to aid us on our second attempt, but no one came to join us, we even lost our healer, this is futile at this point"
8:21pm 2018-7-19 Sandor Sunneson Has entered the room
joriandrake: 8:21pm 2018-7-19 Sandor Sunneson Has exited the room joriandrake: "LAst time we went back with the idea that surely they send someone to aid us on our second attempt, but no one came to join us, we even lost our healer, this is futile at this point"
Sandor Sunneson: Elfis will pray to Hakeem in the hope that he turns up to destroy the Necromancer
Sandor Sunneson: If we go back in there, survival is limited
joriandrake: "We can try the pit and bars tricks, but even if that works out we can only search their room, not likely we can safely go past that one"
chris107: "Aye, we have given our all. No point dying here and strengthening the White Man's ranks."
joriandrake: (This campaign is in same wilderlands game and timeline as the one of hakeem, Prisha and all?)
chris107: (If I roll up another character I may make him a cleric of Hakeem )
Sandor Sunneson: Ja
joriandrake: (well, if this system actually has clerics, I thought we only have a 'maguc user' class)
joriandrake: magic*
Smon: GM: You get back to the lever room, the shambling horde some distance behind. John can raise the lever to open the east tunnel portcullis so you can flee back to the prison cells?
chris107: Sig looks for hand axes, hammers or t=spears.
Smon: Are you fleeing the dungeon?
joriandrake: John does that then, but asks the others to attempt the pit trap too? (and I guess he didn't find any spears or quarterstaffs?)
joriandrake: "We could perhaps move the lever from across the iron bars then use long weapons to kill the zombies
joriandrake: "
chris107: Yeah, let's give the pit a try and if not. Get the heck out of Dodge.
Sandor Sunneson: We jhave around 20 HP between us
joriandrake: John ponders an option, any option to be able to keep around and still attempt a rescue
Smon: Sigurd inspects the weapons on the arena floor - a spear, 2 shortswords and a mace look useable.
joriandrake: "oh, another mace, well for now the spear is most useful, and one of you fighters should try it"
chris107: he grabs the spear and the mace. One to stab down pits/through bars with and the other to hurl if they come close enough.
Smon: Sorry meant to delete mace, it's the one John is holding
joriandrake: John urges them to attempt to reach the lever from the inside of the bars to close it on themselves before the zombies come
chris107: no probs
chris107: Spear will do.
joriandrake: "if we can get the portcullis down the spear weill be simple enough to kill them without risk of being hurt ourselves"
chris107: Lower the bars when they get close, John and I'll stab through with this spear!"
Smon: GM The zombies shuffle down the tunnel. Slowly, ever so slowly it occurs to you that the levers to close the portcullises are IN THE SAME ROOM AS THE ZOMBIES so the only way to trap zombies is to have one of you stay in there with them.
joriandrake: (in worst case if we can't use the lever we just run a circle inside the bars to lure the zombies then moveo ut and lock them down)
Smon: No you can't reach the levers from inside the sandy arena.
chris107: "Then the pit it is!"
Sandor Sunneson: lol
joriandrake: "first the pit, then we run a circle!"
joriandrake: "Hopefully a wictory round" he adds
Smon: GM: You head east into the prison block then south down a tunnel to the hidden pit. From here tunnels lead west & south, south back to the entrance.
Smon: /roll d6
joriandrake: John readies the mace and the torch in other hand, he plans to throw the torch at an enemy first
Smon rolls 1d6 and gets: 3,
Smon: You don't hear the zombies following you anymore.
chris107: "Let's just get the heck out of here while we can."
Sandor Sunneson: well saiid
joriandrake: (I thought there was a pit inside the beast/bars room, where we got the skeletons last time?)
chris107: "No one can say we didn't try."
Smon: >>(I thought there was a pit inside the beast/bars room, where we got the skeletons last time?)<< There is no pit in the zombie displacer beast arena
joriandrake: (where was the one in which the skeletons fell then?)
Sandor Sunneson: well said
chris107: "And when we come back, I'm making a blinking map!"
Smon: There's a pit way off down the west tunnel where some zombies fell in & killed a carrion crawler last time
Smon: GM: Are you going home?
joriandrake: (I thought those were skeletons,l but it doesn't matter)
joriandrake: "Well, let us leave or rest, we will need toheal up"
joriandrake: "If we can rest here that would still give the girl a chance"
chris107: "I fear that bird has flown."
Sandor Sunneson: we hardly have any HP between us and no healing powers/spells
Sandor Sunneson: Sigurd has 5HP?
joriandrake: "To put it mildly I was pretty certain the settlement would at least send us with a few guards back here"
Smon: GM: You know hp recovery is base 1/day?
chris107: "And our wounds will not heal quickly. We must go see Philly."
Sandor Sunneson: John has?
joriandrake: 4
Sandor Sunneson: I'm at 12, which isn't really that much
joriandrake: "Let us leave then, we did as muc hwe could, at least we got a pretty good loot out of the place last time"
Sandor Sunneson: We went where the villagers did not
joriandrake: "no rescue, but then again we should've taken time back in the settlement to fully heal up and equip ourselves from the found wealth before getting back here, thus allowing the cleric to not spend her spells either"
chris107: "We should at least take the head and tentacles of that beast so the necromancer can not work his evil magic again."
Smon: GM: OK you head out and your despondent band staggers back to Morgansfort as dawn lightens the eastern sky.
joriandrake: "Hm, true, let us bring the beast's corpse back, at least it proves we did something"
Sandor Sunneson: Despondent but relieved to be alive
chris107: yup
Smon: GM: You know the zombies followed you to the arena, you want to fight them again? The displacer's head was cut off, it's an ex zombie!
joriandrake: John walks silently with a grim expression
Smon: I'll assume you decide to leave it unless you really insist...
chris107: (Would one of you two mind mapping this evening please? I have a blinding headache.
chris107: Leave it.
Smon: ooc I am the anti Bochi, I help pcs stay alive even when players are present!
joriandrake: (I barely understood anything, I leave it to Fergus if willing)
joriandrake: (it wasn't bochi though?)
chris107: It was Kjato, not old Bochi
Sandor Sunneson: I'm awful at mapping, I gave it a go last time and it was miserable
Sandor Sunneson: let me get a bit of paper
joriandrake: (Chris just mentioned the event when we last week played at Bochi)
chris107: Thanks Fergus
Smon: (OK anti-Kjato!) GM: Back at Morgansfort, Innkeeper Lorynn is a bit miffed only to have had 1 girl recovered, but lets you have a week's free board anyway (which doubles hp recovery to 2/day).
joriandrake: "Well... we can go back again once we healed up, the cleric girl also rested, and we spent some coins to equip ourselves better"
chris107: (I really enjoy mapping but have terrible eye starin for some reason which has caused this headache)
8:41pm 2018-7-19 Sandor Sunneson Has exited the room
Smon: GM: While you are healing up at Morgansfort over the next week (+14 hp), Bailiff Tomandy finally raises a force to go investigate the caves & dungeon. The soldiers report finding them abandoned except for a couple zombies in a pit... But they did find a weird bloodstained altar near the back of the complex.
8:43pm 2018-7-19 Sandor Sunneson Has entered the room
joriandrake: "The necromancer is still there, your village isn't safe yet, we need some resting and preparations to go back again. I know the girl is likely dead by then, but the mage needs to be dealth with, any additional helping hands, or guards would be useful, and the sooner the better, Undead creatures like a so-called 'displacer beast' shows us the necromancer is not a total beginner of the dark arts, and if such a beast was there he probably has more than just dozens more zombies at his disposal"
joriandrake: (so I guess we were almost at the girl then)
chris107: 19/28HP
joriandrake: John goes with them as he heals fully up earlier than the others
joriandrake: also, he needs to show them where the traps are
chris107: Sig says a prayer to Thor to watch over whatever is left of the girl's soul.
Smon: Bailiff Tomandy: "So, this Necromancer has departed. The priests of Thoth tell me they saw signs of a ritual to transmute a person into the Living Dead - more than a mere zombie... a Bride of the Necromancer, perhaps."
chris107: "A foul fate."
joriandrake: "He might return, the mage knows this place was relatively safe for him"
Sandor Sunneson: oor thing
chris107: "Would that we knew where they had gone? I for one would hunt them down and putthe girl from her misery."
Smon: Princess Philomena: "I need to return to Modron and tell my father of the evils that gather here in this place. I will ask him to send a force to cleanse the Old Island Fortress."
chris107: "Should we go with you? "
chris107: "It's not safe travelling the roads alone."
joriandrake: "We know nothing, a more experienced priest or priestess may had been more useful here than a few simple mercenaries. I'm sorry we couldn't recue both of them, but at least we did aid one"
Smon: Tomandy: "The Necromancer may have gone into the Mermist swamps, or to the Dearthwood - we found orc rafts hidden at the water's edge, and signs there had been more."
Sandor Sunneson: We are happy to escort you to Modron
joriandrake: "Some orcs left before the Necromancer, maybe they went back to him but I assume some just left to never rejoin the side of the mage."
Smon: >> "Should we go with you? "<< Philomena: "I will take a boat - you may come with me if you wish. Perhaps Father will reward you for rescuing me from the Goblins. I hope to persuade him not to send me to Huberic of Haghill..." she sighs.
joriandrake: John will useh is time there to get to know Lucy better/closer. Then leave with the others after they discuss the outcome of this, and the loot they found (including scroll holder?)
Sandor Sunneson: Elfis will look at his 2 amigos,
chris107: "What say you friends? We started this together. Shall we return to her home with Princess Philly?"
Sandor Sunneson: Sounds like a plan
joriandrake: John nods, but reminds SIgurd about the scroll holder
chris107: (And a reward sounds good )
Smon: GM: Lucy the buxom slave girl is sad about her friend getting turned into an undead abomination, but VERY grateful to John for aiding her rescue.
chris107: (I honestly don't remember. Sorry Jorian)
joriandrake: GM: John will show and discuss all the loot from last time again, including the two items, of which as far I remember one was a scroll holder?
chris107: (These long gaps between sessions are no good for my old and failing memory)
joriandrake: He will try to fairly share, pay for the innkeeper for the debt (arrows, rope) and buy 2 full quivers
Smon: GM: Philomena talks to Old Gnarly the fisherman, who agrees to sail you down to Modron, still hoping for his reward...
Smon: OOC pretty sure I already deducted your debt from the reward money last session
joriandrake: (it should be in the logs from last session Chris)
joriandrake: (that I didn't know, okay)
joriandrake: (we didn't sell the loot items though)
chris107: (I'll make an effort to catch up over the weekend)
Smon: If you tell me where you got the loot I can look it up
joriandrake: thankis for the game
Sandor Sunneson: Elfis uses his elven eysight to look out for danger
joriandrake: honestly i think we should stop here
joriandrake: Chris and I can read throug hte loot info again, and i am pretty tired now
Sandor Sunneson: Guess it's 3am in Magyarland?
Smon: I found it - stoppered scroll case in Onyg's room
joriandrake: 22:55 only, but I was already tired when we began
Smon: Let me know if you want to open the tube and take out the scroll
joriandrake: yes, that scroll case, and some other, carved thing
joriandrake: We should do that when Phil is also present
Smon: piece of carved chalcedony worth 100gp
joriandrake: She's the magick user
chris107: nice
chris107: Cleric of Modron
joriandrake: (this is what I said last session Chris that John wil ltell about and fairly share)
joriandrake: The chalcedony might be more worth to us sold and as coins, but the scroll(holder) may be better if kept
chris107: (Cool with me. I rarely keep track of treasure. A habbit I got into with Hakeem. He was 16th level before he had more that 10GP on his sheet )
Smon: /roll d20
Smon rolls 1d20 and gets: 18,
joriandrake: (heh, I got quickly into counting coins with Prisha as your oppisite then)
Smon: GM: Philomena can cast her first spell! Do you want a Detect Magic or a Detect Evil?
joriandrake: (at first I rarely could pay for a night at an inn, then I need a lot of gold for clerical things or items)
joriandrake: detect magic
joriandrake: if still used as per 5th edition rules she should be able to cast it as ritual
joriandrake: but even if not, still more useful
Smon: Philomena confirms the scroll within the case holds powerful evocation magic
Smon: (no, uses her one 1st level spell slot)
chris107: "Let's leave it a day or two until you can tell us if it's evil or not."
joriandrake: "We will go together, and your aid was welcome here. I propose that Phil keeps the scroll, and if the scroll holder is worth anything we can sell that"
Smon: Philomena nods. Next day she tries Detect Evil and informs you that the scroll bears a powerful Curse.
Smon: Smart play Chris.
chris107:
joriandrake: Casting curses can still be useful
Smon: (Philly failed an INT check so would have happily opened it)
joriandrake: let's use the 2 days to quip ourselves better, with fair share in gold and such
chris107: Phew
Smon: Philomena gives John an odd look. "It's a cursed scroll - it curses the reader!"
joriandrake: (ah you meant the scroll was cursed, not a curse spell)
Smon: Philly rolls her eyes at John.
joriandrake: "Well, let's still keep it, might still be able to sell it, or use it against a different mage as a lure"
Smon: "That's why it Detects as Evil!!!"
Sandor Sunneson: We could give it to someone nasty as a present
Smon: "I guess they don't have cursed scrolls where you come from."
joriandrake: "Hey, don't roll your beautiful eyes at me, I'm not a mage or cleric to know these tihngs"
Smon: /roll 3d6
Smon rolls 3d6 and gets: 2, 3, 6, = 11
chris107: "And your father is King of Modron you say, Philly?"
joriandrake: "If they have, I wouldn't notice"
Smon: Philly smiles at John's compliment, as his CHA 12 finally comes in handy
Smon: "Yes Sigurd, he is Anoethin, King of Modron and High Priest of Mitra."
Sandor Sunneson: Sounds a mighty man indeed
joriandrake: "Hm. Too bad we can't take Lucy with us. I see some potential in her as scout and ...tax collector"
chris107: Sig is pleased that she won't have to marry the awful fellow.
joriandrake: Although she might be more useful as a student of yours Phil, now that I think about it. While she has clever insight sometimes she is rather clumsy at others"
Smon: Philly thinks she might well still be sent to Haghill for the wedding.
chris107: "She'll be better off and safer as a coin girl and barmaid."
Sandor Sunneson: We look forward to seeing Modron, please tell us about it, are you the heir to the throne?
chris107: "Then we will spirit you away again, Philly.Never fear!"
joriandrake: "perhaps you're right Sigurd, hopefully the necromancer won't kidnap her again"
chris107: "Old Hubric is not man enough for you."
Smon: "No, my eldest sister is heir. My father has seven daughters, I am the third."
joriandrake: "In any case, we will go with Phil and see how thigns fare, as a Princess I'm sure she can get us inside proerly as official bodyguards or such"
joriandrake: things*
joriandrake: properly*
Sandor Sunneson: gosh, that would be an opinionated household
joriandrake: John thinks that seven girls might be a bit too many for him, but he sure will try his best to be charming
Sandor Sunneson: Guess the Gods where not with him and didn't unfortunately grant him a son
joriandrake: (and rogueish)
Smon: Philly: "Modron is a beautiful city, built where the Modron reaches the Roglaras. Over the past fifty years she has been rebuilt to her ancient glory! We worship Mitra the Sun Father and Modron the River Mother."
Sandor Sunneson: Is Modron similar to any town any of the PCs would know in Wilderlands?
chris107: "Sounds grand I think we raid..erm visited it once from the Longship Havens."
Smon: >>Guess the Gods where not with him and didn't unfortunately grant him a son<< Philly frowns. "The gods are very much with him, I assure you."
joriandrake: John is pretty neutral on all local religions considering his past life and failed apprenticeship in this world
joriandrake: "Well, if he had you as a daughter then he's truly blessed" Still, he says this with a smile and wink
chris107: (OOC - I'm quite excited about visiting the iconic town of Modron )
Smon: Philly looks at Sigurd. "You're really from Ossary? I assumed you were from Croy! Don't you know we are at war with your kind?"
chris107: "Well my dad lives in Sea Rune."
Smon: "But you were exiled?"
Smon: "For rebelling against the evil tyrant Alkazed?"
chris107: "We kind of have to do what Ossary tells us to. That's why I got out."
Smon: Philly nods.
Sandor Sunneson: Sensible, I've heard he's a nutjob
chris107: "Aye, he's a tyrant all right. Nasty piece of work."
Sandor Sunneson: Devious fighter too
joriandrake: afk
Sandor Sunneson: Uses sausery apparently
chris107: "I can see the Shield Maidens taking Sea Rune back the way he's running every last man off to war under that black sun banner."
Smon: Philly nods. "Most of the warriors of the City State have joined Archpriest Thuruar's crusade against the Skandiks, leaving only foolish old men and cowards..." Bailiff Tomandy walks past consulting the excise reports.
Sandor Sunneson: I heard the invincible overlord led a surprise attack on him
chris107: (Thormansonis a NPC from Shield Maiden's of Sea Rune by the way. I just oened the book and chose the first name I saw)
Smon: Philly nods to Elfis. "Yes. Archpriest Thuruar of Athena persuaded the Overlord to strike while the Skandik fleet was in the south."
Sandor Sunneson: Clever, must have been easy pickings then
Smon: She looks at Sigurd. "But you know that it is forbidden for any men of the Overlord to approach Sea Rune. Since the ...incident."
Sandor Sunneson: What incident?
Smon: "Your home will not be harmed... "
chris107: "Even unto this day?"
Smon: Philly looks down, seeming embarrassed. "You know... with Thor. When he smote the Vasthosts."
chris107: "Indeed."
Sandor Sunneson: Ok....
chris107: (Hope we get as lucky if we need Thor's help one day)
chris107: (It's an amazingly well written adventure. Especially considering it's close on 40 years old)
Smon: "So, Sea Rune is safe, even if Ossary falls. But I do not think that likely. The Overlord seeks to weaken Ossary and seize land from Alkazed, disrupt his plans."
chris107: (I got a copy from EBay for £20 )
joriandrake: (back)
Smon: (Modron is nice yup; as is Shield Maidens of Sea Rune)
Smon: (I got an original Modron minus maps for £5 I think, got pdf of Sea Rune)
chris107: (Modron I have yet to track down in hard copy. I managed to get all the rest of the CSIO campaign ones though)
chris107: (Had to send to America to get Tegal Manor)
chris107: So next time is our journy along the Raglaroon?
Smon: GM: 3/7/48, a sunny summer day on the river and you ready for the trip down to Modron... reckon I will stop there & prep next session.
Smon: yup
chris107:
Smon: XP another 100, so total 333+133+100 = 566 each.
chris107: Thanks Simon, Fergus, Jorian. Sorry I was not on best of form.
Sandor Sunneson: excellent
joriandrake: you weren't the only one, don't worry
Smon: Cheers chris, hey no PC died eh!
Sandor Sunneson: enjoyed that, abit unexpected but thank you
joriandrake: I leave stuff toyou as ealier Simon
Smon: You got unlucky, missed secret door in north wall of prison cell block that led to the Necromancer...
chris107: Saturday we are back to Stone Hell?
joriandrake: mighthave leveled not usre
joriandrake: oh
chris107: drat
chris107: So close
Smon: I couldn't get a d6 roll low enough for you to just find it, and no one thought to investigate the crumbling brickwork I mentioned on the n wall.
joriandrake: SImon, if John constantly improves Int at given levels
joriandrake: that would be exactly, barely be enough for him to get Assassin education later?
Sandor Sunneson: Can't make Saturday unfort as I'll be in Durham, may be back for the pm game if there is one
joriandrake: Well, SImon I said John tries all cells, but i don't recall if the crumbling wall was inside the cells or not
Smon: Also didn't roll low enough to hear the faint muffled chanting, I even rolled John's hear noise - nada
chris107: Saturday PM we're off to a gig
joriandrake: k
Sandor Sunneson: cool, which one?
Smon: no it was not in the cells but I rolled d6 chance anyway J
Smon: Level 3 you can switch to assassin if you want Jorian
joriandrake: we didn't have luck, thats all, comes with the territory as you might say
chris107: I should have picked up on the clue. Very slow this evening.
Sandor Sunneson: Ok, night all :), have a good weekend
Smon: need 3000 for that though
joriandrake: oh? I thought Ihave to be high intelligence for it
chris107: Just a local band, Fergus. Our friend Jaquie is lead singer.
chris107: Enjoy Durham. Say hello to the Three Tuns for me
joriandrake: is there any negative sideeffect (other than xp cost) to swap from thief away to assassin?
Sandor Sunneson: enjoy, will she be singing Ilkley Moor ??
Smon: Oh yeah, 13+ INT
Smon: JOhn is too stupid
chris107: hehe no. She's a Rock Goddess
joriandrake: that is why I asked about INT raising
Sandor Sunneson: That would sound cool in rock version
Smon: Assassins are -2 levels on Thief abilities
joriandrake: as far I calculated if he raises int constantly he will be at level 8 or 10 be able to train for it?
Sandor Sunneson: ok, chaps, have a good Friday tomorrow and enjoy the weekend when it comes
joriandrake: gn
Sandor Sunneson: Night zzzzzzzzzzzz
chris107: Cheers Fergus.
joriandrake: ok then, bye all
joriandrake: Bye Simon
Smon: >>as far I calculated if he raises int constantly he will be at level 8 or 10 be able to train for it?<< ok yup
9:28pm 2018-7-19 Sandor Sunneson Has exited the room
chris107: G'night
joriandrake: if John has a chance to gain Assassin class later he will raise INT as much as needed
Smon: INT 9 currently, need +4
joriandrake: if he has any spare stat points left he wil lalso raise CHA to 13
Smon: Assassins gain Disguise Poison Use and more hit points, lose 2 levels of Thief skills
joriandrake: THis is fairly realistic, John will become more intelligent as he learns and levels up
joriandrake: I don't know much about assassins but poison use sounds useful, even if he might still not be able to use ranged sneak attacks
Smon: Oh also they can use shields!
chris107: Sigurd is waiting for level 4. 'Hero!'
joriandrake: that helps in melee then, rtight now I'm pretty unwilling to risk mele with John
chris107: 2 attacks and 18 Strength
Smon: Hm, reckon I'd let assassin use a ranged backstab, there's a sidebar suggests allowing something like that
joriandrake: I leave that to you, it would probably make John more capable in fights, especially if i roll 1s on plus HP I woN't have much to qualify for melee combat
joriandrake: which reminds me
joriandrake: nah, if i am sure to gain a level i will roll
joriandrake: I'm not certain john reached lvl3 yet
joriandrake: if yes i roll hp then
joriandrake: ok i go now, cya
chris107: G'night Jorian
9:34pm 2018-7-19 joriandrake Has exited the room
Smon: need 2500 for thief-3
Smon: OK will post log!
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