Following the loss of the dragonborn Sir Konrad in Stonehell's Cursed Mine, the dragonborn Talaxakan has taken his place as a new Knight of Selatine, swearing allegiance to Lady Vex and paying 5,000gp for the manor house beside Vizier Mordred's.
The Selatine coffers are now very full.
In other news, a party exploring level 3 reported killing an evil wizard and his bugbear horde. Sir Talaxakan was with them and had his mind expanded by a strange machine.
Just for my Wilderlands & City State of the Invincible Overlord RPG stuff. NSFW
Wednesday, 29 August 2018
Saturday, 25 August 2018
25/8/48 Stonehell - Bright Star & Danor on Level 2, the Burning Priest (1500 XP)
Bright Star Map of SW level 2 |
Keelia: Good morning to you!
Keelia: I'm just settling in - it's chilly here
Smon: Asking Dr Rosa about the SW quadrant on level 2, there are 5 tunnels off the main entry hall. She thinks the upper west tunnel and several chambers beyond have been explored, but can't locate any returned map. As far as she knows the other 4 tunnels are unexplored.
Keelia: Bright Star is grateful for the information and promises to try to detail a map for her
Smon: Dr Rosa hopes Danor will wake up soon
7:38am 2018-8-25 JamesDevil Has entered the room
Smon: Hi James!
JamesDevil: morning
JamesDevil: sorry i'm late
Smon: Smon: Asking Dr Rosa about the SW quadrant on level 2, there are 5 tunnels off the main entry hall. She thinks the upper west tunnel and several chambers beyond have been explored, but can't locate any returned map. As far as she knows the other 4 tunnels are unexplored.
Smon: Dr Rosa hoped Danor would wake soon, a moment later he walks into the briefing room
JamesDevil: "sorry, didn't drink enough last night!"
JamesDevil: "so 4 tunnels to be explored eh? sounds like a laugh.....where are the others? Just me and BS today?
JamesDevil: "
Smon: Rosa: "I understand. Scalpy is getting a new ale shipment in soon from Ahyf, that should help. Yes, it's just you two today so this seems a perfect opportunity to explore the upper levels. " Heading out from Selatine one bright and sunny morning in late M8 4448, Danor & Bright Star cross the dry plain and reach Stonehell Canyon. At the Bastion the goblin Mreggle greets them and offers to escort them as far as the great hall in SW level 2, past the Asylum. "No charge!"
Keelia: Bright Star greets him cheerfully and agrees.
Smon: Mreggle seems particularly cheerful today, apparently he has a goblin-wife now although he seems a little unclear on her name, and is expecting little goblins soon.
Keelia: Bright Star congratulates him
JamesDevil: "Well done ladie!"
Keelia: She'll slip him a handful of coin before he departs
Smon: "Thank you! Goblins big on Family Values! Not like Kobolds!"
Smon: GM: Mreggle chatters away on the way down to SW level 2, talking about superior goblin child rearing practices and how silly kobolds put all their eggs in one giant hatchery, drawing annoyed looks from a kobold work team repairing a wall crack on level 1.
Keelia: Bright Star grins at him. "GamValues are important," she agrees.
Keelia: *family values
Smon: You head down stairs to L2 & pass through the south part of the Asylum zone with its flickering white lighting to the dark Grand Foyer in SW level 2. High (35‘) vaulted ceiling; pillars (3‘ dia.); 2 fallen columns, 2 still intact. Rubble in the SW corner.
Smon: Husks of dead giant spiders. 4 10' wide tunnels lead out - two on W wall, 2 on E wall, one ahead in S wall. Mreggle bids you farewell, heading back for the surface.
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: /roll d3
Smon rolls 1d3 and gets: 2
Keelia: bright star waves him off
Smon: /roll d20
Smon rolls 1d20 and gets: 14,
Smon: All seems quiet
Smon: /roll d8
Smon rolls 1d8 and gets: 5,
Keelia: Bright Star's passive perception is 18. (I upper her dex to 20 as part of levelling up)
Smon: nice
Smon: Mreggle leaves you in silence in the great vaulted hall.
Keelia: Bright Star looks to Danor. "Four tunnels. Which is your preference?"
Smon: The remains of three long dead giant spiders show signs of having been butchered by adventurers.
JamesDevil: "hmm"
Keelia: (Simon, what are the dimensions of this Grand Foyer?)
Smon: 90' n-s by 50' e-w with cut off SW & SE corners making the S wall 30' long.
Keelia: (thanks! I found an old map but this room isn't on there.
Smon: It's on the map I posted.
JamesDevil: "I think we should take the SW tunnel"
Smon: https://scontent-lhr3-1.xx.fbcdn.net/v/t1.0-9/29684014_10160428846455085_6827611474160681425_n.jpg?_nc_cat=0&oh=efc815309892e2f946aaed17d64b4d92&oe=5BF3C619
Keelia: (thanks! I see it now )
Smon: Checking map it shows one chamber to south (right) of this big hall, with 3 tunnels off. The SW tunnel goes west 20' then turns south, as shown on the map.
JamesDevil: the one that turns south sounds good to me
Smon: Taking the SW tunnel 20' you reach the corner. Looking south you see it runs south 20' then opens into a chamber ahead.
JamesDevil: nothing should sneak up on us that way
JamesDevil: Danor turns to BS: "Lady ats first
JamesDevil: "
JamesDevil: Cats*
Keelia: Bright Star grins at him and engages stealth
Keelia rolls 1d20+14 and gets: 9, (+14) = 23
Smon: Chamber looks about 30x30. BS sneaks up to the entry and looks in. Smashed lounge furniture; destroyed harpsichord; overturned beverage cart; tattered cloaks hanging
from hooks. There is an exit archway in the west wall. Something odd about two of those cloaks...
Keelia: she tip-toes forward
Keelia: She goes to investigate
Smon: With a slight shock BS realises two of the 'cloaks' are actually giant bats! They seem to be resting peacefully.
Smon: Hanging upside down from the wall.
Keelia: she slips back, not wanting to wake them
JamesDevil: "so what did you see?"
Keelia: "Two giant bats are sleeping, walk softly."
JamesDevil: ok
JamesDevil: Danor will try to sneak down into the room
JamesDevil rolls 1d20 and gets: 19,
Keelia: "The room has an exit to the west. Shall Bright Star go through first or wait to see your sneak?"
Smon: The bats are hanging amidst the cloaks on the west wall.
Keelia: (very nice!)
JamesDevil: thank god for uber armour ^^
Smon: sorry east wall, not fully awake yet
JamesDevil: lol
Smon: Danor's Vrilya plate armour is silent as he sneaks in ninja-like, the giant bats don't stir.
JamesDevil: Danor will move to the exit, do i need to make another roll?
Smon: No, Danor heads over to the west exit ok.
JamesDevil: phew
Keelia: Bright Star tip toes along beside Danor
Smon: (can move 50' on one roll I reckon)
Smon: BS roll Stealth, DC 16
JamesDevil: awsome
Smon: see BS wake the bats
Keelia rolls 1d20+14 and gets: 17, (+14) = 31
Smon: or not
Keelia:
JamesDevil:
Keelia: she is as silent as a shaow
Keelia: *shadow
JamesDevil: I think Shadows make more sound
Keelia:
Smon: Inspired by Danor's sneakiness, BS successfully traverses the chamber beside him. The left arch leads to a 10' long passage that ends at a N-S tunnel.
JamesDevil: Danor guestures ahead to BS
Smon: Looks like the n-s tunnel runs 20' south and 20' north (making it 50' long) before opening out. Dim red light comes from down the tunnel to the south and you hear faint sounds of movement. To the north is dark & silent.
Keelia: Bright Star looks to Danor, then questioningly nods her head South, ears flicking that towards the noise
JamesDevil: Danor nods towards the sound
Keelia: Bright Star turns South towards the noise
Smon: BS sneaks up to the south end of the tunnel (roll stealth) and looks in. The chamber is about 20' e-w by 30' n-s, with an exit arch in the east wall. There are strange green, red & brown painted designs in whorled patterns on the walls and floor; ten iron spikes driven into ceiling in a figure 8 pattern. 4 small men no more than 4' tall are painting the whorls by the light of a red glowing charcoal brazier (the portable kind, an iron bowl about 2' across with chains to carry it).
Keelia rolls 1d20+14 and gets: 15, (+14) = 29
Smon: The small men are bald, hairless, dressed in loose smocks & trews. Their faces are odd, not really human - more as if someone had taken an ape and sculpted it to the likeness of a man. They haven't noticed BS.
Smon: They seem very intent on their painting work.
Keelia: (iirc level 2 was the crazy inmates guys)
Keelia: Bright Star signals to Danor, holding up 4 fingers.
JamesDevil: Danor nods and awaits the signal to move up
Keelia: Bright Star draws her bow and steps into the room.
JamesDevil: Danor will sneak up to BS
JamesDevil rolls 1d20 and gets: 2,
JamesDevil: -.-
Smon: The figures look up as BS steps into the room, bumped by Danor as he ambles in.
Smon: /roll 2d6
Smon rolls 2d6 and gets: 5, 6, = 11
Keelia: She hisses at them, warningly. "We wish to pass."
Smon: They don't speak, but nod cordially. One points to the east exit.
Keelia: Bright Star is a little surprised but nods and steps around them, careful of the paint.
JamesDevil: Danor moves toward the east exit not breaking eye contact with them
Smon: The Small Men look back. They have short scabbards under their smocks, presumably holding blades, but make no hostile move, just watching you as you head to the east exit, avoiding the freshly painted whorls.
Keelia: "Bright Star was not expecting to be allowed to pass," she mutters to Danor as she walks through the east exit
Smon: The east exit leads to a 20' long e-w tunnel that opens into another 20x30 chamber with matching exit in the east wall. There are painted white circles on the floor.
JamesDevil: "they probably met some other adventurers and realised its better not to cross them again"
Smon: The Small Men return to their painting as you exit east.
Smon: The chamber to east has eight white circles painted on floor. You see that six dead rats with tails tied together lie in each circle - 48 dead rats in all. They look quite fresh.
Keelia: "Ah, yes, perhaps," she agrees, glancing back over her shoulder.
Keelia: Bright Star pauses. "Is this magic?"
JamesDevil: "hmm"
Keelia: "Should Bright Star avoid stepping in the circles?"
JamesDevil: "for now yes"
JamesDevil: Sim can i make an Arcana/Religion/History check?
Smon: Yes, Religion please
Smon: DC 12
JamesDevil rolls 1d20+7 and gets: 5, (+7) = 12
Smon: Danor has the feeling that these abstract patterns are dedications to or invocations of, the power of Law. What the accursed Philosophers call Geo-Metry.
Keelia: Bright Star waits anxiously while Danor thinks
Smon: It's said that Geo-Metry can hold back the forces of Chaos that threaten to tear apart all things and plunge the universe back into primal Chaos.
JamesDevil: "This is GeoMetry, Law Magic, lets try to avoid any transgressions while we're here"
Keelia: Bright Star nods and carefully picks her way past the circles
JamesDevil: "it does hold back Chaos though, so thats a good thing in our favour at least
Keelia: avoiding stepping on or in them.
Smon: Dr Rosa believes that the Nixthisis is causing a sort of slow motion pan-dimensional collapse... could this be some kind of counter measure?
Keelia: "Bright Star wonders if those little humans are trying to stop the spread of the insanity."
Keelia: "This floor had many insane inmates, after all."
JamesDevil: "This might be slowing down the damage being caused by Nixthisis, we should report this to Dr Rosa when we gte back
JamesDevil: "
Keelia: Bright Star nods
JamesDevil: "Indeed, maybe they already realise the importance of stopping the Chaos"
Keelia: Bright Star will continue out of the room, making a note on her map.
Smon: GM: You pick your way through the white circles, not stepping on them. The east exit tunnel runs 20' to a third 20x30 chamber, which ought to be the one shown on your map. Gray-green patches of mold & mildew; a pile of 7 human skeletons lies in the southwest corner. 3 exits out, to n e and s.
Smon: /roll d20
Smon rolls 1d20 and gets: 17,
Keelia: "North goes back to the Grand Foyer, so East or South?"
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 4, (+3) = 7
JamesDevil: "East I think
JamesDevil: "
Keelia: Bright Star nods and continues East
JamesDevil: (After Simons Math)
Smon: You notice movement among the bones - a snake - viper! Of normal size, maybe 3-4' long.
Smon: /roll 2d6
Smon rolls 2d6 and gets: 3, 4, = 7
Smon: It slides through an empty eye socket of an old skull.
Keelia: Bright Star narrows her eyes and growls lowly.
Keelia: "You first," she says to Danor. "You are well armoured if it decides to bite."
Smon: Looking more closely, BS sees several more snakes hidden in a kind of nest within the bone pile.
Smon: The nearest bones are about 5' from where you are at the west exit from the chamber.
Keelia: "If any of them decide to bite," she corrects herself. "There are several."
Smon: You can roll Nature
JamesDevil rolls 1d20+4 and gets: 6, (+4) = 10
Keelia rolls 1d20 and gets: 14,
JamesDevil: ugh
Smon: BS recognises them as pit vipers - they normally hunt rats and mice, but are aggressive if disturbed.
Keelia: (we had a run in with them on a different level. They decided to be aggressive )
Keelia: "Try not to disturb the bones."
Smon:
JamesDevil: Ok
JamesDevil: Danor will try to move around them to the east exit
Smon: GM: You move in circling wide of the bone pile. The vipers seem slightly agitated by your presence but don't attack and you reach the east exit.
Keelia: Bright Star will attempt to slip past them as quietly as possible (and avoiding the bones)
Keelia rolls 1d20+14 and gets: 8, (+14) = 22
Keelia: in case stealth is needed
Smon: BS joins D. Looking down the east tunnel you see it runs 20' to a fourth 20x30 chamber. No visible east exit in this one. Approaching the entry arch you see against the north wall stands a plinth with the headless stone statue of a woman, pierced by a score of (stone) arrows.
Smon: /roll d20
Smon rolls 1d20 and gets: 5,
Smon: Scanning the chamber, BS suddenly notes the gloopy stuff on the ceiling - Green Slime!
JamesDevil: ffs
JamesDevil: we always froget to look up -.-
JamesDevil: forget*
Smon: I gave a roll vs BS's Passive Purr
Keelia:
Smon: The green slime grows in patches on the ceiling.
Keelia: Bright Star calls out and raises her bow at the slime
Smon: The slime just lies there on the ceiling. It's said to drop on creatures that pass below, turning them into green slime too, which then presumably oozes back up to the ceiling, though this has not been reliably observed.
Keelia: Bright Star steps back. "Perhaps, South," she comments
JamesDevil: ok, Danor moves around to the south avoid both snakes and looking overhead for slimes
Smon: GM: Leaving the chamber with the slime & headless statue, you head back to the room with the bone pile and pit vipers.
Keelia: Bright Star pauses. "That statue had arrows in it. Perhaps one was a level to a secret door?"
JamesDevil: "you want to go back and risk the slimes?
JamesDevil: "
Smon: (if keeping to the left wall you could stay well back from the bones & vipers in the SW corner, as the s tunnel runs s from the e end of the s wall.)
Smon: BS could step carefully through the chamber avoiding going under any slimes.
JamesDevil: hmm
Keelia: Bright Star will try.
Smon: Would be DC 10 Acrobatics w advtg if going slow
JamesDevil: "ok, lets give it a shot"
JamesDevil: Guidance as well
Keelia rolls 1d20+8 and gets: 1, (+8) = 9
Smon:
JamesDevil: ).)
Keelia rolls 1d4 and gets: 2,
JamesDevil: 00
Smon: With guidance from Danor, BS cannot fail!
Keelia: using the guidance, just make it? Or does a 1 fail me automatically?
JamesDevil: lol
Smon: no auto fail on skill checks
Keelia: phew
Smon: BS steps carefully across to the statue.
Keelia: she'll examine the arrows to see if any are a lever (or if they are trapped)
JamesDevil: Guidance again
Keelia rolls 1d20+6 and gets: 16, (+6) = 22
Smon: The arrows on close inspection seem to be metal, coated with lime to match the colour of the statue. No sign of a lever.
Keelia rolls 1d4 and gets: 3,
JamesDevil: if its allowed >.>
Smon: GUidance needs touch right?
JamesDevil: ah, yes, soz
Smon: BS does notice that there is a thin copper chain round the statue's headless neck.
Keelia: She'll investigate it, lifting it with an arrow
Smon: It's heavy - something clinks at the back of the statue, out of BS's sight.
Smon: Something hanging from the chain.
Keelia: She'll look behind the statue (if she can?)
Smon: Yes, there is a gap. A heavy iron key marked '23' hangs from the chain.
Keelia: She'll lift the chain and grab the key
Smon: /roll d6
Smon rolls 1d6 and gets: 6,
Smon: BS takes the key.
Smon: /roll d20
Smon rolls 1d20 and gets: 19,
Keelia: She'll do her best to dodge the ooze on the way back to the door (assuming she's not about to be poisoned )
Smon: Behind Danor Gordak, he is watching BS work when suddenly he hears shuffling behind him - glancing back, he sees several ragged undead figures shuffling towards him!
Smon: ok both of you roll init
JamesDevil rolls 1d20 and gets: 1,
JamesDevil: ffs -.-
Keelia rolls 1d20+6 and gets: 8, (+6) = 14
Smon: /roll 2d4
Smon rolls 2d4 and gets: 3, 3, = 6
JamesDevil: AC of 24
Smon: Before Danor can react to warn BS the 6 zombies are onto him, clawing & biting...
Smon: /roll d20+3x6
Smon Rolls 1d20+3x6 and gets:
16 (+3) = 19
17 (+3) = 20
3 (+3) = 6
10 (+3) = 13
1 (+3) = 4
1 (+3) = 4
Keelia: (yay for your high AC )
Smon: They aren't getting through D's armour any time soon
Smon: ok your actions please
JamesDevil: Channel divinity Turn Undead
Smon: BS sees Danor at the entrance, zombies suddenly all over him!
Smon: save DC D?
Keelia: she'll take aim at the zombies while staying back (need to watch out of ooze)
JamesDevil: 15
Smon: WIS right?
Keelia rolls 1d20+8 and gets: 20, (+8) = 28
JamesDevil: yep
JamesDevil: any undead 1/2 CR are destroyed
Smon: BS shoots a zombie in the head as it steps into the chamber (crit) roll damg w sneak BS
Keelia: whatever zombie is still alive just crit
Smon:
Keelia rolls 5d6+5 and gets: 5, 6, 3, 2, 6, (+5) = 27
Smon: Naw most are out of BS's sight so she can only shoot that one
Keelia: that's the normal damage.
Keelia rolls 1d6 and gets: 4,
Smon: It drops dead, then D gets his hammer raised, holy light flares out.
Smon: /roll d20-2x5
Smon Rolls 1d20-2x5 and gets:
5 (-2) = 3
15 (-2) = 13
17 (-2) = 15
7 (-2) = 5
2 (-2) = 0
Smon: Around Danor 4 zombies crumble to dust.
Smon: One stalwart fellow keeps trying to bite him
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 9, (+3) = 12
Smon: your goes, it is out of BS's sight round the corner
JamesDevil: sacred Flame
JamesDevil: DC 15 Dex
Smon: /roll d20-2
Smon rolls 1d20-2 and gets: 16, (-2) = 14
Smon: It nearly dodges
Smon: roll dmg
JamesDevil rolls 2d8 and gets: 3, 6, = 9
Smon: It's burned but still up. Is BS slowly picking her way back across the slime room?
Keelia: Yes, Bright Star will cross the room to go help (dodging the ooze)
Smon: zombie attack on D
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 5, (+3) = 8
Keelia rolls 1d20+8 and gets: 14, (+8) = 22
Keelia: for acrobatcis
Smon: BS reaches D & the zombie
Smon: your goes
Keelia rolls 1d20+8 and gets: 10, (+8) = 18
Keelia: arrow to the zombie
JamesDevil: same again, sacred flame
JamesDevil: dc 15 dex
Smon: BS shoots it
Smon: /roll d20-2
Smon rolls 1d20-2 and gets: 2, (-2) = 0
Smon:
Smon: it's burned again
Keelia rolls 1d6+5 and gets: 4, (+5) = 9
JamesDevil rolls 2d8 and gets: 6, 8, = 14
Smon: The last zombie crumbles to dust, BS's arrow rolls out of the pile.
Smon: You have defeated the zombies!
JamesDevil: woot!
Keelia: She'll collect the arrow and show Danor the key she found
JamesDevil: "good work!"
JamesDevil: "have we seen a door or lock with 23 on it?"
Keelia: On the old map I had, I had a note that we needed a key
Keelia: hang on
JamesDevil: I'm sure it will contain some unearthly terror that we shouldn't unleash
Keelia: Bright Star picked that lock but it was a 29 (locked runes) and the pharmacy was 27
Keelia: probably
Smon: You haven't seen any doors today at all, in fact this area is known by the kobolds as "Without Doors"
JamesDevil: ok, lets press on
Keelia: Bright Star nods.
Smon: South from the viper/skelly pile room?
Keelia: yes
JamesDevil: yep
Smon: A 10' long tunnel ends at an east-west tunnel that runs e and w only 10' (so 30' long), opening out into chambers in both directions.
JamesDevil: "Kitty first agaij I think"
JamesDevil: again*
Keelia rolls 1d2 and gets: 1
JamesDevil: lol
Keelia: Bright Star turns west
Keelia: and stealths
Keelia rolls 1d20+14 and gets: 13, (+14) = 27
Smon: The e-w tunnel opens out into the n end of each chamber. You head west and come out into a 30x30 chamber with exit in w wall (n end) and a tunnel heading sw from the middle of the s wall. There is a stone font in the middle of the chamber, shoe and boot racks, and a wood closet on the east side.
Smon: The font is low, about 2' high, and looks to have some water in it.
JamesDevil: Danor will move to the e-w juction]
Smon: BS is at the NE exit, Danor joins her.
Smon: D roll stealth if sneaking
Keelia: Bright Star will check the ceiling.
JamesDevil rolls 1d20 and gets: 15,
Keelia: and then go peer int the font
Smon: The arched ceiling is grey. BS heads over to the font... Suddenly a voice booms out:
"Discard your raiment and cleanse thy hands & feet!"
Smon: The voice seemed to come from nowhere.
Keelia: Bright Star jerks back.
Smon: The water in the font is clear and does look suitable for foot & hand cleansing.
JamesDevil: Danor freezes
Keelia: She looks at Danor
Keelia: "Turn your back."
JamesDevil: Danor shrugs
JamesDevil: Danor trun his back mumbling about how dwarfs don't like other races sexually
Keelia: She starts to shrug out of her boots then the rest of her clothes.
JamesDevil: technically Tabaxi are always naked arn't they?
JamesDevil: other than occasional armour
Keelia: She scrubs her feet and hands, despite the fur.
Smon: BS strips off her clothing. The closet on the east wall looks like a clothes closet.
Smon: Is she a puss in boots or bare-pawed?
Keelia: "It's for your benefit," she chuckles. "Bright Star knows Dwarves have particular sets of views."
Keelia: Shaking off her wet fur, she goes to investigate the closet, grabbing her dagger to be sure.
Keelia: *safe
Smon: As BS is doing this, she notices a very faint red glow from the SW tunnel, as if from a torch a long way off and out of direct sight.
Keelia: She calls this out to Danor, ears tilted that direction.
JamesDevil: Danor nods without turning fully to face her then heads towards the light
Keelia: She opens the closet.
Smon: BS finishes ablutions and opens the closet, revealing a rack of moth eaten robes, then notices the glow and calls to Danor. From this angle she can look down the SW tunnel, it runs about 30' then opens into the NE corner of what looks like a large hall. She makes out what looks like a church pew, its back to her.
Keelia: She goes back and dons her armour
Smon: BS redresses (takes a minute)
Smon: /roll d20
JamesDevil: Danor will wait for her to redress before continuing
Smon rolls 1d20 and gets: 18,
Smon: As she is doing so, she makes out in the distance down the SW tunnel a voice, it sounds like a human male, like a preacher delivering a sermon! Quite deep and sonorous.
Smon: Was DC 18 passive purr, too far for D to hear it.
JamesDevil:
Keelia: She pauses, ears twitching. She motions at Danor, first to her ears then forward to the hall
Keelia: she engages stealth
JamesDevil: Danor shakes his head
Keelia rolls 1d20+14 and gets: 19, (+14) = 33
Smon: "The People of Nerath say NO to the Vrilya Domination! The Sons of Nerath will NEVER bow their heads to Alien Souls! For as the Good Lords Teach Us..."
Keelia: "Sounds like xenophobes," she murmurs.
Smon: BS sneaks down the SW tunnel, the faint glow getting brighter.
Smon: She reaches the end of the tunnel and looks out onto a weird scene.
Smon: This is clearly a great temple hall (40' e-w by 60' n-s, with e and w exits 20' up from s end and a tunnel NW from NW corner)... tbc
Smon: Most of the rows of pews are smashed scattered hymnals lie strewn about; there are signs of old fire
damage. Preaching from the pulpit at the far (south) end of the hall stands the burning figure of a man - no, a skeleton!
Smon: Dressed in religious vestments and engulfed in a 7' tall column of red-green flame, though his robes are untouched.
Keelia: Bright Star takes a moment to consider this, Can she see any of his 'flock'?
Keelia: or is he preaching to himself?
Smon: "Those who sin, those who succour the succubus and dally with the deviant shall know only the eternal fires of HELL!"
Smon: There is no sign of any congregation, though he/it preache as if to a full hall.
Smon: /roll d20+7
Smon rolls 1d20+7 and gets: 13, (+7) = 20
Smon: The burning priest looks in BS's direction!
JamesDevil: if he says bad kitty...
Smon: But his sermon continues uninterrupted. "And so verily I say unto thee, go forth and sin no more!"
Keelia: Bright Star waits. Her 33 stealth should protect her
Keelia: unless he has magic sight
JamesDevil: he's standing in fire and his clother are uuntouched, i think he has magic shit
JamesDevil: sight*
Smon: GM: Is Danor back in the font room?
Keelia: probably has magic shit too
JamesDevil: yes
JamesDevil: lol, indeed
JamesDevil: I'll move up once BS signals me to
Smon: "...And remember, lust for gold,lust for gems... these are the slippery slopes that lead to DAMNATION!"
Keelia: Bright Star's ears twitch as she considers. Is this voice the same as in the font room?
Smon: No, although the accent is similar - archaic Nerathi Common.
Keelia: She narrows her eyes and waves Danor forward.
Smon: "Brothers and sisters, harken unto my words! For verily I was once as you are!"
Smon: "Embrace the powers of the Wild! Hear the word of Mellora! Earth Wind Sea and FLAME!!"
Keelia: She wants magic and full plate beside her against undead magic users
JamesDevil: Danor moves up
Smon: "Let these be your guides!"
Danor joins BS. The burning skeleton is definitely looking in your direction as it preaches on.
Smon: "Let the fires of Mellora's holy wisdom guide you unto a bright new DAWN!"
JamesDevil: whispering "shall we just go in?"
Keelia: Bright Star nods
JamesDevil: "my god shields me from fire to a degree, so all his talk about flames isn't that big a deal"
JamesDevil: Danor steps into the room
JamesDevil: "greetings"
Keelia: (Bright's star god is also of Fire )
Smon: GM: You step into the semi-ruined temple hall. The burning skeleton inclines its head slightly as Danor addresses it, but the sermon continues uninterrupted.
JamesDevil: Danor moves to the centre of the room
Smon: "Whether your holy soul inhabits the small and sturdy form of a humble dwarf, the lithe limbs of a noble Elf, or yet stranger body, yet you must hear her Word!"
Keelia: Bright Star follows him in.
Smon: "For cursed be all who blaspheme against the noble power of the Wild! Who seek to darken the sunlit lands under Her Sky!"
Smon: "Cursed most of all be the Wretched Vrilya! Damnation unto their dark hearts!"
JamesDevil: can i make a Religion roll to see if i know who She/Her is?
Smon: sure DC 10
JamesDevil rolls 1d20+7 and gets: 3, (+7) = 10
Smon:
Smon: Mellora, the old Nerathi Empire goddess of the wilds, the elements, nature and the sea sky earth and fire.
Smon: Sometimes associated with the Ghinoran deity Artemis.
Keelia: Bright Star moves over to the west exit
JamesDevil: hmm, so generally sounds ok, all nature and good stuff
Smon: However she is a much more major figure in the Nerathi pantheon, incorporating aspects of Poseidon, Pan and other powers of wild nature. She is the counterpart to Athena-Erathis, goddess of Law and Civilisation.
JamesDevil: ah, so more Chaotic nature than generic nature
Keelia: (sounds like crazy druid)
Smon: BS heads over to the west exit. The burning priest is talking about the evils of the Vrilya. "Let us give thanks to the noble clan of Erde,for THEY did not dally with the deviant! THEY did not give succour to the succubus!"
JamesDevil: I feel like we need to stop this guy, but not sure we can/should take him
Smon: Down the west tunnel BS sees it runs west 60', with a small 3' wide archway at the end (a doorway w no door). 35' down the tunnel are matching arches in N and S walls.
Keelia: He seems harmless at the moment. Let's just explore around him
JamesDevil: ok, Danor will join up with BS
JamesDevil: need more explore xp
Smon: "...Why, I see that today one of wears the armour of the Vril! Let us hope it was taken in battle with the Hell-Spawn!"
JamesDevil: "Indeed it was!"
Smon: "For in the words of noble Lord Erde - Be Pure! Be Vigiliant! Behave!"
Smon: Danor roll Deception (you looted it from Erdea manor)
JamesDevil rolls 1d20-1 and gets: 3, (-1) = 2
JamesDevil: >.>
JamesDevil: Danor runs like hell
Smon: "Do not darken this holy place with lies, my children!"
Keelia: Bright Star hears the clanking of armour and turns to look
Smon: The Skeleton is still preaching disapprovingly after you as you hurry down the west tunnel to the matching doorway arches.
Smon: Both arches lead onto rooms 30' n-s by 20' e-w with no exits visible. Through the n arch you see ruined prayer rugs; the walls inscribed with parables in Nerathi common; a great rusty iron gong (5‘ dia.) on a stand near the north wall.
Smon: Through the south arch you see tables with what look like rotted religious texts; stacks of candles; cleaning supplies (buckets etc); vestments in a large folded pile.
Smon: /roll d20
Smon rolls 1d20 and gets: 7,
Keelia: She frowns at Danor. 'Do not ring the gong."
Smon: The vestments show signs of infestation, as if something is nesting there; bits of tatter and grainy droppings.
JamesDevil: I'll investigate the religious texts and
JamesDevil: no and, ill just investigate them
Smon: Danor heads over to the nearest table. The book on top says "The Way of Mellora and the Four Temples"
Smon: /roll 2d6
Smon rolls 2d6 and gets: 5, 2, = 7
Keelia: Bright Star will watch from the doorway
Smon: Dampness must have got into the books at some time, though they are pretty dry now; the pages are all stuck together and ruined, the leather covers warped.
JamesDevil: unfortunate....
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
JamesDevil: I'll investiage the rooms for anything else of value
Smon: All seems quiet
JamesDevil rolls 1d20+4 and gets: 3, (+4) = 7
JamesDevil: investigation roll
JamesDevil: bah
Smon: Danor is searching the room, finding some old soap in wax wrap in one of the buckets, when a very large red centipede about 2' long scuttles across the floor, into the pile of vestments.
Keelia: Bright Star twitches
JamesDevil: "yea, i don't think we are going to find anything here
JamesDevil: "
Smon: You can still dimly hear the continuing sermon and see the faint red-green glow of the burning priest.
Smon: Through the far west arch at end of the tunnel BS sees what look like very large chimes mounted on the far (west) wall of a 20' deep chamber.
Keelia: Bright Star nods.
Keelia: She'll go have a quick look around the west chamber
JamesDevil: "lead the way
JamesDevil: W
Smon: There are prayer rugs and sleeping pallets on the floor of the west chamber, the chimes have a swirling pattern that is oddly soothing.
JamesDevil: Arcana check?
Smon: The chimes with swirling pattern are 3‘ high × 6‘ long, they are mounted on the wall.
Smon: Either detect magic or religion
JamesDevil: religion it is
JamesDevil rolls 1d20+7 and gets: 7, (+7) = 14
JamesDevil: saving spell slots
Smon: Could these be the famous Chimes of Tranquility??
JamesDevil: hm, ok, rit casting identify on them
Keelia: Bright Star goes to investigate them more closely
Smon: GM: You enter the room, it looks like a priestly dormitory. Danor takes 10 minutes to cast Identify.
Smon: Chimes of Peace & Tranquility – This large set of
chimes may be rung to invoke their power once per
week. Upon doing so, the chamber in which they are
situated in becomes an oasis of tranquility.
During that week, the room is free from interruptions
from the outside world, including attacks and spells originating from outside of the chamber. Likewise, those within cannot launch attacks or spells from within the protected chamber, but can leave the protected space at will.
Smon: In effect they potentially would enable a party to remain within Stonehell (rations allowing) and long rest therein!
Smon: Of course carting them around would be a pain.
Keelia: Bright Star looks towards Danor as he finishes the ritual.
JamesDevil: "hmm, we should go and ask the priest guy if we can have these for the fight going forward for the fight against Nix"
Keelia: But Bright Star has a bag of holding
JamesDevil: so does Danor, i'd happily carry them
Keelia: "Good plan. Perhaps Bright star should ask?"
Keelia: "considering the previous interaction?"
JamesDevil: "if you prefer sure"
JamesDevil: "good point"
Keelia: Bright Star trots back to the skeleton priest
Keelia: She raises her hand
JamesDevil: paw*
Smon: The burning priest is continuing his endless sermon, warning against the blasphemous practice of excessive irrigation that pollutes the soil of Mellora with unwelcome salt deposits.
JamesDevil:
Smon: It turns to look at her, never interrupting the flow.
Keelia: "Bright Star has a question."
Smon: "Beware the channel dug into the riverine estuary!"
Smon: The skeleton's head inclines slightly.
Smon: "And as for the cat folk, as Mellora said, let them come forward unto me!"
Keelia: "Thank you for the advice. Bright Star has located some chimes to the west. They will be helpful for us."
Smon: "For are not the furriest of MY creations also worthy?"
Keelia: "Helpful in our fight against the blasphemous evil that is trying to creep as a thief into our world."
Keelia: "Bright Star would have your permission so as to not be taken as a thief."
Smon: "As Mellora sayeth, let the chimes of my Good News ring out clear upon my Creation! Let the Peace of the Good Goddess into Thy hearts!"
Keelia: "Could you spare them to assist our fight against the evils?"
Smon: "Indeed, as She sayeth, take the Chimes of My Peace into the Dark Places where Her light does not Shine! Let her Song drive back the Foulness of Aberration!"
Smon: The burning priest nods.
Keelia: Bright Star bows. "Bright Star is grateful and will see the chimes used against the dark and evil."
Smon: "Indeed, go forth my children in the Blessing of Mellora's Light! In the Song of Her Voice Shall Thee Know Her!"
Keelia: She bows again and backs out of the room.
Keelia: She returns to Danor. "We have permission."
JamesDevil: "excellent!"
JamesDevil: how large is each chime?
Smon: GM: Taking the chimes rack (3' high by 6' long) down from the wall, you are able to haul the rack out ok, one of you at each end. A bit heavy for BS but she can manage.
Keelia: Kitty power activate!
JamesDevil: lol
Smon: The chimes themselves are of bronze, patterned with the swirling designs of Mellora that evoke wind wave earth fire and the infinity of the natural universe.
JamesDevil: oooo, pretty
Smon: OOC You returning to Selatine with them? BS would be pretty exhausted by the time you got back. You could get goblin assistance though.
Smon: Or could hire bugbears at the Kobold Market.
JamesDevil: yea sure, lets go back
JamesDevil: we have gold to spare, Bugbear carriers it is!
Keelia: Bright Star huffs and puffs but trots along gamely
Smon: GM: You head back through Stonehell and up the 60' flight of stairs to level 1, soon reaching the Kobold Maket where two burly bugbears can be hired for 20gp total.
JamesDevil: 10gp from me
Keelia: Bright Star will supply the other 10gp
JamesDevil: i assume we are splitting it?
Smon: The bugbears can easily carry the chimes between them up the long spiral stair to the surface, though they squint unhappily at the hot sunlight glaring down from the sky over the canyon.
Smon: You head east onto the plain, the furry bugbears sweating heavily and smelling pretty dreadful.
Smon: As dusk falls that evening you see the Selatine palisade in the distance a quarter mile off. Shepherdesses and their sheep-hounds are escorting their flocks back in through the eastern gate to the sheep pens.
Smon: The bugbears set down the chimes. "Guzz. We go now. Not go in Ooman Town."
JamesDevil: "fair enough, thank you again for your service"
Smon: The bugbears nod, patting their coin pouches, then turn and lope away west back towards Stonehell canyon, moving with eerie silence across the darkling plain.
JamesDevil: "right, lets get these bells into the city"
JamesDevil: chimes*
Smon: You join the last shepherdess and her hound driving the last sheep through the gate, the guards nod respectfully to you as they shut the heavy timber gates behind you, sealing Selatine for the night.
Keelia: Bright Star helps lug the chimes the final distance
Smon: GM: Back in town at the Vex hall, Lady Jana Vex is very impressed by your new acquisition and suggests storing the chimes in the Temple of Apollo-Mitra. According to her, Artemis-Mellora's chimes would be welcome there.
Smon: OOC OK will stop there for this week.
JamesDevil: coolio
Keelia: Great, thanks, good game
Smon: You get a grand total of 1500 XP including a bunch of 50 xp room awards.
Keelia: I've posted the map of the game.
JamesDevil: yea, nice
Smon: & including 500 for the chimes
JamesDevil: hmm, still 300 ish from leveling but getting there!
Smon: 100 map XP for BS too
Keelia: so 750 each or 1500 each?
Smon: 1500 XP total each PC
Smon: +100 for mapping = 1600 for BS
Keelia: Excellent - thanks!
Smon: BS also gets a 50gp mapping bonus
Smon: Dr Rosa thinks the chimes could be used to set up a forward base in Stonehell if a suitable place can be found.
Keelia: awesome
Smon: Danor should level next week sounds like!
JamesDevil:
Smon: ok will post log now
Saturday, 18 August 2018
14-15/8/48 Stonehell level 9 (2566 XP) Mordred Bright Star & Danor - titanic black pudding, hidden treasure room
chris107: Mordred's now 6 Shield spells along with three action surges and second winds should make him pretty formidable.
Smon: Nice
7:27am 2018-8-18 JamesDevil Has entered the room
Smon: Ready to kick butt on level 9?
JamesDevil: Morning
Smon: Hi James!
JamesDevil: Ofc
chris107: Morning James
Smon:
chris107: Don't we have to make peace with that wretched woman?
chris107: Theone the other partycaptured..
7:30am 2018-8-18 Keelia Has entered the room
Keelia: hi everyone!
chris107: Hi Keelia
Smon: Hi Keelia! GM: Mordred should be aware that after a party of adventurers returned from Stonehell recently with the hoard of the black dragon Song of Night Screams, a particularly obnoxious dragonborn called Konrad purchased the mansion next door to Mordred (really a for-life grant, in return for swearing allegiance to Selatine & being knighted by Lady Vex).
JamesDevil: Hi Keelia
chris107: Bang goes the neighbourhood.
Smon: Konrad's group also brought back the Vrilya mage Saralya as their prisoner after killing 6 Vrilya soldiers who demanded a toll - apparently Konrad insulted them & incited a fight.
Keelia: Bright Star looks to Danor, then considers her stealth and her +1 returning dagger, and leans over to Mordred, "Just say the word."
chris107: Mordred will try to diplomaticaly arrange the release of Saralya.
chris107: On the grounds that her imprisonment will negatively affect Selatine's economy.
Smon: However a week ago while Mordred & Bright Star were still waiting Danor's hoped-for return alive from Thusia & Lady Meda's raise-deading powers, Konrad's rival the black dragonbornTalakakan (who you know) led a second adventurer group who returned Saralya to the Vrilya and negotiated the re-opening of the Efah-Soom teleporter.
Smon: Talaxakan
Keelia: she also holds out a couple of potions she has... "hair removal won't be of any use. Maybe babble in tongues or turn skin green?" she mutters to herself.
chris107: ah
chris107:
Keelia: (damn them for being more charismatic! )
chris107: Mordred now has 5 Stone to flesh potions. He will hand one each to Danor and Brightstar. Another will go to Sandro when he appears.
Keelia: Bright Star nods and tucks it away in her bag.
Keelia: "Bright Star only has one more large shiny that can bring back life, so do try not to need it."
chris107: "Your poor shines took quite the battering."
Smon: (sorry 4 days ago not 1 week I see) GM: Evening of 14/8 in Vex Villa, Bright Star & Mordred are dining at Lady Vex's table with her elite retainers (Weaponmaster Epicaste & Sgt Vuthrik the Deathwalker) when Danor Gordak strides in, looking quite alive!
Keelia: She nods, ears drooping. "but better than not having friend Danor."
JamesDevil: hearing that Danor cast hold person on the kitty"
chris107: "Aye, it is good to see you again, Danor. Maybe leave the campanology alone in future?"
Smon: Vuthrik: "I had to stop that damn Konrad taking the Vrilya Saralya to his new mansion for gods know what purpose... glad to be rid of her... " he looks up as Danor enters.
Keelia: Bright Star lets out a cheer. "The shiny worked!"
JamesDevil: "much better to be aliv-ooo, food!"
Smon: evening of 18/8 it is - I'm not fully awake yet I fear
Keelia: (no worries! )
chris107: (Is Sandro joining us today?)
Smon: Servants hurry to lay more food on the Vex table as the Lady welcomes the dwarven forge priest home and he takes his place at her table. Dr Rosa: "Welcome home Danor!" Lady Vex: "Indeed." Vuthrik gives a respectful nod, Epicaste smiles.
Smon: (no sign of Sandro currently, he is a wandering soul...)
chris107: "Well I suppose we better go back and start our search for the Nixithis again?"
chris107: "Any more clues, Dr. Rosa?"
JamesDevil: "sounds like a plan
Keelia: Bright Star nods at Mordred.
JamesDevil: "
Smon: Dr Rosa: "Talaxakan's new group were able to get the Vrilya to re-activate the Efah-Soom, which they had sabotaged, in return for Saralya and I suspect some payment, the details of which are not entirely clear...
Smon: brb
Smon: Bill's mum called, I'm handing him over at 10am, posting may be a bit disrupted
chris107: There's a black iron door to the east of the feathered serpent room and two south heading corridors..
Keelia: no worries!
chris107: no problem
Smon: Dr Rosa: "...Talaxakan's group were able to go down to level 9, then up the stairs to level 8. They found it largely deserted but for strange trap-monsters, no treasure."
chris107: "Unless you feel the urge to avenge yourself upon those Demons, Danor?"
JamesDevil: "always, but that can wait until the afterlife"
JamesDevil: "more fun when your doing it in Valhalla
chris107: "What was it like?"
JamesDevil: "Food, Women, Ale, Battle, Glory!"
chris107: "Hmmmm....."
Smon: Rosa: "If you are returning to level 9 I recommend exploring to east or south, probably best to avoid the stairs up to level 8, it sounded a little dreary to me. Mirror-image doppleganger traps, giant white smothery bubbles..."
Keelia: "Our thanks, level eight does not sound like a good place to Bright Star."
chris107: "There are two corridors leading south from the feathered serpent room. That could be a good place to start then."
JamesDevil: "Fair enough, lv 9 it is"
Keelia: Bright Star is fine with South
chris107: (Mordred is secretly pleased that Avalonian's do not go to Valhalla. It sounds awfully common.)
Smon: "Oh, one more thing! On level 9 they met a non-hostile five-armed fire giant, apparently a follower or priest of The Unraveller, which I suspect may be a religion connected to the Nixthisis. The priest told them the entrance to level 10 lay within the Temple of the Unraveller east of the stone-snake lair, but only the Chosen were permitted to descend."
JamesDevil: "hmm, i guess we'll need to prove our worth"
chris107: "Hmmmmm, level 10......"
Keelia: Bright Star pauses. "Five armed fire giant," she repeats slowly.
Keelia: East of the stone snake.
Keelia: "Our thanks."
chris107: "Well there is a black iron door heading east..."
Keelia: Bright Star nods at Mordred. "Bright Star thinks we should try to find this giant and ask what makes one chosen."
Keelia: "And...she wants to see a five armed fire giant. she has not seen one of those before."
chris107: "If we are to face the Nixithis it would seem wise."
chris107: "You don't get many to the pound." He adds cripticaly
JamesDevil: "right, lets head out.....after we finish eating!"
Keelia: Bright Star flicks an ear at him curiously but doesn't ask about his strange words.
chris107: Feathered serpent room, east passage, past the black iron door then?
Keelia: Yes.\
Smon: (back - Bill locked himself out & me in!)
chris107: (oops)
Keelia: (whoops! at least one of you was inside!)
Smon: (he's currently getting packed for a camping trip I knew nothing about 20 minutes ago, clothes everywhere)
Keelia: (do you need a couple of minutes to help sort him out?)
Smon: ok he's eating croissant now with the jam he just bought
Smon: GM: It's late in the evening now, so for Mordred the human time to rest & you can all go to Stonehell tomorrow.
Smon: GM: 19/8/48 You rise bright and early, ready your adventuring gear and bid farewell to Dr Rosa, up early (with coffee, Karakhan blend) to see you off.
Smon: Rosa: "Try to avoid summoning any Nalfeshnee or Higher Demons."
Keelia: Bright Star grins. "No more dinner bells," she promises. "At least today."
Smon: West from Selatine 8 miles across the plain & light woods to Stonehell Canyon, where you meet Mreggle the goblin on sentry duty, he greets Bright Star happily.
chris107: "It was jolly hard work sending two of them back to the Abyss."
Keelia: "Mreggle!" she greets cheerfully. "Are you well?"
Smon: Mreggle: "Kobold Rama has new drink-sleep place at Kobold Korners - very nice! Me like fungus wine!"
Keelia: "Bright Star is pleased for you!" she pats him on the shoulder, making a mental note to find out what fungus wine smelled like so as to never drink it."
Keelia: "Any problems Bright Star should know of"
Smon: fergus has pm'd to confirm not playing today so just 3 pcs, perfect for level 10
Keelia: (ah, we're dead )
chris107: (Nice knowing you, guys )
JamesDevil: I hope not, i only just got rezzed
Keelia: (utmost care and stealth engaged
Smon: >> "Any problems Bright Star should know of"<< Mreggle frowns. "Bugbear bouncers smell like wet carpet. Boss Goblin says Decor is Passy and Jayjune."
Keelia: She nods. "If the Bugbears become troublesome, send word to Bright Star. But she cannot do anything about strange decor." she grins
Smon: Mreggle offers to 'guide' you to the Efah-Soom teleport room on level 1 for only 5gp drinking money
Keelia: Bright Star hands over the money with a grin.
Smon: Mreggle nods. "Bugbears not eat any goblins. Rama keep them under control." He takes the gold with a happy grin and 'leads' you into Stonehell, down the spiral steps, through the ogremouth arches & east to the fire beetle grazing ground in the Quiet Halls, where he seems pretty lost.
chris107: Mordred makes sure his last will and testament is up to date and lodged with Lady Vex.
JamesDevil: "Problem little one?"
Smon: But you reach the hidden Efah-Soom teleport room without incident.
Smon: Mreggle: "Not remember this bit so good."
JamesDevil: "hmm, ok"
Smon: GM: BS gets the Efah-Soom door open; you notice recent scorch marks along the walls from the teleport glyph, likely due to the reported Vrilya sabotage, apparently now repaired.
Keelia: Bright Star grins at him "Bright Star offers her thanks." she passes him some extra coin and sends him on his way back to safety
Smon: Mreggle waves you goodbye. "I go now before zombies eat Mreggle! Bye bye!"
Smon: Mreggle goes scampering off.
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
Keelia: She waves back, then looks over at Danor. "Zombies are Danor's territory. Last time they did horrible things to Bright Star and she wants nothing to do with them."
Smon: No zombies or ghouls around today, it seems the dead of Stonehell sleep easy for once.
Keelia: "One day her fur will not recover."
Smon: GM: You activate the glyph?
JamesDevil: good, i'd like to save my spell slots
JamesDevil: yep, activate warp drive
Smon: There is a bright flash, and you find yourselves in the circular Efah-Soom chamber on level 5. A second press of the glyph gets the metal iris door open into the main chamber, with 5 more irises & bronze levers adjacent. 4 to destinations unknown, the SW to level 9.
Smon: You heading down to level 9?
Keelia: Bright Star readies her bow and prepares herself to dodge, tail curling and uncurling.
chris107: aye
JamesDevil: yep, rdy
Keelia: Yes.
Smon: You open the iris, enter the chamber, press - flash - and are down on level 9. Through the door to the n-s tunnel. Staves stacked by the iron door to the lightning room. BS swiftly picks the lock; stave in the door, open west door with broken lock & stave it too, through into the Stone Snake lair.
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
Smon: Anyone have Survival trained?
JamesDevil: nope
Keelia: Nope and isn't that always ominous
chris107: I think so
JamesDevil: lol
chris107: one moment
chris107: No
Smon:
chris107: Soz
Smon: The four exits lead out - 2 to south, one wide to n, 1 to east.
chris107: east
Keelia: two to east
chris107: black iron door in south wll
JamesDevil: Danor will follow behind BS
Keelia: according to my map - one we think leads from the tunnel leading off the bells room.
Smon: Rosa's lovely level 9 map https://www.facebook.com/photo.php?fbid=10160904791245085&set=g.1736925893237128&type=1&theater&ifg=1
chris107: ah, yes.
Keelia: (what does that map say for that side room, glass something? I can't make it out...
chris107: Mordred will stay by Danor's side so as not to spoil Bright Star's sneaking.
Smon: You head down the east tunnel 25' to the heavy door in the south wall - it's slightly ajar, and looking through you can see a writing table & chair; bookcases laden with grimoires; sleeping pallet; wardrobe; party of six adventurer types in a circle,
standing still. All the objects and occupants of this room are solid glass! The door in the far (south) alcove looks wooden though.
chris107: (I'm not sure..)
Smon: /roll d20
Smon rolls 1d20 and gets: 14,
Smon: History 14+ you recall Rosa mentioning something about a room where all the occupants had been turned to glass. A party went through there (fast) a few weeks ago before heading up to level 8, reported nothing of value.
chris107: Press on east past the door then.
JamesDevil rolls 1d20+7 and gets: 12, (+7) = 19
Smon: You continue east down the tunnel 20' and come out into the middle of a wide n-s tunnel 20' wide by 40' long, with huge ogre mouth arches at each end. M & BS were here before from the great bell room to the north, indeed you can see the westernmost bell through the north arch with your darkvision.
Smon: Beyond the southern arch is another vast hall with the floor tiled in shiny black stone - obsidian perhaps?
Smon: brb Ing here
chris107: Souththen?
Smon: will be few mins
JamesDevil: if stonecunning counts i'll roll a history check on that flooring
JamesDevil rolls 1d20+10 and gets: 7, (+10) = 17
chris107: (Nice bonus )
JamesDevil: the prof bonus gets double if doing history check on worked stone
chris107: Mordred looks impressed. Danor is not as daft as he looks
JamesDevil: careful now, i will shove you int0o that bell and run away
chris107: Heavens only knows how Bright Star and Mordred pulled it off.
chris107: I really thought we were all done for.
Keelia: (we were just far enough away and the other guy was just enough of a tank )
chris107: ( )
Smon: ok they're gone
chris107: Let the mahem commence!
Keelia: (Bright Star readies her bow!)
chris107: Mordredsays a silent prayer to Athena.
Smon: Danor goes to the southern arch and looks through. Very nice craftsmanship on that tiling, the joins almost imperceptible. Could be dwarf work, though few clans work in obsidian... hm... something odd there... with a shock Danor realises that a great swathe of the floor is moving - flowing - towards him!
Smon: OOC counted Stonecunning roll in lieu of Perception
JamesDevil: coolio
JamesDevil: Danor backs up - fast
chris107: "Eek!"
chris107: Mordred is on his shoulder.
JamesDevil: "the floor is moving!"
Keelia: Bright Star looks over to see what's going on and then starts back peddling as well.
Keelia: "How do you attack a floor?" she demands, drawing her bow and aiming. "can it die?"
chris107: "Have you ever seen anything like that?!"
Smon: The gigantic Black Pudding has dwelt here long, waiting in the darkness to snare unfortunate delvers. It has learnt to mimic the black stonework perfectly - *almost* perfectly...
Keelia: She'll take a shot at the floor and see what happens.
JamesDevil: Danor flicks a copper coin into it
chris107: (Bother, I know how to deal with them in 1e but 5e?)
chris107: Firebolt.
Smon: Danor falls back, yelling and pointing - at his direction you all see it now - it must be thirty feet across. As Danor's coin hits it it seems to convulse & rise up! roll init
JamesDevil: once the coin is in the black pudding he will cast heat metal on the coin
JamesDevil rolls 1d6 and gets: 1,
Keelia rolls 1d20+6 and gets: 14, (+6) = 20
JamesDevil rolls 1d20 and gets: 7,
chris107 rolls 1d20+3 and gets: 3, (+3) = 6
chris107:
JamesDevil: -.-
Smon: dc 8
Keelia: Bright Star releases an arrow (assuming she's first).
Keelia rolls 1d20+8 and gets: 17, (+8) = 25
Smon: ac 7
Keelia rolls 5d6+5 and gets: 5, 6, 1, 3, 1, (+5) = 21
Smon: The arrow strikes the rising mass & it convulses - does BS have any way to deal sneak attack (it knows where you are)?
Keelia: swashbuckler - gives me sneak if no one within 5'
Smon: OK great!
Smon: w missile?
Smon: Swashbucklers are supposed to be in melee...
Keelia: it doesn't say on my sheet - I just have sneak if no one else within 5'...
Smon: "if you are within 5' of it"
Smon: says in Xanathar's
Keelia: ok
Smon: "and you don't have disadvantage on attack roll"
Keelia rolls 1d6+5 and gets: 3, (+5) = 8
Smon: So you could have darted in, stabbed, bonus action withdraw, and got sneak attack
Keelia: I don't see her running towards anything gooey considering her previous encounters with goo
Keelia: let me write that on my sheet really quick
JamesDevil: lol
chris107: AC22 (reaction, shield readied if needed)
chris107:
JamesDevil: heat metal on my turn
Keelia: so she does 8 damage and retreats further
Smon: GM: As BS shoots past D & M and falls back down the tunnel, the enormous ooze rises, must be 15' high like a great black wave, and rushes at your front rank (D & M) attack rolls...
JamesDevil: 25 AC
Smon: /roll d20+9x2
Smon Rolls 1d20+9x2 and gets:
2 (+9) = 11
11 (+9) = 20
JamesDevil:
Smon: 11 vs Danor, 20 vs Mordred; their steel & skill & magic fends off the enormous gloopy mass.
Smon: D & M can act
chris107: Retreat 30' Firebolt.
chris107 rolls 1d20+6 and gets: 19, (+6) = 25
Smon: opp att vs M then
Smon: /roll d20+9
Smon rolls 1d20+9 and gets: 7, (+9) = 16
Smon: miss, M blasts it
JamesDevil: Danor cast heat metal on the coin if i can see it inside the ooze
chris107 rolls 2d10 and gets: 6, 2, = 8
JamesDevil: Can i see the coin still?
Smon: No, but I'll let you roll Arcana (INT) or Perception to target it
JamesDevil rolls 1d20+4 and gets: 13, (+4) = 17
JamesDevil: that high enough?
Smon: Yup DC 15
JamesDevil: sweet, so 2d8 fire
Smon: Inside the ooze the super heated coin causes indigestion.
Smon: roll dmg yup
JamesDevil rolls 2d8 and gets: 7, 2, = 9
chris107: nice
JamesDevil: I assume it caan't 'drop it'
Smon: BTW I see the material component requires 'a flame', with Danor being a forge priest I guess I'll let that ride.
JamesDevil: if it can't or fails the save then it has dis adv on attac ks and skill check till my next turn
chris107: very nice indeed
JamesDevil: the con save is 15 if it can drop the coin
Smon: GM: It is able to expel objects, yes
JamesDevil: k, con save of 15 for it then i back away 30'
JamesDevil: Danor IS FLAME
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 16, (+3) = 19
JamesDevil: aw.....
Smon: pass fwiw
chris107:
JamesDevil: k, back up eitherway
Smon: Fail = must drop object btw
Smon: Danor's boots let him back away a full 30' as if he were a human!
Smon: He joins the others 30' up the tunnel, the titanic black pudding flowing towards them. They have passed the west tunnel that goes back towards the stone snake lair and are just south of the north ogre arch that leads into the bell room.
JamesDevil: ah, ok, so it has dis adv if it succeds the roll, got it
Smon: R2 Bright Star's turn
chris107: "Watch we don't knock into the bells!"
JamesDevil: "did you kill those devil last time after i died, or did you retreat?"
Keelia: she takes aim with another arrow.
Keelia rolls 1d20+8 and gets: 15, (+8) = 23
chris107: "They fled back to the Abyss."
Keelia rolls 1d6+5 and gets: 5, (+5) = 10
Smon: The ooze expels the coin as it advances. You can flip a coin into it as an object interaction & heat it as an action (heat metal)
JamesDevil: will do
Smon: BS puts another arrow in it.
JamesDevil: I'll beat it one copper piece at a time
chris107:
Keelia: (lol - love the dedication there!)
Smon: & you can use a higher level spell slot to do more damage if desired
Smon: Is BS retreating into the bell room?
JamesDevil: I think i'll save the high level slots for now
Keelia: yes, she'll pull back and hide around the corner
Keelia rolls 1d20+13 and gets: 16, (+13) = 29
Keelia: for stealth
Smon: The tunnel is 40' long, M & D are 5' south of the north arch. BS slips into the bell room on light feet.
Smon: The ooze sweeps in on D & M...
Smon: /roll d20+9x2
Smon Rolls 1d20+9x2 and gets:
14 (+9) = 23
6 (+9) = 15
Smon: 23 vs Danor
JamesDevil: miss
chris107: Disengage and Firebolt
Smon: AC 24?
JamesDevil: doesn't it also have dis advantage sinceits still not got back to my turn?
chris107 rolls 1d20+6 and gets: 5, (+6) = 11
Smon: nope
chris107 rolls 2d10 and gets: 3, 5, = 8
Smon: opp att vs M
Smon: /roll d20+9
chris107: disengage
Smon rolls 1d20+9 and gets: 17, (+9) = 26
JamesDevil: 24+1 for Blessing of the Forge
chris107: chris107: Disengage and Firebolt
chris107: disengage action doesn't attract oa's?
Smon: How do you disengage action plus firebolt bonus action? Using Action Surge?
Smon: Firebolt is an action normally
chris107: ah,okay, just disengage then. M needs to make space between it an him
Smon: hmm
chris107: sorry was thinking my level 7 ability was an action and a cantrip
Smon: Nope
chris107: it's an attack and a cantrip
chris107: disengage, move 30' if he can do so without clannging the bells
Smon: "When you use your action to cast a cantrip you can make one weapon attack as a bonus action"
Smon: The bells are high above you & 70' north of the arch
chris107: so disengage and move 30' thenplease.
Smon: Guess I'll keep that 26 for my next roll vs Mordred then
JamesDevil: Danor flicks another coin into the ooze and cast heat metal again for another 2d8 damage, do i need to make another perp check?
chris107: I did type disengage first
Smon: M disengages & moves 30' into the bell hall.
chris107: My intention was pretty clear even if my grasp of mechanics wasn't
Smon:
JamesDevil: my passive percp is 14 so i can't really fail :/
Smon: DC 15 Danor, but you can have advtg this time on per check
Smon: As you start casting as coin flies through the air
JamesDevil Rolls 1d20+4x2 and gets:
19 (+4) = 23
1 (+4) = 5
JamesDevil rolls 2d8 and gets: 5, 3, = 8
Smon: coin glows white hot
JamesDevil: Danor backs up to the others
Smon: Danor backs up, the ooze expels the coin and continues towards D & M, ignoring BS hidden round the corner.
JamesDevil: dc 15 Con for the ooze to hold onto the coin
chris107: "We need to keep space between us!"
chris107: (By staying close together we double it's attacks I think?)
Smon: (it doesn't really want to hold onto the coin) M & D are 45' south of the bells now. BS is east of the gigantic ooze which fills the whole floor south into the tunnel.
Smon: GM: do you want to split up? D could retreat NE away from Mordred?
JamesDevil: hmm
JamesDevil: are the paths all explored?
JamesDevil: I don;'t like the idea of spliting up
chris107: (Just by 20')
Keelia: West will take you back to the snake room. East and East-South are not explored. Neither are the tunnels we're in.
chris107: (Not splitting up going seperate ways. It's attacking in a wave, what's in front of it.)
chris107: (By remaining close together that wave is hitting both of us)
Keelia: Head West down the large tunnel - keep leading it in a loop. Bright Star will attack from behind.
JamesDevil: I got something that can really bring the pain to this thing
chris107: (I think)
Smon: No you have not gone down the 20' wide east tunnel out of the bell room, which is 70' n-s by 50' e-w. There is a second parrallel ogre mouth tunnel south but that just leads into the black pudding/tile room too.
R3 BS can go, she has advtg & it's not aware of her, she can shoot it in its 'back' and get sneak dmg.
JamesDevil: I can drop an aoe on it
JamesDevil: k, BS you go around
Keelia: she'll attack from behind.
Keelia Rolls 2d6+20x8 and gets:
2, 4 (+20) = 26
1, 1 (+20) = 22
4, 6 (+20) = 30
4, 2 (+20) = 26
5, 6 (+20) = 31
4, 1 (+20) = 25
5, 6 (+20) = 31
6, 6 (+20) = 32
Keelia: I always get that wrong.
Smon: AC 7
Keelia rolls 1d20+8 and gets: 2, (+8) = 10
Keelia rolls 1d20+8 and gets: 1, (+8) = 9
chris107: phew
Smon: hit - just!, can sneak att
Keelia: wow. ok, so 10 is the highest
Keelia rolls 5d6+5 and gets: 1, 5, 3, 2, 6, (+5) = 22
Keelia: then she'll duck around another corner and hide
Keelia rolls 1d20+13 and gets: 4, (+13) = 17
Keelia: (ok, dice aren't happy with me at the moment )
Smon: BS hit some kind of sensitive nodule, perhaps a primitive nerve centre; the ooze convulses in pain. BS ducks south round the east ogre mouth & down the tunnel on light feet.
Smon: Not sensing BS, the ooze wave-front comes on at D & M
Smon: /roll d20+9x2
Smon Rolls 1d20+9x2 and gets:
15 (+9) = 24
4 (+9) = 13
Smon: 24 vs Danor
JamesDevil: miss
Smon: Your AC Danor, give me the numbers pls
JamesDevil: 25
Smon: how do you get 25 base?
JamesDevil: +1 armour AC of 19
JamesDevil: +2 Shield
Smon: 23 so far
JamesDevil: Soul of the forgee +1
Smon: got it level 6 power ac 24
JamesDevil: +1 Blessing of rht eforge
Smon: no that power makes your gear +1 magic
Smon: does not stack!
Smon: It only works on nonmagical gear per description
Smon: "you can touch one nonmagical object"
JamesDevil: hmm, ok
Smon: Danor is hit (and needs to spend more time in Cleric school)
Smon: /roll 6d8+5
Smon rolls 6d8+5 and gets: 6, 6, 1, 5, 8, 5, (+5) = 36
Smon: 36 dmg, 17 bludgeon and the rest acid
chris107: ouchers
JamesDevil: k
Smon: D & M can act
chris107: Firebolt
chris107 rolls 1d20+6 and gets: 1, (+6) = 7
chris107: bugger
Smon: you had disad as adjacent also, M
JamesDevil: Wall of Fire partway down the corridor that pudding came out of and over the top of it
chris107: can't get much worse than a 1
JamesDevil: making sure to cover the pudding
Smon: You could retreat down the west tunnel M but would provoke opp att
chris107: Nah, it's time to stand and face it.
Smon: Most of the pudding is out the tunnel so best to drop the wall of fire over the ogre mouth arch
JamesDevil: k, i'll do that then
chris107: one chance of it hitting is bad enough! Though I still think we just need to split up a little way.
Smon: I'll give it disad on its save
Smon: /roll d20-3x2
Smon Rolls 1d20-3x2 and gets:
7 (-3) = 4
2 (-3) = -1
Smon: It sizzles as the fire burns it
JamesDevil: rolling wall of fire damage
JamesDevil rolls 5d8 and gets: 4, 3, 6, 4, 4, = 21
Smon: hot side facing south?
JamesDevil: Dex save of 15 from the pudding
JamesDevil: yep
Smon: it got -1 on Dex save & takes 21 dmg
JamesDevil: harray!
chris107: yay
JamesDevil: i'll remain where i am i guess? we don't want it m oving out of the fire
Smon: OOC I'll be generous & say that having its southern end move through the wall of fire will count as 'entering' wall so it will take damage again on its turn
Smon: R4 BS your turn
Keelia: she'll step out from her hiding spot, target with an arrow, and hide again
Keelia rolls 1d20+8 and gets: 12, (+8) = 20
Smon: ok
Smon: advtg
Keelia rolls 1d20+8 and gets: 12, (+8) = 20
Smon: hit AC 7
Keelia:
Keelia rolls 5d6+5 and gets: 4, 3, 6, 1, 4, (+5) = 23
Keelia rolls 1d20+13 and gets: 9, (+13) = 22
Keelia: not amazing for a hide roll, but hopefully it continues to be good enough
Smon: The ooze quivers again, looking pretty ragged now. Pieces are starting to break off it (looking non-animate). The smell is appalling as burning ooze comes out through the wall of fire, filling an area about 30x30.
Smon: /roll 5d8
Smon rolls 5d8 and gets: 7, 2, 3, 8, 5, = 25
Smon: It takes another 25 burn damage on its turn
Smon: Attacks D & M
Smon: /roll d20+9x2
Smon Rolls 1d20+9x2 and gets:
7 (+9) = 16
11 (+9) = 20
Smon: misses both
chris107:
Smon: D & M can act
chris107: Firebolt
chris107: disadv
Smon: disad
Smon:
JamesDevil: melee attack
chris107 Rolls 1d20+6x2 and gets:
14 (+6) = 20
12 (+6) = 18
JamesDevil rolls 1d20+8 and gets: 9, (+8) = 17
chris107 rolls 2d10 and gets: 7, 3, = 10
Smon: 18 - hit
JamesDevil rolls 2d8+5 and gets: 8, 1, (+5) = 14
Smon: Magic hammer Danor?
JamesDevil: yep
Smon: Danor wallops it, burning acid gloop flies out smearing him
Smon: /roll d8
Smon rolls 1d8 and gets: 3,
chris107: (burning acid gloop...ewwwww )
Smon: Danor takes 3 acid damage. Then the great burning acidic mass gives a final convulsion and stops moving!
Keelia: yay!!
JamesDevil: hurray!
Keelia: Hit it again to be sure
Smon: It lies still, burning away, foul fumes rising to the high ceiling.
chris107: Yay!
Keelia: Bright Star stays well back of the foul fumes
chris107: Mordred covers his nose and mouth, trying to avoid the worst of the stench.
JamesDevil: "well, at lest it didn't get to ambush us from below!"
Smon: GM: BS puts another arrow in it (all her arrows are destroyed by the acid, Danor's dwarven runehammer is unharmed though)
JamesDevil: Any loot that was floating around in it that we can see?
chris107: "That would have been horrid. Well spotted, Danor."
chris107: "Let's walk around back through the stone serpent room and search where it came from?"
Smon: You don't see any loot - it seems to dissolve metal as readily as leather flesh & bone.
Keelia: Bright Star wanders over, stepping carefully. "Do either of you need a potion?"
JamesDevil: hmm, ok
JamesDevil: "sounds like a plan
JamesDevil: brb
chris107: "I'm okay thanks Bright Star. It missed me."
Smon: OOC good thing Mordred didn't slash it, two puddings doing 6d8+5 would have been nasty
chris107: We walk the circuit then please DM.
JamesDevil: back
chris107: (That's the one thing I did remember from 1e!)
Smon: You go down the eastern south tunnel into the pudding hall?
Smon: /roll d20+10
Smon rolls 1d20+10 and gets: 1, (+10) = 11
JamesDevil: Aid cast on the group at level 1, so 5 temp hp to everyone
Keelia: Did you need a potion, james?
chris107: yes please
Smon: Danor casts aid.
chris107: 65/60HP
Keelia: (thanks for aid)
JamesDevil: then cure wounds on him self twice
JamesDevil Rolls 1d8+4x2 and gets:
7 (+4) = 11
7 (+4) = 11
chris107: nice
Keelia: as soon as Danor is healed up, we'll head down easter south tunnel
Keelia: *eastern
Smon: OK. You get 5000/3 XP
JamesDevil: "lets go"
JamesDevil: "i'm healy enough now2
Smon: 1666 each
chris107: yay
Keelia: nice!
JamesDevil: coolio
chris107: another four of those please
Smon: Heading down the eastern south tunnel you pass through 2 ogre mouths and come out into the black tiled hall, about 50' e-w by 80' n-s, even larger than the bell hall to the north.
Smon: Anyone have 90'+ darkvision? You all on 60'?
chris107: 60 here
JamesDevil: 60
Keelia: 60
Keelia: (also, after next rest, Bright Star is level 8 )
Smon: There appear to be 2 10' wide tunnels heading south out of the black hall, at each end of the s wall. You can only dimly make them out (as 80' away)
chris107: (Very cool )
chris107: Carfully cross the pudding hall
Smon: There is also a 10' wide tunnel in the middle of the west wall going west.
chris107: looking out for any indestuctable detrius
Smon: >>Carfully cross the pudding hall<< to where?
Keelia: west?
Smon: The floor looks smooth and devoid of debris.
chris107: Look west see if it joins up with south tunnels from feathered serpent
chris107: (Dr. Rosa suggested south or east?)
Smon: M heads over to the west tunnel. Looking west M sees a door in the n wall 25' down - that must be the door in the s alcove of the glass chamber - then it opens into a chamber beyond, must be the entry hall with stairs up to level 8.
Keelia: Bright Star will look down the West tunnel and if she can't see anything of interest, she will tiptoe south (after checking the ceiling for other hidden ooze)
chris107: thanks
chris107: M keeps an eye out west and the other on BS
Smon: BS joins M then tiptoes south. She notices an area of the south wall between the two southern tunnels that looks odd.
Smon: It looks as if someone has removed tiles then replaced them, trying to match the original stonework.
Smon: But without quite the same skill.
chris107: ooooo
Keelia: cat = curiosity = checking the wall
chris107: hehe
Keelia: dagger in hand, she goes and pokes at the mismatched tiles
JamesDevil: Danor wil proceed to the offending wall if she calls for him
Smon: BS goes over to the south wall and starts poking around. She soon detects the outline of a secret door.
JamesDevil: "would you mind if i take a look BS?
Keelia: If it looks like a hidden thing, she will call them over
chris107: Mjoins them.
JamesDevil: nvm
Smon: you can roll percept or invest if examining secret door
Keelia rolls 1d20+8 and gets: 8, (+8) = 16
Keelia: percep
JamesDevil rolls 1d20+4 and gets: 2, (+4) = 6
Smon: BS can't see any catch or lock
Smon: nor can D
JamesDevil: hmm
chris107: investigate
chris107 rolls 1d20+3 and gets: 4, (+3) = 7
JamesDevil: can Danor use stonecunning?
Keelia: she'll run her claws around the edges feeling for a catch
chris107: hmmm
Smon: ok D can use stonecunning on the tiling
JamesDevil rolls 1d20+10 and gets: 18, (+10) = 28
Smon: BS can roll percept feeling around
chris107:
Keelia: nice
Smon: D spots a tile seems slightly different from the others in grain
JamesDevil: Hmm
JamesDevil: Danor will push the tile
Smon: and the mortaring around it doesn't connect... D pushes the button tile and the secret door swings open!
chris107: yay
Keelia: Bright Star grins
Keelia: "nicely done"
JamesDevil: Danor enters the secret room
chris107: M stands guard
Smon: Beyond is a musty chamber about 20x20, no other exit. Several very rusty metal urns (pseudo-orange in your darkvision) sealed with rusty iron stoppers sit in a cluster towards the far wall.
Smon: /roll d6
Smon rolls 1d6 and gets: 6,
Smon: /roll d8
Smon rolls 1d8 and gets: 4,
Keelia: More ooze?
Keelia: Bright Star starts to back away from the door.
chris107: (So long as it's not two Type IV's I'm happy )
Smon: Yup - a large ochre jelly is moving out of the west southern tunnel, north across the floor of the black tile hall.
Smon: /roll 2d6
Smon rolls 2d6 and gets: 6, 3, = 9
Smon: It is ignoring you and heading towards the delicious aroma of flame grilled black pudding.
chris107:
Smon: M saw it emerge and head north on its merry way.
Keelia: Bright Star frowns - she looks at the rusty urns and then back at the ochre jelly passing them.
chris107: He whispers this info to the others.
chris107: Keeping a keen eye out in case it returns
chris107: (When he will ready a firebolt)
Keelia: "shall we leave and close the door?" she murmurs
Smon: The ochre jelly crosses the black hall and enters the western ogre mouth tunnel, heading for the feast of a lifetime!
chris107: "Without looking in the urns?"
Keelia: She shrugs and readies her bow.
Smon: The 7 rusty iron urns are about 2'6" high with 5" wide stoppers.
chris107: "You stand guard then and I'll look."
Smon: M is examining the urns?
chris107: yes
Keelia: Bright Star nocks an arrow
Smon: What's his Investigation (INT) bonus?
chris107: +3
Smon: ok can roll
chris107 rolls 1d20+3 and gets: 13, (+3) = 16
Smon:
Smon: Something odd - the rust patina on close examination seems more like dust, separate from the urns themselves. The stoppers don't seem rusted shut, there is a thin layer of copper and it looks like they could be pulled off with a good tug, though Mordred would get rust-dust all over his shiny gauntlets.
chris107: Hmmmm he's too smart for that.
Smon: (thin layer of copper at base of stopper to stop them rusting shut to the iron urn - but really no sign of corrosion, just the dust)
chris107: he asks his friends if they have ever seen the like?
chris107: (Would his Alchemy skill give him any clues to the nature of the dust?)
Smon: ok can roll INT (prof) Alchemy
Smon: w advtg
Keelia: This puts bright star in the mind of that urn back on level 1 where there was ooze inside.
chris107 Rolls 1d20+6x2 and gets:
7 (+6) = 13
7 (+6) = 13
Smon: pass (just)
chris107: (not our day for the dice :()
Keelia: or some other urns where it was magic components inside.
chris107: oh
Smon: The patina is definitely separate from the urns. It looks like some kind of material has been deliberately added to them, a chemical coating. Not rust at all, probably not metallic.
chris107: "Some kind of beastly contact poison or agent no doubt."
JamesDevil: hmm, if we have 10 mins i can rit cast detect magic
chris107: Worth a try. M & BS stand guard?
Smon: You can take 10 mins and cast detect magic, I'll just roll this d6...
Smon: /roll d6
JamesDevil: k, Danor cast detect magic
Smon rolls 1d6 and gets: 5,
JamesDevil: lol
chris107: (If it is magic M can ritual cast identify too)
Keelia: Bright Star will watch for the ochre jelly
Smon: No wandering monsters appear. Danor casts, he doesn't detect any magic from the dust or the urns.
chris107: "Wash it off, maybe?" Suggests M
JamesDevil: right i need to make a move in a about 5 mins
chris107: M offers D his water skin.
Smon: Let me know what you're doing.
JamesDevil: Danor washes off one pof the urns
JamesDevil: I'll open this one pot then take my leave if its nothing explosive
Smon: GM: The 'rust' washes off easily from the stopper & streaks down the sides, the old iron urn gleams blackly where exposed.
Smon: With a tug Danor gets the top off. Inside a few thousand coins sit snuggly in the urn.
Smon: Looks like silver, electrum & gold all mixed together.
JamesDevil: Percption check to see inside?
chris107:
JamesDevil: oooo
Keelia: Nice!
chris107: "We're rich!"
Keelia: Bright Star has a bag of holding. You can load it up.
JamesDevil: "no, we are richER*
chris107: Carfully wash each pot.
Keelia: any shinies?
Smon: You wash off the tops of all the urns and open them. In each one there are thousands more coins.
Smon: No sign of gems though BS.
chris107:
JamesDevil: Danor empties them into BS's Bag of Holding
Keelia: Bright Star is less enthused than her companions but offers her bag of holding none-the-less
JamesDevil: how much can we gte?
chris107: yay
Smon: Danor upends the urns in turn into the bag of holding, touching only the washed areas.
chris107: (leaving the silver if need be)
Smon: Bag can hold 25,000 coins I believe
JamesDevil: @Chris ofc
chris107:
Smon: The bag fills up with a few hundred coins left over which you can empty into your backpacks.
JamesDevil: "Don't worry BS, we can use gold to buy Shinies!"
chris107: Wow, we are rich!
Keelia: Bright Star brightens at that and grins.
Smon: Do you want to leave Stonehell now or continue from here next week?
Keelia: She still is watching out for the ochre jelly
chris107: (Mordred has plans to spend all of his researching a spell)
JamesDevil: Maybe leave so BS can lv
Smon: You'll get more adventuring done if you stay of course, but will be down some spell slots
Keelia: oooh.. can she level on short rest?
Smon: yup
chris107: I'm happy to carry on but am holiday next week
Keelia: Unless everyone is too low on spells/health...
Keelia: ah. and Ferg is out next week too?
chris107: I haven't cast a spell or lost a HP
Smon: don't know about Fergus
Keelia: might be worth pulling back and picking a lower level if that's the case.
Smon: higher level
Smon: like 3rd
chris107: 10th level!
chris107: Thanks for the game Simon, nice to see you all again
Keelia: why don't we stay here and if Ferg doesn't show up, we retreat, drop off our loot, and check out a *Higher* / easier level
Keelia: thanks for the gg. have a good weekend, chris and have a good holiday
Smon: OK - Mordred can take his share from the gold so he can go research while BS & D stay down
chris107: Thank you. I'm really enjoying this game.
Keelia: cool
Smon: Another +900 XP each
chris107: Cool!
Smon: so 1666+900 = 2566 for session
Keelia: excellent
chris107: See you all soon. Take care.
Smon: total is 8300 sp 6600 ep 8900 gp
JamesDevil: cool, thxs for the game guys!
Smon: 830 + 3300 + 8900 gp value
Smon: 13,030
Smon: /3
Unknown Command
Keelia: very nice!
Keelia: thanks james, see you next week!
Smon: 4343 gp value each
JamesDevil: cya
chris107: wow4343 each
Keelia: that's excellent - enough to buy 4 super shinies!
10:38am 2018-8-18 JamesDevil Has exited the room
chris107: I'll post M's ideas in the thread. Have a good week all
Keelia: thanks
Keelia: Excellent game, Simon, thank you very much. I look forward to next week!
Smon: Mordred fills his backpack w 4343 gold (it can hold 100 lb weight - 5000gp)
10:39am 2018-8-18 chris107 Has exited the room
Smon: cheers, see you next Saturday Keelia
Keelia: I'll assume Bright Star has a short rest and will level her up
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: Yup you successfully complete a SR
Keelia: Great, thanks!!
Smon: Level 8?
Keelia: Yes
Smon: Soon be level appropriate for Stonehell level 9!
Keelia: one of us needs to be, even if it is the most squishy of us
Smon: Dionne also made 8 recently
Smon: w Nemesis the amazon - seeing her tomorrow for their delve
Keelia: What class is she playing?
Smon: Amazon Fighter
Keelia: Very nice - she'll make a good meat-shield for her party then
Smon: Been playing at Paul Godden's table but he is away so back to Stonehell for the week
Smon: Yup - I expect they will do level 5 or 8
Smon: seem scared of 9 for some reason!
Keelia: That should be fun - getting some different people in mixes things up
Smon: yup
Keelia:
Keelia: Not everyone is as brave or crazy as us.
Smon: They don't seem so keen to fight Nalfeshnee
Smon: They were heading up stairs when the fire giant cultist turned up and yelled hello from below, they were scared
Keelia: We have a dwarf who will go to the equivalent of Valhalla, a mildly insane cat who may have 9 lives, and a possibly insane spell caster with a germ phobia. A giant fire cultist doesn't scare us. Much.
Smon: He was quite friendly, although his eyes did glow green when he got excited
Keelia: Any Bright Star would love to meet the fire giant - her god is Tezca and she speaks Ignan, so it would be like seeing a priest
Smon: That would be cool!
Keelia: She's super interested. So finding him would be great fun for her.
Keelia: especially as he's friendly
Smon: Well apparently the Temple of the Unraveller is to the east.
Keelia: Bright Star will encourage the others that way then
Keelia: Right, I'll let you get on with your weekend. Have a great weekend/week and I'll look forward to next week!
Keelia: and thanks again
Smon: So far the only way east you have seen is the 20' wide tunnel running east from the bells chamber.
Smon: Cool, bye now!
Keelia: I'm putting a star on my map now
Smon: Nice
7:27am 2018-8-18 JamesDevil Has entered the room
Smon: Ready to kick butt on level 9?
JamesDevil: Morning
Smon: Hi James!
JamesDevil: Ofc
chris107: Morning James
Smon:
chris107: Don't we have to make peace with that wretched woman?
chris107: Theone the other partycaptured..
7:30am 2018-8-18 Keelia Has entered the room
Keelia: hi everyone!
chris107: Hi Keelia
Smon: Hi Keelia! GM: Mordred should be aware that after a party of adventurers returned from Stonehell recently with the hoard of the black dragon Song of Night Screams, a particularly obnoxious dragonborn called Konrad purchased the mansion next door to Mordred (really a for-life grant, in return for swearing allegiance to Selatine & being knighted by Lady Vex).
JamesDevil: Hi Keelia
chris107: Bang goes the neighbourhood.
Smon: Konrad's group also brought back the Vrilya mage Saralya as their prisoner after killing 6 Vrilya soldiers who demanded a toll - apparently Konrad insulted them & incited a fight.
Keelia: Bright Star looks to Danor, then considers her stealth and her +1 returning dagger, and leans over to Mordred, "Just say the word."
chris107: Mordred will try to diplomaticaly arrange the release of Saralya.
chris107: On the grounds that her imprisonment will negatively affect Selatine's economy.
Smon: However a week ago while Mordred & Bright Star were still waiting Danor's hoped-for return alive from Thusia & Lady Meda's raise-deading powers, Konrad's rival the black dragonbornTalakakan (who you know) led a second adventurer group who returned Saralya to the Vrilya and negotiated the re-opening of the Efah-Soom teleporter.
Smon: Talaxakan
Keelia: she also holds out a couple of potions she has... "hair removal won't be of any use. Maybe babble in tongues or turn skin green?" she mutters to herself.
chris107: ah
chris107:
Keelia: (damn them for being more charismatic! )
chris107: Mordred now has 5 Stone to flesh potions. He will hand one each to Danor and Brightstar. Another will go to Sandro when he appears.
Keelia: Bright Star nods and tucks it away in her bag.
Keelia: "Bright Star only has one more large shiny that can bring back life, so do try not to need it."
chris107: "Your poor shines took quite the battering."
Smon: (sorry 4 days ago not 1 week I see) GM: Evening of 14/8 in Vex Villa, Bright Star & Mordred are dining at Lady Vex's table with her elite retainers (Weaponmaster Epicaste & Sgt Vuthrik the Deathwalker) when Danor Gordak strides in, looking quite alive!
Keelia: She nods, ears drooping. "but better than not having friend Danor."
JamesDevil: hearing that Danor cast hold person on the kitty"
chris107: "Aye, it is good to see you again, Danor. Maybe leave the campanology alone in future?"
Smon: Vuthrik: "I had to stop that damn Konrad taking the Vrilya Saralya to his new mansion for gods know what purpose... glad to be rid of her... " he looks up as Danor enters.
Keelia: Bright Star lets out a cheer. "The shiny worked!"
JamesDevil: "much better to be aliv-ooo, food!"
Smon: evening of 18/8 it is - I'm not fully awake yet I fear
Keelia: (no worries! )
chris107: (Is Sandro joining us today?)
Smon: Servants hurry to lay more food on the Vex table as the Lady welcomes the dwarven forge priest home and he takes his place at her table. Dr Rosa: "Welcome home Danor!" Lady Vex: "Indeed." Vuthrik gives a respectful nod, Epicaste smiles.
Smon: (no sign of Sandro currently, he is a wandering soul...)
chris107: "Well I suppose we better go back and start our search for the Nixithis again?"
chris107: "Any more clues, Dr. Rosa?"
JamesDevil: "sounds like a plan
Keelia: Bright Star nods at Mordred.
JamesDevil: "
Smon: Dr Rosa: "Talaxakan's new group were able to get the Vrilya to re-activate the Efah-Soom, which they had sabotaged, in return for Saralya and I suspect some payment, the details of which are not entirely clear...
Smon: brb
Smon: Bill's mum called, I'm handing him over at 10am, posting may be a bit disrupted
chris107: There's a black iron door to the east of the feathered serpent room and two south heading corridors..
Keelia: no worries!
chris107: no problem
Smon: Dr Rosa: "...Talaxakan's group were able to go down to level 9, then up the stairs to level 8. They found it largely deserted but for strange trap-monsters, no treasure."
chris107: "Unless you feel the urge to avenge yourself upon those Demons, Danor?"
JamesDevil: "always, but that can wait until the afterlife"
JamesDevil: "more fun when your doing it in Valhalla
chris107: "What was it like?"
JamesDevil: "Food, Women, Ale, Battle, Glory!"
chris107: "Hmmmm....."
Smon: Rosa: "If you are returning to level 9 I recommend exploring to east or south, probably best to avoid the stairs up to level 8, it sounded a little dreary to me. Mirror-image doppleganger traps, giant white smothery bubbles..."
Keelia: "Our thanks, level eight does not sound like a good place to Bright Star."
chris107: "There are two corridors leading south from the feathered serpent room. That could be a good place to start then."
JamesDevil: "Fair enough, lv 9 it is"
Keelia: Bright Star is fine with South
chris107: (Mordred is secretly pleased that Avalonian's do not go to Valhalla. It sounds awfully common.)
Smon: "Oh, one more thing! On level 9 they met a non-hostile five-armed fire giant, apparently a follower or priest of The Unraveller, which I suspect may be a religion connected to the Nixthisis. The priest told them the entrance to level 10 lay within the Temple of the Unraveller east of the stone-snake lair, but only the Chosen were permitted to descend."
JamesDevil: "hmm, i guess we'll need to prove our worth"
chris107: "Hmmmmm, level 10......"
Keelia: Bright Star pauses. "Five armed fire giant," she repeats slowly.
Keelia: East of the stone snake.
Keelia: "Our thanks."
chris107: "Well there is a black iron door heading east..."
Keelia: Bright Star nods at Mordred. "Bright Star thinks we should try to find this giant and ask what makes one chosen."
Keelia: "And...she wants to see a five armed fire giant. she has not seen one of those before."
chris107: "If we are to face the Nixithis it would seem wise."
chris107: "You don't get many to the pound." He adds cripticaly
JamesDevil: "right, lets head out.....after we finish eating!"
Keelia: Bright Star flicks an ear at him curiously but doesn't ask about his strange words.
chris107: Feathered serpent room, east passage, past the black iron door then?
Keelia: Yes.\
Smon: (back - Bill locked himself out & me in!)
chris107: (oops)
Keelia: (whoops! at least one of you was inside!)
Smon: (he's currently getting packed for a camping trip I knew nothing about 20 minutes ago, clothes everywhere)
Keelia: (do you need a couple of minutes to help sort him out?)
Smon: ok he's eating croissant now with the jam he just bought
Smon: GM: It's late in the evening now, so for Mordred the human time to rest & you can all go to Stonehell tomorrow.
Smon: GM: 19/8/48 You rise bright and early, ready your adventuring gear and bid farewell to Dr Rosa, up early (with coffee, Karakhan blend) to see you off.
Smon: Rosa: "Try to avoid summoning any Nalfeshnee or Higher Demons."
Keelia: Bright Star grins. "No more dinner bells," she promises. "At least today."
Smon: West from Selatine 8 miles across the plain & light woods to Stonehell Canyon, where you meet Mreggle the goblin on sentry duty, he greets Bright Star happily.
chris107: "It was jolly hard work sending two of them back to the Abyss."
Keelia: "Mreggle!" she greets cheerfully. "Are you well?"
Smon: Mreggle: "Kobold Rama has new drink-sleep place at Kobold Korners - very nice! Me like fungus wine!"
Keelia: "Bright Star is pleased for you!" she pats him on the shoulder, making a mental note to find out what fungus wine smelled like so as to never drink it."
Keelia: "Any problems Bright Star should know of"
Smon: fergus has pm'd to confirm not playing today so just 3 pcs, perfect for level 10
Keelia: (ah, we're dead )
chris107: (Nice knowing you, guys )
JamesDevil: I hope not, i only just got rezzed
Keelia: (utmost care and stealth engaged
Smon: >> "Any problems Bright Star should know of"<< Mreggle frowns. "Bugbear bouncers smell like wet carpet. Boss Goblin says Decor is Passy and Jayjune."
Keelia: She nods. "If the Bugbears become troublesome, send word to Bright Star. But she cannot do anything about strange decor." she grins
Smon: Mreggle offers to 'guide' you to the Efah-Soom teleport room on level 1 for only 5gp drinking money
Keelia: Bright Star hands over the money with a grin.
Smon: Mreggle nods. "Bugbears not eat any goblins. Rama keep them under control." He takes the gold with a happy grin and 'leads' you into Stonehell, down the spiral steps, through the ogremouth arches & east to the fire beetle grazing ground in the Quiet Halls, where he seems pretty lost.
chris107: Mordred makes sure his last will and testament is up to date and lodged with Lady Vex.
JamesDevil: "Problem little one?"
Smon: But you reach the hidden Efah-Soom teleport room without incident.
Smon: Mreggle: "Not remember this bit so good."
JamesDevil: "hmm, ok"
Smon: GM: BS gets the Efah-Soom door open; you notice recent scorch marks along the walls from the teleport glyph, likely due to the reported Vrilya sabotage, apparently now repaired.
Keelia: Bright Star grins at him "Bright Star offers her thanks." she passes him some extra coin and sends him on his way back to safety
Smon: Mreggle waves you goodbye. "I go now before zombies eat Mreggle! Bye bye!"
Smon: Mreggle goes scampering off.
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
Keelia: She waves back, then looks over at Danor. "Zombies are Danor's territory. Last time they did horrible things to Bright Star and she wants nothing to do with them."
Smon: No zombies or ghouls around today, it seems the dead of Stonehell sleep easy for once.
Keelia: "One day her fur will not recover."
Smon: GM: You activate the glyph?
JamesDevil: good, i'd like to save my spell slots
JamesDevil: yep, activate warp drive
Smon: There is a bright flash, and you find yourselves in the circular Efah-Soom chamber on level 5. A second press of the glyph gets the metal iris door open into the main chamber, with 5 more irises & bronze levers adjacent. 4 to destinations unknown, the SW to level 9.
Smon: You heading down to level 9?
Keelia: Bright Star readies her bow and prepares herself to dodge, tail curling and uncurling.
chris107: aye
JamesDevil: yep, rdy
Keelia: Yes.
Smon: You open the iris, enter the chamber, press - flash - and are down on level 9. Through the door to the n-s tunnel. Staves stacked by the iron door to the lightning room. BS swiftly picks the lock; stave in the door, open west door with broken lock & stave it too, through into the Stone Snake lair.
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
Smon: Anyone have Survival trained?
JamesDevil: nope
Keelia: Nope and isn't that always ominous
chris107: I think so
JamesDevil: lol
chris107: one moment
chris107: No
Smon:
chris107: Soz
Smon: The four exits lead out - 2 to south, one wide to n, 1 to east.
chris107: east
Keelia: two to east
chris107: black iron door in south wll
JamesDevil: Danor will follow behind BS
Keelia: according to my map - one we think leads from the tunnel leading off the bells room.
Smon: Rosa's lovely level 9 map https://www.facebook.com/photo.php?fbid=10160904791245085&set=g.1736925893237128&type=1&theater&ifg=1
chris107: ah, yes.
Keelia: (what does that map say for that side room, glass something? I can't make it out...
chris107: Mordred will stay by Danor's side so as not to spoil Bright Star's sneaking.
Smon: You head down the east tunnel 25' to the heavy door in the south wall - it's slightly ajar, and looking through you can see a writing table & chair; bookcases laden with grimoires; sleeping pallet; wardrobe; party of six adventurer types in a circle,
standing still. All the objects and occupants of this room are solid glass! The door in the far (south) alcove looks wooden though.
chris107: (I'm not sure..)
Smon: /roll d20
Smon rolls 1d20 and gets: 14,
Smon: History 14+ you recall Rosa mentioning something about a room where all the occupants had been turned to glass. A party went through there (fast) a few weeks ago before heading up to level 8, reported nothing of value.
chris107: Press on east past the door then.
JamesDevil rolls 1d20+7 and gets: 12, (+7) = 19
Smon: You continue east down the tunnel 20' and come out into the middle of a wide n-s tunnel 20' wide by 40' long, with huge ogre mouth arches at each end. M & BS were here before from the great bell room to the north, indeed you can see the westernmost bell through the north arch with your darkvision.
Smon: Beyond the southern arch is another vast hall with the floor tiled in shiny black stone - obsidian perhaps?
Smon: brb Ing here
chris107: Souththen?
Smon: will be few mins
JamesDevil: if stonecunning counts i'll roll a history check on that flooring
JamesDevil rolls 1d20+10 and gets: 7, (+10) = 17
chris107: (Nice bonus )
JamesDevil: the prof bonus gets double if doing history check on worked stone
chris107: Mordred looks impressed. Danor is not as daft as he looks
JamesDevil: careful now, i will shove you int0o that bell and run away
chris107: Heavens only knows how Bright Star and Mordred pulled it off.
chris107: I really thought we were all done for.
Keelia: (we were just far enough away and the other guy was just enough of a tank )
chris107: ( )
Smon: ok they're gone
chris107: Let the mahem commence!
Keelia: (Bright Star readies her bow!)
chris107: Mordredsays a silent prayer to Athena.
Smon: Danor goes to the southern arch and looks through. Very nice craftsmanship on that tiling, the joins almost imperceptible. Could be dwarf work, though few clans work in obsidian... hm... something odd there... with a shock Danor realises that a great swathe of the floor is moving - flowing - towards him!
Smon: OOC counted Stonecunning roll in lieu of Perception
JamesDevil: coolio
JamesDevil: Danor backs up - fast
chris107: "Eek!"
chris107: Mordred is on his shoulder.
JamesDevil: "the floor is moving!"
Keelia: Bright Star looks over to see what's going on and then starts back peddling as well.
Keelia: "How do you attack a floor?" she demands, drawing her bow and aiming. "can it die?"
chris107: "Have you ever seen anything like that?!"
Smon: The gigantic Black Pudding has dwelt here long, waiting in the darkness to snare unfortunate delvers. It has learnt to mimic the black stonework perfectly - *almost* perfectly...
Keelia: She'll take a shot at the floor and see what happens.
JamesDevil: Danor flicks a copper coin into it
chris107: (Bother, I know how to deal with them in 1e but 5e?)
chris107: Firebolt.
Smon: Danor falls back, yelling and pointing - at his direction you all see it now - it must be thirty feet across. As Danor's coin hits it it seems to convulse & rise up! roll init
JamesDevil: once the coin is in the black pudding he will cast heat metal on the coin
JamesDevil rolls 1d6 and gets: 1,
Keelia rolls 1d20+6 and gets: 14, (+6) = 20
JamesDevil rolls 1d20 and gets: 7,
chris107 rolls 1d20+3 and gets: 3, (+3) = 6
chris107:
JamesDevil: -.-
Smon: dc 8
Keelia: Bright Star releases an arrow (assuming she's first).
Keelia rolls 1d20+8 and gets: 17, (+8) = 25
Smon: ac 7
Keelia rolls 5d6+5 and gets: 5, 6, 1, 3, 1, (+5) = 21
Smon: The arrow strikes the rising mass & it convulses - does BS have any way to deal sneak attack (it knows where you are)?
Keelia: swashbuckler - gives me sneak if no one within 5'
Smon: OK great!
Smon: w missile?
Smon: Swashbucklers are supposed to be in melee...
Keelia: it doesn't say on my sheet - I just have sneak if no one else within 5'...
Smon: "if you are within 5' of it"
Smon: says in Xanathar's
Keelia: ok
Smon: "and you don't have disadvantage on attack roll"
Keelia rolls 1d6+5 and gets: 3, (+5) = 8
Smon: So you could have darted in, stabbed, bonus action withdraw, and got sneak attack
Keelia: I don't see her running towards anything gooey considering her previous encounters with goo
Keelia: let me write that on my sheet really quick
JamesDevil: lol
chris107: AC22 (reaction, shield readied if needed)
chris107:
JamesDevil: heat metal on my turn
Keelia: so she does 8 damage and retreats further
Smon: GM: As BS shoots past D & M and falls back down the tunnel, the enormous ooze rises, must be 15' high like a great black wave, and rushes at your front rank (D & M) attack rolls...
JamesDevil: 25 AC
Smon: /roll d20+9x2
Smon Rolls 1d20+9x2 and gets:
2 (+9) = 11
11 (+9) = 20
JamesDevil:
Smon: 11 vs Danor, 20 vs Mordred; their steel & skill & magic fends off the enormous gloopy mass.
Smon: D & M can act
chris107: Retreat 30' Firebolt.
chris107 rolls 1d20+6 and gets: 19, (+6) = 25
Smon: opp att vs M then
Smon: /roll d20+9
Smon rolls 1d20+9 and gets: 7, (+9) = 16
Smon: miss, M blasts it
JamesDevil: Danor cast heat metal on the coin if i can see it inside the ooze
chris107 rolls 2d10 and gets: 6, 2, = 8
JamesDevil: Can i see the coin still?
Smon: No, but I'll let you roll Arcana (INT) or Perception to target it
JamesDevil rolls 1d20+4 and gets: 13, (+4) = 17
JamesDevil: that high enough?
Smon: Yup DC 15
JamesDevil: sweet, so 2d8 fire
Smon: Inside the ooze the super heated coin causes indigestion.
Smon: roll dmg yup
JamesDevil rolls 2d8 and gets: 7, 2, = 9
chris107: nice
JamesDevil: I assume it caan't 'drop it'
Smon: BTW I see the material component requires 'a flame', with Danor being a forge priest I guess I'll let that ride.
JamesDevil: if it can't or fails the save then it has dis adv on attac ks and skill check till my next turn
chris107: very nice indeed
JamesDevil: the con save is 15 if it can drop the coin
Smon: GM: It is able to expel objects, yes
JamesDevil: k, con save of 15 for it then i back away 30'
JamesDevil: Danor IS FLAME
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 16, (+3) = 19
JamesDevil: aw.....
Smon: pass fwiw
chris107:
JamesDevil: k, back up eitherway
Smon: Fail = must drop object btw
Smon: Danor's boots let him back away a full 30' as if he were a human!
Smon: He joins the others 30' up the tunnel, the titanic black pudding flowing towards them. They have passed the west tunnel that goes back towards the stone snake lair and are just south of the north ogre arch that leads into the bell room.
JamesDevil: ah, ok, so it has dis adv if it succeds the roll, got it
Smon: R2 Bright Star's turn
chris107: "Watch we don't knock into the bells!"
JamesDevil: "did you kill those devil last time after i died, or did you retreat?"
Keelia: she takes aim with another arrow.
Keelia rolls 1d20+8 and gets: 15, (+8) = 23
chris107: "They fled back to the Abyss."
Keelia rolls 1d6+5 and gets: 5, (+5) = 10
Smon: The ooze expels the coin as it advances. You can flip a coin into it as an object interaction & heat it as an action (heat metal)
JamesDevil: will do
Smon: BS puts another arrow in it.
JamesDevil: I'll beat it one copper piece at a time
chris107:
Keelia: (lol - love the dedication there!)
Smon: & you can use a higher level spell slot to do more damage if desired
Smon: Is BS retreating into the bell room?
JamesDevil: I think i'll save the high level slots for now
Keelia: yes, she'll pull back and hide around the corner
Keelia rolls 1d20+13 and gets: 16, (+13) = 29
Keelia: for stealth
Smon: The tunnel is 40' long, M & D are 5' south of the north arch. BS slips into the bell room on light feet.
Smon: The ooze sweeps in on D & M...
Smon: /roll d20+9x2
Smon Rolls 1d20+9x2 and gets:
14 (+9) = 23
6 (+9) = 15
Smon: 23 vs Danor
JamesDevil: miss
chris107: Disengage and Firebolt
Smon: AC 24?
JamesDevil: doesn't it also have dis advantage sinceits still not got back to my turn?
chris107 rolls 1d20+6 and gets: 5, (+6) = 11
Smon: nope
chris107 rolls 2d10 and gets: 3, 5, = 8
Smon: opp att vs M
Smon: /roll d20+9
chris107: disengage
Smon rolls 1d20+9 and gets: 17, (+9) = 26
JamesDevil: 24+1 for Blessing of the Forge
chris107: chris107: Disengage and Firebolt
chris107: disengage action doesn't attract oa's?
Smon: How do you disengage action plus firebolt bonus action? Using Action Surge?
Smon: Firebolt is an action normally
chris107: ah,okay, just disengage then. M needs to make space between it an him
Smon: hmm
chris107: sorry was thinking my level 7 ability was an action and a cantrip
Smon: Nope
chris107: it's an attack and a cantrip
chris107: disengage, move 30' if he can do so without clannging the bells
Smon: "When you use your action to cast a cantrip you can make one weapon attack as a bonus action"
Smon: The bells are high above you & 70' north of the arch
chris107: so disengage and move 30' thenplease.
Smon: Guess I'll keep that 26 for my next roll vs Mordred then
JamesDevil: Danor flicks another coin into the ooze and cast heat metal again for another 2d8 damage, do i need to make another perp check?
chris107: I did type disengage first
Smon: M disengages & moves 30' into the bell hall.
chris107: My intention was pretty clear even if my grasp of mechanics wasn't
Smon:
JamesDevil: my passive percp is 14 so i can't really fail :/
Smon: DC 15 Danor, but you can have advtg this time on per check
Smon: As you start casting as coin flies through the air
JamesDevil Rolls 1d20+4x2 and gets:
19 (+4) = 23
1 (+4) = 5
JamesDevil rolls 2d8 and gets: 5, 3, = 8
Smon: coin glows white hot
JamesDevil: Danor backs up to the others
Smon: Danor backs up, the ooze expels the coin and continues towards D & M, ignoring BS hidden round the corner.
JamesDevil: dc 15 Con for the ooze to hold onto the coin
chris107: "We need to keep space between us!"
chris107: (By staying close together we double it's attacks I think?)
Smon: (it doesn't really want to hold onto the coin) M & D are 45' south of the bells now. BS is east of the gigantic ooze which fills the whole floor south into the tunnel.
Smon: GM: do you want to split up? D could retreat NE away from Mordred?
JamesDevil: hmm
JamesDevil: are the paths all explored?
JamesDevil: I don;'t like the idea of spliting up
chris107: (Just by 20')
Keelia: West will take you back to the snake room. East and East-South are not explored. Neither are the tunnels we're in.
chris107: (Not splitting up going seperate ways. It's attacking in a wave, what's in front of it.)
chris107: (By remaining close together that wave is hitting both of us)
Keelia: Head West down the large tunnel - keep leading it in a loop. Bright Star will attack from behind.
JamesDevil: I got something that can really bring the pain to this thing
chris107: (I think)
Smon: No you have not gone down the 20' wide east tunnel out of the bell room, which is 70' n-s by 50' e-w. There is a second parrallel ogre mouth tunnel south but that just leads into the black pudding/tile room too.
R3 BS can go, she has advtg & it's not aware of her, she can shoot it in its 'back' and get sneak dmg.
JamesDevil: I can drop an aoe on it
JamesDevil: k, BS you go around
Keelia: she'll attack from behind.
Keelia Rolls 2d6+20x8 and gets:
2, 4 (+20) = 26
1, 1 (+20) = 22
4, 6 (+20) = 30
4, 2 (+20) = 26
5, 6 (+20) = 31
4, 1 (+20) = 25
5, 6 (+20) = 31
6, 6 (+20) = 32
Keelia: I always get that wrong.
Smon: AC 7
Keelia rolls 1d20+8 and gets: 2, (+8) = 10
Keelia rolls 1d20+8 and gets: 1, (+8) = 9
chris107: phew
Smon: hit - just!, can sneak att
Keelia: wow. ok, so 10 is the highest
Keelia rolls 5d6+5 and gets: 1, 5, 3, 2, 6, (+5) = 22
Keelia: then she'll duck around another corner and hide
Keelia rolls 1d20+13 and gets: 4, (+13) = 17
Keelia: (ok, dice aren't happy with me at the moment )
Smon: BS hit some kind of sensitive nodule, perhaps a primitive nerve centre; the ooze convulses in pain. BS ducks south round the east ogre mouth & down the tunnel on light feet.
Smon: Not sensing BS, the ooze wave-front comes on at D & M
Smon: /roll d20+9x2
Smon Rolls 1d20+9x2 and gets:
15 (+9) = 24
4 (+9) = 13
Smon: 24 vs Danor
JamesDevil: miss
Smon: Your AC Danor, give me the numbers pls
JamesDevil: 25
Smon: how do you get 25 base?
JamesDevil: +1 armour AC of 19
JamesDevil: +2 Shield
Smon: 23 so far
JamesDevil: Soul of the forgee +1
Smon: got it level 6 power ac 24
JamesDevil: +1 Blessing of rht eforge
Smon: no that power makes your gear +1 magic
Smon: does not stack!
Smon: It only works on nonmagical gear per description
Smon: "you can touch one nonmagical object"
JamesDevil: hmm, ok
Smon: Danor is hit (and needs to spend more time in Cleric school)
Smon: /roll 6d8+5
Smon rolls 6d8+5 and gets: 6, 6, 1, 5, 8, 5, (+5) = 36
Smon: 36 dmg, 17 bludgeon and the rest acid
chris107: ouchers
JamesDevil: k
Smon: D & M can act
chris107: Firebolt
chris107 rolls 1d20+6 and gets: 1, (+6) = 7
chris107: bugger
Smon: you had disad as adjacent also, M
JamesDevil: Wall of Fire partway down the corridor that pudding came out of and over the top of it
chris107: can't get much worse than a 1
JamesDevil: making sure to cover the pudding
Smon: You could retreat down the west tunnel M but would provoke opp att
chris107: Nah, it's time to stand and face it.
Smon: Most of the pudding is out the tunnel so best to drop the wall of fire over the ogre mouth arch
JamesDevil: k, i'll do that then
chris107: one chance of it hitting is bad enough! Though I still think we just need to split up a little way.
Smon: I'll give it disad on its save
Smon: /roll d20-3x2
Smon Rolls 1d20-3x2 and gets:
7 (-3) = 4
2 (-3) = -1
Smon: It sizzles as the fire burns it
JamesDevil: rolling wall of fire damage
JamesDevil rolls 5d8 and gets: 4, 3, 6, 4, 4, = 21
Smon: hot side facing south?
JamesDevil: Dex save of 15 from the pudding
JamesDevil: yep
Smon: it got -1 on Dex save & takes 21 dmg
JamesDevil: harray!
chris107: yay
JamesDevil: i'll remain where i am i guess? we don't want it m oving out of the fire
Smon: OOC I'll be generous & say that having its southern end move through the wall of fire will count as 'entering' wall so it will take damage again on its turn
Smon: R4 BS your turn
Keelia: she'll step out from her hiding spot, target with an arrow, and hide again
Keelia rolls 1d20+8 and gets: 12, (+8) = 20
Smon: ok
Smon: advtg
Keelia rolls 1d20+8 and gets: 12, (+8) = 20
Smon: hit AC 7
Keelia:
Keelia rolls 5d6+5 and gets: 4, 3, 6, 1, 4, (+5) = 23
Keelia rolls 1d20+13 and gets: 9, (+13) = 22
Keelia: not amazing for a hide roll, but hopefully it continues to be good enough
Smon: The ooze quivers again, looking pretty ragged now. Pieces are starting to break off it (looking non-animate). The smell is appalling as burning ooze comes out through the wall of fire, filling an area about 30x30.
Smon: /roll 5d8
Smon rolls 5d8 and gets: 7, 2, 3, 8, 5, = 25
Smon: It takes another 25 burn damage on its turn
Smon: Attacks D & M
Smon: /roll d20+9x2
Smon Rolls 1d20+9x2 and gets:
7 (+9) = 16
11 (+9) = 20
Smon: misses both
chris107:
Smon: D & M can act
chris107: Firebolt
chris107: disadv
Smon: disad
Smon:
JamesDevil: melee attack
chris107 Rolls 1d20+6x2 and gets:
14 (+6) = 20
12 (+6) = 18
JamesDevil rolls 1d20+8 and gets: 9, (+8) = 17
chris107 rolls 2d10 and gets: 7, 3, = 10
Smon: 18 - hit
JamesDevil rolls 2d8+5 and gets: 8, 1, (+5) = 14
Smon: Magic hammer Danor?
JamesDevil: yep
Smon: Danor wallops it, burning acid gloop flies out smearing him
Smon: /roll d8
Smon rolls 1d8 and gets: 3,
chris107: (burning acid gloop...ewwwww )
Smon: Danor takes 3 acid damage. Then the great burning acidic mass gives a final convulsion and stops moving!
Keelia: yay!!
JamesDevil: hurray!
Keelia: Hit it again to be sure
Smon: It lies still, burning away, foul fumes rising to the high ceiling.
chris107: Yay!
Keelia: Bright Star stays well back of the foul fumes
chris107: Mordred covers his nose and mouth, trying to avoid the worst of the stench.
JamesDevil: "well, at lest it didn't get to ambush us from below!"
Smon: GM: BS puts another arrow in it (all her arrows are destroyed by the acid, Danor's dwarven runehammer is unharmed though)
JamesDevil: Any loot that was floating around in it that we can see?
chris107: "That would have been horrid. Well spotted, Danor."
chris107: "Let's walk around back through the stone serpent room and search where it came from?"
Smon: You don't see any loot - it seems to dissolve metal as readily as leather flesh & bone.
Keelia: Bright Star wanders over, stepping carefully. "Do either of you need a potion?"
JamesDevil: hmm, ok
JamesDevil: "sounds like a plan
JamesDevil: brb
chris107: "I'm okay thanks Bright Star. It missed me."
Smon: OOC good thing Mordred didn't slash it, two puddings doing 6d8+5 would have been nasty
chris107: We walk the circuit then please DM.
JamesDevil: back
chris107: (That's the one thing I did remember from 1e!)
Smon: You go down the eastern south tunnel into the pudding hall?
Smon: /roll d20+10
Smon rolls 1d20+10 and gets: 1, (+10) = 11
JamesDevil: Aid cast on the group at level 1, so 5 temp hp to everyone
Keelia: Did you need a potion, james?
chris107: yes please
Smon: Danor casts aid.
chris107: 65/60HP
Keelia: (thanks for aid)
JamesDevil: then cure wounds on him self twice
JamesDevil Rolls 1d8+4x2 and gets:
7 (+4) = 11
7 (+4) = 11
chris107: nice
Keelia: as soon as Danor is healed up, we'll head down easter south tunnel
Keelia: *eastern
Smon: OK. You get 5000/3 XP
JamesDevil: "lets go"
JamesDevil: "i'm healy enough now2
Smon: 1666 each
chris107: yay
Keelia: nice!
JamesDevil: coolio
chris107: another four of those please
Smon: Heading down the eastern south tunnel you pass through 2 ogre mouths and come out into the black tiled hall, about 50' e-w by 80' n-s, even larger than the bell hall to the north.
Smon: Anyone have 90'+ darkvision? You all on 60'?
chris107: 60 here
JamesDevil: 60
Keelia: 60
Keelia: (also, after next rest, Bright Star is level 8 )
Smon: There appear to be 2 10' wide tunnels heading south out of the black hall, at each end of the s wall. You can only dimly make them out (as 80' away)
chris107: (Very cool )
chris107: Carfully cross the pudding hall
Smon: There is also a 10' wide tunnel in the middle of the west wall going west.
chris107: looking out for any indestuctable detrius
Smon: >>Carfully cross the pudding hall<< to where?
Keelia: west?
Smon: The floor looks smooth and devoid of debris.
chris107: Look west see if it joins up with south tunnels from feathered serpent
chris107: (Dr. Rosa suggested south or east?)
Smon: M heads over to the west tunnel. Looking west M sees a door in the n wall 25' down - that must be the door in the s alcove of the glass chamber - then it opens into a chamber beyond, must be the entry hall with stairs up to level 8.
Keelia: Bright Star will look down the West tunnel and if she can't see anything of interest, she will tiptoe south (after checking the ceiling for other hidden ooze)
chris107: thanks
chris107: M keeps an eye out west and the other on BS
Smon: BS joins M then tiptoes south. She notices an area of the south wall between the two southern tunnels that looks odd.
Smon: It looks as if someone has removed tiles then replaced them, trying to match the original stonework.
Smon: But without quite the same skill.
chris107: ooooo
Keelia: cat = curiosity = checking the wall
chris107: hehe
Keelia: dagger in hand, she goes and pokes at the mismatched tiles
JamesDevil: Danor wil proceed to the offending wall if she calls for him
Smon: BS goes over to the south wall and starts poking around. She soon detects the outline of a secret door.
JamesDevil: "would you mind if i take a look BS?
Keelia: If it looks like a hidden thing, she will call them over
chris107: Mjoins them.
JamesDevil: nvm
Smon: you can roll percept or invest if examining secret door
Keelia rolls 1d20+8 and gets: 8, (+8) = 16
Keelia: percep
JamesDevil rolls 1d20+4 and gets: 2, (+4) = 6
Smon: BS can't see any catch or lock
Smon: nor can D
JamesDevil: hmm
chris107: investigate
chris107 rolls 1d20+3 and gets: 4, (+3) = 7
JamesDevil: can Danor use stonecunning?
Keelia: she'll run her claws around the edges feeling for a catch
chris107: hmmm
Smon: ok D can use stonecunning on the tiling
JamesDevil rolls 1d20+10 and gets: 18, (+10) = 28
Smon: BS can roll percept feeling around
chris107:
Keelia: nice
Smon: D spots a tile seems slightly different from the others in grain
JamesDevil: Hmm
JamesDevil: Danor will push the tile
Smon: and the mortaring around it doesn't connect... D pushes the button tile and the secret door swings open!
chris107: yay
Keelia: Bright Star grins
Keelia: "nicely done"
JamesDevil: Danor enters the secret room
chris107: M stands guard
Smon: Beyond is a musty chamber about 20x20, no other exit. Several very rusty metal urns (pseudo-orange in your darkvision) sealed with rusty iron stoppers sit in a cluster towards the far wall.
Smon: /roll d6
Smon rolls 1d6 and gets: 6,
Smon: /roll d8
Smon rolls 1d8 and gets: 4,
Keelia: More ooze?
Keelia: Bright Star starts to back away from the door.
chris107: (So long as it's not two Type IV's I'm happy )
Smon: Yup - a large ochre jelly is moving out of the west southern tunnel, north across the floor of the black tile hall.
Smon: /roll 2d6
Smon rolls 2d6 and gets: 6, 3, = 9
Smon: It is ignoring you and heading towards the delicious aroma of flame grilled black pudding.
chris107:
Smon: M saw it emerge and head north on its merry way.
Keelia: Bright Star frowns - she looks at the rusty urns and then back at the ochre jelly passing them.
chris107: He whispers this info to the others.
chris107: Keeping a keen eye out in case it returns
chris107: (When he will ready a firebolt)
Keelia: "shall we leave and close the door?" she murmurs
Smon: The ochre jelly crosses the black hall and enters the western ogre mouth tunnel, heading for the feast of a lifetime!
chris107: "Without looking in the urns?"
Keelia: She shrugs and readies her bow.
Smon: The 7 rusty iron urns are about 2'6" high with 5" wide stoppers.
chris107: "You stand guard then and I'll look."
Smon: M is examining the urns?
chris107: yes
Keelia: Bright Star nocks an arrow
Smon: What's his Investigation (INT) bonus?
chris107: +3
Smon: ok can roll
chris107 rolls 1d20+3 and gets: 13, (+3) = 16
Smon:
Smon: Something odd - the rust patina on close examination seems more like dust, separate from the urns themselves. The stoppers don't seem rusted shut, there is a thin layer of copper and it looks like they could be pulled off with a good tug, though Mordred would get rust-dust all over his shiny gauntlets.
chris107: Hmmmm he's too smart for that.
Smon: (thin layer of copper at base of stopper to stop them rusting shut to the iron urn - but really no sign of corrosion, just the dust)
chris107: he asks his friends if they have ever seen the like?
chris107: (Would his Alchemy skill give him any clues to the nature of the dust?)
Smon: ok can roll INT (prof) Alchemy
Smon: w advtg
Keelia: This puts bright star in the mind of that urn back on level 1 where there was ooze inside.
chris107 Rolls 1d20+6x2 and gets:
7 (+6) = 13
7 (+6) = 13
Smon: pass (just)
chris107: (not our day for the dice :()
Keelia: or some other urns where it was magic components inside.
chris107: oh
Smon: The patina is definitely separate from the urns. It looks like some kind of material has been deliberately added to them, a chemical coating. Not rust at all, probably not metallic.
chris107: "Some kind of beastly contact poison or agent no doubt."
JamesDevil: hmm, if we have 10 mins i can rit cast detect magic
chris107: Worth a try. M & BS stand guard?
Smon: You can take 10 mins and cast detect magic, I'll just roll this d6...
Smon: /roll d6
JamesDevil: k, Danor cast detect magic
Smon rolls 1d6 and gets: 5,
JamesDevil: lol
chris107: (If it is magic M can ritual cast identify too)
Keelia: Bright Star will watch for the ochre jelly
Smon: No wandering monsters appear. Danor casts, he doesn't detect any magic from the dust or the urns.
chris107: "Wash it off, maybe?" Suggests M
JamesDevil: right i need to make a move in a about 5 mins
chris107: M offers D his water skin.
Smon: Let me know what you're doing.
JamesDevil: Danor washes off one pof the urns
JamesDevil: I'll open this one pot then take my leave if its nothing explosive
Smon: GM: The 'rust' washes off easily from the stopper & streaks down the sides, the old iron urn gleams blackly where exposed.
Smon: With a tug Danor gets the top off. Inside a few thousand coins sit snuggly in the urn.
Smon: Looks like silver, electrum & gold all mixed together.
JamesDevil: Percption check to see inside?
chris107:
JamesDevil: oooo
Keelia: Nice!
chris107: "We're rich!"
Keelia: Bright Star has a bag of holding. You can load it up.
JamesDevil: "no, we are richER*
chris107: Carfully wash each pot.
Keelia: any shinies?
Smon: You wash off the tops of all the urns and open them. In each one there are thousands more coins.
Smon: No sign of gems though BS.
chris107:
JamesDevil: Danor empties them into BS's Bag of Holding
Keelia: Bright Star is less enthused than her companions but offers her bag of holding none-the-less
JamesDevil: how much can we gte?
chris107: yay
Smon: Danor upends the urns in turn into the bag of holding, touching only the washed areas.
chris107: (leaving the silver if need be)
Smon: Bag can hold 25,000 coins I believe
JamesDevil: @Chris ofc
chris107:
Smon: The bag fills up with a few hundred coins left over which you can empty into your backpacks.
JamesDevil: "Don't worry BS, we can use gold to buy Shinies!"
chris107: Wow, we are rich!
Keelia: Bright Star brightens at that and grins.
Smon: Do you want to leave Stonehell now or continue from here next week?
Keelia: She still is watching out for the ochre jelly
chris107: (Mordred has plans to spend all of his researching a spell)
JamesDevil: Maybe leave so BS can lv
Smon: You'll get more adventuring done if you stay of course, but will be down some spell slots
Keelia: oooh.. can she level on short rest?
Smon: yup
chris107: I'm happy to carry on but am holiday next week
Keelia: Unless everyone is too low on spells/health...
Keelia: ah. and Ferg is out next week too?
chris107: I haven't cast a spell or lost a HP
Smon: don't know about Fergus
Keelia: might be worth pulling back and picking a lower level if that's the case.
Smon: higher level
Smon: like 3rd
chris107: 10th level!
chris107: Thanks for the game Simon, nice to see you all again
Keelia: why don't we stay here and if Ferg doesn't show up, we retreat, drop off our loot, and check out a *Higher* / easier level
Keelia: thanks for the gg. have a good weekend, chris and have a good holiday
Smon: OK - Mordred can take his share from the gold so he can go research while BS & D stay down
chris107: Thank you. I'm really enjoying this game.
Keelia: cool
Smon: Another +900 XP each
chris107: Cool!
Smon: so 1666+900 = 2566 for session
Keelia: excellent
chris107: See you all soon. Take care.
Smon: total is 8300 sp 6600 ep 8900 gp
JamesDevil: cool, thxs for the game guys!
Smon: 830 + 3300 + 8900 gp value
Smon: 13,030
Smon: /3
Unknown Command
Keelia: very nice!
Keelia: thanks james, see you next week!
Smon: 4343 gp value each
JamesDevil: cya
chris107: wow4343 each
Keelia: that's excellent - enough to buy 4 super shinies!
10:38am 2018-8-18 JamesDevil Has exited the room
chris107: I'll post M's ideas in the thread. Have a good week all
Keelia: thanks
Keelia: Excellent game, Simon, thank you very much. I look forward to next week!
Smon: Mordred fills his backpack w 4343 gold (it can hold 100 lb weight - 5000gp)
10:39am 2018-8-18 chris107 Has exited the room
Smon: cheers, see you next Saturday Keelia
Keelia: I'll assume Bright Star has a short rest and will level her up
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: Yup you successfully complete a SR
Keelia: Great, thanks!!
Smon: Level 8?
Keelia: Yes
Smon: Soon be level appropriate for Stonehell level 9!
Keelia: one of us needs to be, even if it is the most squishy of us
Smon: Dionne also made 8 recently
Smon: w Nemesis the amazon - seeing her tomorrow for their delve
Keelia: What class is she playing?
Smon: Amazon Fighter
Keelia: Very nice - she'll make a good meat-shield for her party then
Smon: Been playing at Paul Godden's table but he is away so back to Stonehell for the week
Smon: Yup - I expect they will do level 5 or 8
Smon: seem scared of 9 for some reason!
Keelia: That should be fun - getting some different people in mixes things up
Smon: yup
Keelia:
Keelia: Not everyone is as brave or crazy as us.
Smon: They don't seem so keen to fight Nalfeshnee
Smon: They were heading up stairs when the fire giant cultist turned up and yelled hello from below, they were scared
Keelia: We have a dwarf who will go to the equivalent of Valhalla, a mildly insane cat who may have 9 lives, and a possibly insane spell caster with a germ phobia. A giant fire cultist doesn't scare us. Much.
Smon: He was quite friendly, although his eyes did glow green when he got excited
Keelia: Any Bright Star would love to meet the fire giant - her god is Tezca and she speaks Ignan, so it would be like seeing a priest
Smon: That would be cool!
Keelia: She's super interested. So finding him would be great fun for her.
Keelia: especially as he's friendly
Smon: Well apparently the Temple of the Unraveller is to the east.
Keelia: Bright Star will encourage the others that way then
Keelia: Right, I'll let you get on with your weekend. Have a great weekend/week and I'll look forward to next week!
Keelia: and thanks again
Smon: So far the only way east you have seen is the 20' wide tunnel running east from the bells chamber.
Smon: Cool, bye now!
Keelia: I'm putting a star on my map now
Monday, 13 August 2018
10/8/4448 S&W Valley of the Barbarian Kings #2 (900 XP)
6:57pm 2018-8-13 Smon Has entered the room
6:59pm 2018-8-13 chris107 Has entered the room
chris107: Evening Simon
Smon: evening chris
chris107: I have absolutely no memory of that FR game at all.
chris107: Did I have a character?
7:00pm 2018-8-13 Shieldbiter bill Has entered the room
chris107: Just reading through the thread
Shieldbiter bill: Hi
chris107: Evening Bill
Shieldbiter bill: Hi
Smon: >>Did I have a character?<< yup!
Smon: Name: Ham, Half-Orc Fighter (Chris PC)
Age. 16
Level 1. XP 0/1,900
Strength 18/84 (+2/+4. +150lbs enc. 1-4, 30%)
Intelligence 13
Wisdom 11
Dexterity 16 (+1/-2)
Constitution 18 (+4. 100/99%)
Charisma 12 (15)
Appearance Ham is big, properly big. 6'6" tall and 250lbs. Bullet headed and square jawed with bright intelligent black eyes. Only the grey pallor of his skin gives away his ancestry.
Personality. Think New York, wise guy with a heart of gold. Ham has never left Waterdeep before (Hells, why would you want to?)
Hit Points 14
Alignment Neutral Good (Lathander)
Languages. Common, Northern, Thorastan. (He's never lived or known Orcs so doesn't know the language).
Armour Class Banded Mail & Shield -2 for Dexterity of 16 = 1 (Move 90')
Double Weapon Spec. Spear (3/2 rounds, +5 to hit, +7 damage. 1d6/1d8)
Other Weapon Profs. Dart (3/round, +2 to hit, +4
damage. 1d3/1d2)
SA: (Infravision 60')
Equipment
Banded Mail (enc. 35)
Shield, Large (enc. 10)
6 Darts (enc. 3)
War Spear (enc. 5)
Satchel (enc. 5)
Water Skin (enc. 1)
Flint & steel (enc. 0)
chris107: cripes
Smon: Roxy had the PCs here - https://loremistressfaerunadventures.blogspot.com/?zx=6d0f1f74ecdc21b0
Smon: It was a year ago.
chris107: So many games since then!
Smon: OK most likey no Fergus tonight
chris107: That's a shame
Smon: S&W game page http://smons.blogspot.com/2018/06/swords-wizardry-game.html?zx=7f79c8d5fef0c8e5
Smon: http://smons.blogspot.com/2018/08/9-1084448-s-valley-of-barbarian-kings.html
7:07pm 2018-8-13 Shieldbiter bill Has exited the room
7:07pm 2018-8-13 Shieldbiter bill Has entered the room
Smon: GM: End of last session in the ruined shrine/cemetery >> There is a faint click and at Sigurd's touch a secret compartment in the pedestal springs open! Inside shines a mithril shield emblazoned with the image of Alkaia.
chris107: wow
Smon: And a voice speaks in Sigurd's mind. "Bear me well."
sandor sunneson: ooooo
chris107: He reaches in and takes it.
Smon: And so Sigurd gains the Shield of Alkaia - +2 shield!
chris107:
Smon: OOC I gave it a 1 in 6 chance he'd sense its presence, so lucky for once!
chris107: Very lucky.
sandor sunneson: nice one
Smon: OOC ok stopping there, 1100 XP each.<<
Smon: Description of shrine: >>A short tunnel opens into the Mitraic chapel and tomb hewed from the rock - it has been looted, and at the far end the statues of Alkaia the
Goddess-Saint of Knights and Mitra the God of Justice gaze disapprovingly with empty eye sockets down from their pedestals on
the makeshift fireplace, scattered bones and smashed sarcophagi, which still bear skeletal
remains and rusted equipment.<<
chris107: A very nice find indeed.
Smon: You are on the steeps slope on the east side of the narrow river gorge that runs south out of the lost valley of the Altanian barbarian kings, about a mile north of the southern entrance. To the north-west in the open valley the foggy morning landscape opens up. You can occasionally see through the fog to the west-north-west on the far slopes what might be another ruined fort about a half mile off.
chris107: Sigurd now AC20 HP36/37
Shieldbiter bill: Indeed
Shieldbiter bill: It was 38 last session
chris107: (I made a mistake)
Smon: ok
Shieldbiter bill: On which one
chris107: (He has 37 not 38 HP Maximum)
chris107: rolled 7 8 8
Shieldbiter bill: Omg
Smon: Are you doing anything in the shrine?
Shieldbiter bill: Such terrible rolls
chris107: Give it a clean up and say ritual prayers hoping that the dead of Mitra can rest in peace. Can we secure the entrance in any way.
chris107: @ Bill, it's been a curse
chris107: (Nice thing about onlineplay is everyone witnesses the rolls )
Shieldbiter bill: I put an offering of 10gp to the statue
Shieldbiter bill: There recorded to
chris107: yup
chris107: "Now let's gofind this unquiet spirit."
Smon: It will take all day to clean up the shrine to a semblance of order, getting the bones back into the biers. The iron lattice gate of the shrine has been smashed open and is dented, but a skilled locksmith could repair it.
chris107: We do our best.
Smon: You could rope the gates together but someone could cut through the rope so it would only be a temporary measure. Should keep beasts out at least.
Shieldbiter bill: Hey where did elfis go
Shieldbiter bill: I'll help you
chris107: "Thank you Generik."
chris107: "The Elves have their own ways. They do not fear the ghosts of men."
Smon: GM: The three adventurers spend all day on the housework, cleaning up the shrine. Towards evening the fog lifts, and golden afternoon sunlight floods into the shrine. The statues seem to shine approvingly. You feel a sense of peace. That this is a warded place once more.
chris107: Sig examis the dents on the doors more closely. Can he gues at what sized creature may have smashed them open?
Shieldbiter bill: Aren't you sure you mean ther terrified becouse he left and nowhere to be seen
Smon: It looks as if the gates were smashed open by an iron-shod battering ram.
chris107: "Elfis is brave and loyal. I'm sure he will be back."
chris107: "Bless this place, Mitra and Saint Alkaia. We will return once the evil of this valley is destroyed."
Shieldbiter bill: He looked a bit jealous that attacks did nie nothing to you but put one foot in the grave for him
chris107: "Should we make camp here for the night wise Generik?"
Shieldbiter bill: Sure
chris107: "I'd rather battle the shade yonder when the sun is full in the sky."
Shieldbiter bill: Okay
Smon: GM: With the fog lifted you can get your first clear look out over the valley. What you thought was another fort across the gorge seems on better look to be just an odd rock formation, but from it a line of mouldering stakes run across the north mouth of the gorge where it opens into the valley. Beyond to the northwest a trail leads through distinctive Altanian burial mounds towards an eastern fork of the river.
chris107: Sigurd starts to gather fallen wood for a camp fire.
Smon: GM: You collect fallen wood until there's enough to light a fire - inside the shrine?
chris107: "That looks like our place."
chris107: At the mouth
chris107: just inside the gates
Shieldbiter bill: Well with elfis gone we can go at 300feet per 6 seconds on the carpet
chris107: cool
chris107: Sig will spend the night fasting and in prayer at the foot of St. Alkaia's statue
chris107: (gates tied with rope)
Shieldbiter bill: I eat some of my rashions and go to sleep
Smon: sorry was uploading valley map
chris107: No worries
Smon: map here - https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoDRDXb1Aqm8DLF6glelW1S0Z87Uz2ER8vJ0b8gTMrg-hFQKEUY7TMMvqqlG6XEULh_cteb5a34gGnQ8y4Tyw1qsuEqrFWot8MaZKK-gKioQ7dkX1vztVYM55K7dqwSknD_n5zNEBbm1U/s640/Barbarian_King_Wilderness_Map.png
chris107: a little confusing
chris107: Where are we now?
Smon: GM: You secure the gates and spend the night in the shrine.
Smon: (Bill will be away for 10-15 mins ca 8.45pm for his bath)
Smon: You are at C.
chris107: thanks
Smon: The line of stakes across the gorge mouth runs east from D. The burial mounds are at D
Smon: /roll 3d6
Smon rolls 3d6 and gets: 6, 3, 3, = 12
chris107: got it. Then that's where we head.
Smon: GM: After a night in the shrine you feel well rested, all wounds healed (full hp).
Smon: Sorry rock formation at D; burial mounds at E
Smon: Are you going down on carpet?
chris107: if Wyzard iss willing
Shieldbiter bill: Yes
Shieldbiter bill: I'm hoping to get magical swag like you sigard
chris107: hope you do
Smon: It's a foggy morning as Sigurd & Generyk fly north down into the valley, over the line of moss covered rotten stakes and collapsed towers, remains of the Altanian defensive line that guarded the valley almost a century before.
Smon: Generyk is distracted studying his spell tome (Bill away for bath)
7:39pm 2018-8-13 Shieldbiter bill Has exited the room
chris107: do we press on or wait for him?
Smon: Generyk brings you in to land amidst the burial mounds. It is foggy again, and the cairns loom darkly from the mist.
Smon: (will continue, typing slow anyway)
chris107: Sig, feeling bold, issues a challange to any barbarian kings here abouts. "The justice of The Lion is upon you."
Smon: Each of
the major mounds, which are surrounded
by multiple lesser ones, bears a standing
stone with glyphs and faded carvings.
Every stone is marked with the symbol of
a worm, an eagle, a wolf or a bear.
Smon: /roll d6
Smon rolls 1d6 and gets: 3,
Smon: Nothing answers Sigurd's call.
chris107: (Very Skyrim, love the imagery)
chris107: Sigurd boldly heads for the great barrow.
Smon: A little ways off to the north east where the mounds abut close to an area of woodland (at L), gapes a wide 20’ pit
in the ground. Skulls of variable age from the relatively fresh to the mossy are mounted on
spikes on the perimeter; the muddy interior resembles an opened grave.
Smon: No single barrow here stands out as that of a great king.
Smon: /roll 3d6
chris107: Hmmm, this must be investigated first.
Smon rolls 3d6 and gets: 5, 5, 1, = 11
chris107: He strides towards this open grave.
Smon: Sigurd has an idea that the worm, eagle wolf and bear represented stages of life to the hill Altani - from birth (worm) to grizzled elder (bear).
Smon: Sigurd reaches the open pit.
chris107: "A pagan folk those red devils."
Smon: In the middle of a cluster of burial mounds gapes a wide 20’ pit
in the ground. Skulls of variable age from the relatively fresh to the mossy are mounted on
spikes on the perimeter; the muddy interior resembles an opened grave. Bones intermixed
with mud, clumps of hair, tangled muddy bodies and sacrificial goods of no value lie on the
bottom. The sides look very treacherous to climb. On the bottom, the top of a large
half-buried boulder is visible, carved with writhing shapes. Next to the boulder, the corner of
a rotted wooden casket sticks from the mud.
chris107: Sigurd looks on with distaste.
chris107: No sign that anything has tried climbing in or out of the pit recently?
Smon: no
chris107: He squints to better make out the writhing shapes carved on the boulder.
chris107: (Also the relatively new heads, are they red skinned Altanian?)
Smon: The writhing shapes look like worms. The skulls on the spikes are skinless; the remains in the pit could well be Altani - hard to be sure though.
The fog to the north lifts a little, you can see the river running south-west, a broken wooden bridge to the NW (F), and beyond it what look like tilled fields.
chris107: Beyon the tilled fields thye land rises steeply to the NW. On the map it looks like buildings atop the ridge?
7:55pm 2018-8-13 Shieldbiter bill Has entered the room
chris107: welcome back, Bill
Shieldbiter bill: Hello
Smon: Sigurd looks NW - past the bridge he sees a ridgeline, beneath the cliff the distinctive conical shape of huts, from which chimney smokes rise - habitation! On top of the cliff is what looks like the burned out remnants of a great longhouse.
chris107: "I think we should head north-west up that hill, Generic."
chris107: "Anyone up there must have seen us by now. I think it best we know who we're dealing with."
Smon: G: A settlement consisting of dismal stone huts half dug into the earth, gaps reinforced
with moss and mud, standing under a plateau where stand the burned-out timbers of
a ruined longhouse.
Shieldbiter bill: Let's go
chris107: "And if I were a King. I'd want my barrow right on top of that hill!" (J)
chris107: "Shall we go?"
Shieldbiter bill: Yes
Smon: GM: Sigurd re-mounts the carpet and you fly NW from the burial mounds, over the fallen bridge (F). Ahead you see the village, fair-skinned farmers stopping work to look up at you.
Smon: They look more Tharbrian than Altani.
chris107: "Maybe we should go talk to them. Locals would likely know where this king is to be found."
Shieldbiter bill: Sure
Shieldbiter bill: I land the carpet where the farmers are
chris107: Sig's sword is sheathed unless they become aggressive
chris107: "Hail friends!"
Smon: GM: The wizard lands the carpet on the edge of the village. A dozen poorly clad male farmers with various implements approach you warily. The eldest speaks: "Hail."
Shieldbiter bill: Hello
Smon: The yokels eye you. "That's a magic rug?"
chris107: "We've just been below (he points) big open grave. You know anything about it?"
Shieldbiter bill: No it's a peffectly normal rug
Shieldbiter bill: Do yours not fly
Smon: "Hm. The Great Pit is the sacred place of the Worm." The elder eyes Generyk. "As you say."
chris107: "The rug is normal but my friend here is a great wizard."
Smon: The men nod slowly at this, looking Generyk over with dull eyes.
chris107: "What can you tell me of this Worm?"
Shieldbiter bill: I'm magic
chris107: "Is it ought to do with the Altani King said to be burried here abouts?"
Shieldbiter bill: Is it purple
Smon: The Elder turns back to Sigurd. "One of the four Sacred Spirits of the Masters. It watches over the Valley, alongside Eagle, Wolf and Bear."
Smon: "The Worm has no colour - and all colours." He regards Generyk with some distaste.
chris107: "These spirits are sacred to your people?"
Smon: "They are Sacred to the Masters. We tend the Holy Sites until their return."
Shieldbiter bill: You worship Eagles wolfs bears
Shieldbiter bill: And a worm
chris107: "Where have the Masters gone?"
Smon: "We are not worthy to worship the Sacred Spirits. We tend them for the Masters, until they return from the War."
Shieldbiter bill: Which war
Smon: "The war... the war with the Accursed Ones."
chris107: "Where are these sacred sites? We would be interested in seeing them whilst we are here."
Shieldbiter bill: The war currently being won by the scandics
Smon: The Elder gives Generik a puzzled look. "The King will defeat the Accursed Plainsmen and return with his Host."
chris107: "Is the Master's King waiting here too?"
Shieldbiter bill: The fleet has been defeated the high priest is dead and the King is wounded
Smon: The Elder (whose hempen rags are rather nicer than those of the other villagers) regards Sigurd. "The Sacred Sites are not for Outsiders."
chris107: (Sigurd covertly tries to judge the number of villagers of fighting age he can see.)
Smon: The villagers look puzzled by the strange words. "The King will return to his Longhouse..." he points to the burned-out longhouse just visible atop the cliff. "...With his host of the Masters."
chris107: "How many generations of your folk have waited for the Masters to return?"
Smon: The 12 men around you seem of fighting age. Likely around 200 in the village, perhaps 50 who can fight.
Shieldbiter bill: Oh diffrant war
chris107: (an ancient one I'd think, Bill)
Smon: The villagers scowl at Sigurd, jaws clenching. There is angry muttering.
Shieldbiter bill: Op
Shieldbiter bill: Oops
Smon: Elder: "The Masters have marched to war. Soon they will return. We tend the fields and the Sacred Sites for their return."
Shieldbiter bill: Ooc are you planning a mass murder
chris107: OOC No
Smon: Another speaks up, in archaic common: "You Strangers are not welcome here. You should go!"
Shieldbiter bill: ð¢
chris107: "That long house will need some repairs before they can feast there again. Expecting them any time soon?"
Shieldbiter bill: Did they know how to sail
chris107: "Well back to tilling your cabages then and we'll be off."
Smon: The Elder regards Sigurd through narrowed eyes. "It is forbidden for we Thralls to attend the Longhouse. We do not know when they will return."
chris107: Whispers to G "Let's fly off and investigate elsewhere, these bumpkins have little for us."
Smon: The Thralls regard Sigurd and the mad wizard with unfriendly demeanour.
Shieldbiter bill: It's a matter of life and death you tell me
chris107: "May your cabages flourish and your Masters soon return, good folks."
Smon: roll a CHA save Sigurd
chris107 rolls 1d20 and gets: 9,
chris107: fail
Smon: They don't seem too impressed as you hurriedly get back on the carpet and fly up.
Shieldbiter bill: Not yet
chris107: "Let's go look at the top of that hill (J) I'll warrant that's where their eagle shrine is."
Shieldbiter bill: Please awnser me
chris107: who?
Smon: Above the village on the clifftop the longhouse is a fire-blackened ruin. A few wooden carvings are visible by the entrance.
Shieldbiter bill: The villagers
Shieldbiter bill: Fine let's go
Smon: GM: Flying over the longhouse you head north-west towards the distant hilltop. The morning sun struggles to pierce the fog. Below you (at H) you see a small stone structure. A small stone chapel, visible from a distance with its simple tower, stands open
and empty, the wind blowing through entrance
and windows.
Smon: From the chapel, a small rock path
leads to a well. Halfway there, something odd rises from the earth - a mass of vines tall as a man, but there are shreds of white and gold cloth visible too.
Shieldbiter bill: Let's go to him
chris107: "I fear that this empty chapel and the despoiled tomb of St. Alkaia bears witness that the goodly folks of Modron and Mitra were driven forth from this place."
chris107: "Let's go look at that!"
chris107: (the cursed plains dwellers perhaps?)
Smon: You get closer to the strange sight. It looks oddly like a man buried upside down from the shoulders;
the protruding body long decomposed but
still present as a mixture of moss-covered
clay, earth and a network of tiny roots that
form a sort of mesh growing through it.
Smon: The 'man' is still wearing the tattered remnants of white & gold Mitraic robes.
Shieldbiter bill: I poke it with my spear
chris107: (What colour robes do the mitran priests wear?)
chris107: ah
chris107: You beat me to it.
Smon: Generyk pokes the vine mass with his spear. Green sap oozes out.
chris107: "These are the remains of a priest of Mitra, Generik. We should lay him to rest."
Smon: /roll d6
Smon rolls 1d6 and gets: 4,
Shieldbiter bill: I poke it ten more times but hard
chris107: "Ewwww."
Smon: More sap splatters.
chris107: "Or we could just poke holes in it."
Shieldbiter bill: I poke it till there's 50 holes in it
chris107: Sig goes and mooches around the chapel while Wyzard pokes.
Smon: Generyk pokes the vines until the mass is shredded and he's very tired.
Smon: Sig heads into the chapel and looks around.
Shieldbiter bill: Okay I stop attacking it
Smon: The head of the lion idol of Mitra has been knocked off and smashed; the holy symbols of the crown, the chalice and the sceptre destroyed. The choir/attic above the main chapel and the adjoining priest’s
dwelling (rough wooden chair, bed and
lectern) contain only old knick-knacks.
Smon: The vine mass continues to ooze green sap.
chris107: (2 mins, have to get supper out)
Shieldbiter bill: I poke it with a silver daggar
Smon: Not much sap left to run out, but Gen gets his dagger sticky.
Shieldbiter bill: Then I move back
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
chris107: (not quite ready, 5 mins)
Smon: Generyk becomes aware he's all alone in the fog since Sig went off to poke around the chapel.
chris107: Sig looks around for any hidden doors or secret compartments.
Shieldbiter bill: I wipe the goo off my daggar
Shieldbiter bill: I go into the chapel trying to find Sigurd
chris107: "Hi Generyk. Find any belonings on what used to be the priest?"
Smon: G soon finds S poking through the ruined chapel.
chris107: He focuses around the alter area to start with.
Shieldbiter bill: No but there is 51 holes in him now so if he wasn't dead before he is dead now
chris107: "A miserable end for a priest. Buried upside down like that."
chris107: "We really must come and lay him to rest."
Shieldbiter bill: I guess
Shieldbiter bill: There's not much of him left
Smon: GM: Sigurd's searches in the chapel have not turned anything up. You notice that a rock path (I) leads from the chapel up towards the summit of the high hill above (J). The rock path leading to the summit passes a number of graven stones, just visible in the fog.
chris107: Sigurd nods miserably. "Perhaps when we return to Modron and have cleared the dangers from this valley he can receive a proper funeral."
chris107: "Lets head up there."
chris107: Looking at the graven stones as we go.
Shieldbiter bill: Okay let's fly
chris107: "I bet it's their eagle shrine."
Smon: GM: Sigurd re-mounts the carpet (Generyk never leaves it) and head up the hill.
Shieldbiter bill: Maybe
Smon: You pass a number of the graven stones. The writing
is faded but somewhat discernible.
Smon: Gen roll a save (INT)
Shieldbiter bill rolls 1d20+1 and gets: 10, (+1) = 11
Smon: With +2 for spell stuff that's a pass. Generyk can see the writing is the ancient magic of the Druids.
Shieldbiter bill: I try to read it
Smon: Generyk lowers the rug to read the nearest stone.
Smon: d% learn spell check
Shieldbiter bill rolls 1d100 and gets: 43,
Smon: The stone runes glow blue with eldritch fire as the Faerie Fire enters into Generyk's head!
chris107: "Wow!"
Shieldbiter bill: So what does that do
Smon: G has memorised the spell as extra over capacity (one-use only) - like a scroll, but inside his head.
chris107: nice
chris107: (Consider that little gem snaffled )
chris107: "Try read another one!"
Smon: G looks around - many of the stones are too faded to read, but several more are readable (50 minutes to check them all - past noon now, about 12.30pm)
Shieldbiter bill: I am
Smon: roll 5 know spell checks
Smon: last 2 are -5 & -10 %
Shieldbiter bill Rolls 1d100x3 and gets:
64 = 64
96 = 96
99 = 99
Smon: learn obscurement
Smon: fail to decipher two others
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Shieldbiter bill rolls 1d100+5 and gets: 79, (+5) = 84
Smon: fail
Shieldbiter bill rolls 1d100+10 and gets: 11, (+10) = 21
chris107: yay
chris107: Onwards to J?
Smon: At last you fly up to the summit.
Smon: A round, smooth boulder standing on the bare mountaintop, overlooked
by a tall wooden structure constructed from decaying logs that may represent the
shape of a man.The boulder is surrounded by sacrificial objects: small bone
piles, clay vessels, strings of beads and other worthless junk.
Smon: This is the holy site of the eagle,
one of the spiritual beings protecting the barbarians, as confirmed by the carved symbol of an
“M”, or a bird with spread wings. From your vantage point atop the carpet you see smashed bones down the cliffs below the mountaintop.
chris107: "Let's land and take a look around."
chris107: "They must throw their sacrifices to their doom!"
Shieldbiter bill: Is this place magical
Smon: You sense that this is a place of power, like the worm-pit in the valley below.
Smon: OOC better stop there
6:59pm 2018-8-13 chris107 Has entered the room
chris107: Evening Simon
Smon: evening chris
chris107: I have absolutely no memory of that FR game at all.
chris107: Did I have a character?
7:00pm 2018-8-13 Shieldbiter bill Has entered the room
chris107: Just reading through the thread
Shieldbiter bill: Hi
chris107: Evening Bill
Shieldbiter bill: Hi
Smon: >>Did I have a character?<< yup!
Smon: Name: Ham, Half-Orc Fighter (Chris PC)
Age. 16
Level 1. XP 0/1,900
Strength 18/84 (+2/+4. +150lbs enc. 1-4, 30%)
Intelligence 13
Wisdom 11
Dexterity 16 (+1/-2)
Constitution 18 (+4. 100/99%)
Charisma 12 (15)
Appearance Ham is big, properly big. 6'6" tall and 250lbs. Bullet headed and square jawed with bright intelligent black eyes. Only the grey pallor of his skin gives away his ancestry.
Personality. Think New York, wise guy with a heart of gold. Ham has never left Waterdeep before (Hells, why would you want to?)
Hit Points 14
Alignment Neutral Good (Lathander)
Languages. Common, Northern, Thorastan. (He's never lived or known Orcs so doesn't know the language).
Armour Class Banded Mail & Shield -2 for Dexterity of 16 = 1 (Move 90')
Double Weapon Spec. Spear (3/2 rounds, +5 to hit, +7 damage. 1d6/1d8)
Other Weapon Profs. Dart (3/round, +2 to hit, +4
damage. 1d3/1d2)
SA: (Infravision 60')
Equipment
Banded Mail (enc. 35)
Shield, Large (enc. 10)
6 Darts (enc. 3)
War Spear (enc. 5)
Satchel (enc. 5)
Water Skin (enc. 1)
Flint & steel (enc. 0)
chris107: cripes
Smon: Roxy had the PCs here - https://loremistressfaerunadventures.blogspot.com/?zx=6d0f1f74ecdc21b0
Smon: It was a year ago.
chris107: So many games since then!
Smon: OK most likey no Fergus tonight
chris107: That's a shame
Smon: S&W game page http://smons.blogspot.com/2018/06/swords-wizardry-game.html?zx=7f79c8d5fef0c8e5
Smon: http://smons.blogspot.com/2018/08/9-1084448-s-valley-of-barbarian-kings.html
7:07pm 2018-8-13 Shieldbiter bill Has exited the room
7:07pm 2018-8-13 Shieldbiter bill Has entered the room
Smon: GM: End of last session in the ruined shrine/cemetery >> There is a faint click and at Sigurd's touch a secret compartment in the pedestal springs open! Inside shines a mithril shield emblazoned with the image of Alkaia.
chris107: wow
Smon: And a voice speaks in Sigurd's mind. "Bear me well."
sandor sunneson: ooooo
chris107: He reaches in and takes it.
Smon: And so Sigurd gains the Shield of Alkaia - +2 shield!
chris107:
Smon: OOC I gave it a 1 in 6 chance he'd sense its presence, so lucky for once!
chris107: Very lucky.
sandor sunneson: nice one
Smon: OOC ok stopping there, 1100 XP each.<<
Smon: Description of shrine: >>A short tunnel opens into the Mitraic chapel and tomb hewed from the rock - it has been looted, and at the far end the statues of Alkaia the
Goddess-Saint of Knights and Mitra the God of Justice gaze disapprovingly with empty eye sockets down from their pedestals on
the makeshift fireplace, scattered bones and smashed sarcophagi, which still bear skeletal
remains and rusted equipment.<<
chris107: A very nice find indeed.
Smon: You are on the steeps slope on the east side of the narrow river gorge that runs south out of the lost valley of the Altanian barbarian kings, about a mile north of the southern entrance. To the north-west in the open valley the foggy morning landscape opens up. You can occasionally see through the fog to the west-north-west on the far slopes what might be another ruined fort about a half mile off.
chris107: Sigurd now AC20 HP36/37
Shieldbiter bill: Indeed
Shieldbiter bill: It was 38 last session
chris107: (I made a mistake)
Smon: ok
Shieldbiter bill: On which one
chris107: (He has 37 not 38 HP Maximum)
chris107: rolled 7 8 8
Shieldbiter bill: Omg
Smon: Are you doing anything in the shrine?
Shieldbiter bill: Such terrible rolls
chris107: Give it a clean up and say ritual prayers hoping that the dead of Mitra can rest in peace. Can we secure the entrance in any way.
chris107: @ Bill, it's been a curse
chris107: (Nice thing about onlineplay is everyone witnesses the rolls )
Shieldbiter bill: I put an offering of 10gp to the statue
Shieldbiter bill: There recorded to
chris107: yup
chris107: "Now let's gofind this unquiet spirit."
Smon: It will take all day to clean up the shrine to a semblance of order, getting the bones back into the biers. The iron lattice gate of the shrine has been smashed open and is dented, but a skilled locksmith could repair it.
chris107: We do our best.
Smon: You could rope the gates together but someone could cut through the rope so it would only be a temporary measure. Should keep beasts out at least.
Shieldbiter bill: Hey where did elfis go
Shieldbiter bill: I'll help you
chris107: "Thank you Generik."
chris107: "The Elves have their own ways. They do not fear the ghosts of men."
Smon: GM: The three adventurers spend all day on the housework, cleaning up the shrine. Towards evening the fog lifts, and golden afternoon sunlight floods into the shrine. The statues seem to shine approvingly. You feel a sense of peace. That this is a warded place once more.
chris107: Sig examis the dents on the doors more closely. Can he gues at what sized creature may have smashed them open?
Shieldbiter bill: Aren't you sure you mean ther terrified becouse he left and nowhere to be seen
Smon: It looks as if the gates were smashed open by an iron-shod battering ram.
chris107: "Elfis is brave and loyal. I'm sure he will be back."
chris107: "Bless this place, Mitra and Saint Alkaia. We will return once the evil of this valley is destroyed."
Shieldbiter bill: He looked a bit jealous that attacks did nie nothing to you but put one foot in the grave for him
chris107: "Should we make camp here for the night wise Generik?"
Shieldbiter bill: Sure
chris107: "I'd rather battle the shade yonder when the sun is full in the sky."
Shieldbiter bill: Okay
Smon: GM: With the fog lifted you can get your first clear look out over the valley. What you thought was another fort across the gorge seems on better look to be just an odd rock formation, but from it a line of mouldering stakes run across the north mouth of the gorge where it opens into the valley. Beyond to the northwest a trail leads through distinctive Altanian burial mounds towards an eastern fork of the river.
chris107: Sigurd starts to gather fallen wood for a camp fire.
Smon: GM: You collect fallen wood until there's enough to light a fire - inside the shrine?
chris107: "That looks like our place."
chris107: At the mouth
chris107: just inside the gates
Shieldbiter bill: Well with elfis gone we can go at 300feet per 6 seconds on the carpet
chris107: cool
chris107: Sig will spend the night fasting and in prayer at the foot of St. Alkaia's statue
chris107: (gates tied with rope)
Shieldbiter bill: I eat some of my rashions and go to sleep
Smon: sorry was uploading valley map
chris107: No worries
Smon: map here - https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoDRDXb1Aqm8DLF6glelW1S0Z87Uz2ER8vJ0b8gTMrg-hFQKEUY7TMMvqqlG6XEULh_cteb5a34gGnQ8y4Tyw1qsuEqrFWot8MaZKK-gKioQ7dkX1vztVYM55K7dqwSknD_n5zNEBbm1U/s640/Barbarian_King_Wilderness_Map.png
chris107: a little confusing
chris107: Where are we now?
Smon: GM: You secure the gates and spend the night in the shrine.
Smon: (Bill will be away for 10-15 mins ca 8.45pm for his bath)
Smon: You are at C.
chris107: thanks
Smon: The line of stakes across the gorge mouth runs east from D. The burial mounds are at D
Smon: /roll 3d6
Smon rolls 3d6 and gets: 6, 3, 3, = 12
chris107: got it. Then that's where we head.
Smon: GM: After a night in the shrine you feel well rested, all wounds healed (full hp).
Smon: Sorry rock formation at D; burial mounds at E
Smon: Are you going down on carpet?
chris107: if Wyzard iss willing
Shieldbiter bill: Yes
Shieldbiter bill: I'm hoping to get magical swag like you sigard
chris107: hope you do
Smon: It's a foggy morning as Sigurd & Generyk fly north down into the valley, over the line of moss covered rotten stakes and collapsed towers, remains of the Altanian defensive line that guarded the valley almost a century before.
Smon: Generyk is distracted studying his spell tome (Bill away for bath)
7:39pm 2018-8-13 Shieldbiter bill Has exited the room
chris107: do we press on or wait for him?
Smon: Generyk brings you in to land amidst the burial mounds. It is foggy again, and the cairns loom darkly from the mist.
Smon: (will continue, typing slow anyway)
chris107: Sig, feeling bold, issues a challange to any barbarian kings here abouts. "The justice of The Lion is upon you."
Smon: Each of
the major mounds, which are surrounded
by multiple lesser ones, bears a standing
stone with glyphs and faded carvings.
Every stone is marked with the symbol of
a worm, an eagle, a wolf or a bear.
Smon: /roll d6
Smon rolls 1d6 and gets: 3,
Smon: Nothing answers Sigurd's call.
chris107: (Very Skyrim, love the imagery)
chris107: Sigurd boldly heads for the great barrow.
Smon: A little ways off to the north east where the mounds abut close to an area of woodland (at L), gapes a wide 20’ pit
in the ground. Skulls of variable age from the relatively fresh to the mossy are mounted on
spikes on the perimeter; the muddy interior resembles an opened grave.
Smon: No single barrow here stands out as that of a great king.
Smon: /roll 3d6
chris107: Hmmm, this must be investigated first.
Smon rolls 3d6 and gets: 5, 5, 1, = 11
chris107: He strides towards this open grave.
Smon: Sigurd has an idea that the worm, eagle wolf and bear represented stages of life to the hill Altani - from birth (worm) to grizzled elder (bear).
Smon: Sigurd reaches the open pit.
chris107: "A pagan folk those red devils."
Smon: In the middle of a cluster of burial mounds gapes a wide 20’ pit
in the ground. Skulls of variable age from the relatively fresh to the mossy are mounted on
spikes on the perimeter; the muddy interior resembles an opened grave. Bones intermixed
with mud, clumps of hair, tangled muddy bodies and sacrificial goods of no value lie on the
bottom. The sides look very treacherous to climb. On the bottom, the top of a large
half-buried boulder is visible, carved with writhing shapes. Next to the boulder, the corner of
a rotted wooden casket sticks from the mud.
chris107: Sigurd looks on with distaste.
chris107: No sign that anything has tried climbing in or out of the pit recently?
Smon: no
chris107: He squints to better make out the writhing shapes carved on the boulder.
chris107: (Also the relatively new heads, are they red skinned Altanian?)
Smon: The writhing shapes look like worms. The skulls on the spikes are skinless; the remains in the pit could well be Altani - hard to be sure though.
The fog to the north lifts a little, you can see the river running south-west, a broken wooden bridge to the NW (F), and beyond it what look like tilled fields.
chris107: Beyon the tilled fields thye land rises steeply to the NW. On the map it looks like buildings atop the ridge?
7:55pm 2018-8-13 Shieldbiter bill Has entered the room
chris107: welcome back, Bill
Shieldbiter bill: Hello
Smon: Sigurd looks NW - past the bridge he sees a ridgeline, beneath the cliff the distinctive conical shape of huts, from which chimney smokes rise - habitation! On top of the cliff is what looks like the burned out remnants of a great longhouse.
chris107: "I think we should head north-west up that hill, Generic."
chris107: "Anyone up there must have seen us by now. I think it best we know who we're dealing with."
Smon: G: A settlement consisting of dismal stone huts half dug into the earth, gaps reinforced
with moss and mud, standing under a plateau where stand the burned-out timbers of
a ruined longhouse.
Shieldbiter bill: Let's go
chris107: "And if I were a King. I'd want my barrow right on top of that hill!" (J)
chris107: "Shall we go?"
Shieldbiter bill: Yes
Smon: GM: Sigurd re-mounts the carpet and you fly NW from the burial mounds, over the fallen bridge (F). Ahead you see the village, fair-skinned farmers stopping work to look up at you.
Smon: They look more Tharbrian than Altani.
chris107: "Maybe we should go talk to them. Locals would likely know where this king is to be found."
Shieldbiter bill: Sure
Shieldbiter bill: I land the carpet where the farmers are
chris107: Sig's sword is sheathed unless they become aggressive
chris107: "Hail friends!"
Smon: GM: The wizard lands the carpet on the edge of the village. A dozen poorly clad male farmers with various implements approach you warily. The eldest speaks: "Hail."
Shieldbiter bill: Hello
Smon: The yokels eye you. "That's a magic rug?"
chris107: "We've just been below (he points) big open grave. You know anything about it?"
Shieldbiter bill: No it's a peffectly normal rug
Shieldbiter bill: Do yours not fly
Smon: "Hm. The Great Pit is the sacred place of the Worm." The elder eyes Generyk. "As you say."
chris107: "The rug is normal but my friend here is a great wizard."
Smon: The men nod slowly at this, looking Generyk over with dull eyes.
chris107: "What can you tell me of this Worm?"
Shieldbiter bill: I'm magic
chris107: "Is it ought to do with the Altani King said to be burried here abouts?"
Shieldbiter bill: Is it purple
Smon: The Elder turns back to Sigurd. "One of the four Sacred Spirits of the Masters. It watches over the Valley, alongside Eagle, Wolf and Bear."
Smon: "The Worm has no colour - and all colours." He regards Generyk with some distaste.
chris107: "These spirits are sacred to your people?"
Smon: "They are Sacred to the Masters. We tend the Holy Sites until their return."
Shieldbiter bill: You worship Eagles wolfs bears
Shieldbiter bill: And a worm
chris107: "Where have the Masters gone?"
Smon: "We are not worthy to worship the Sacred Spirits. We tend them for the Masters, until they return from the War."
Shieldbiter bill: Which war
Smon: "The war... the war with the Accursed Ones."
chris107: "Where are these sacred sites? We would be interested in seeing them whilst we are here."
Shieldbiter bill: The war currently being won by the scandics
Smon: The Elder gives Generik a puzzled look. "The King will defeat the Accursed Plainsmen and return with his Host."
chris107: "Is the Master's King waiting here too?"
Shieldbiter bill: The fleet has been defeated the high priest is dead and the King is wounded
Smon: The Elder (whose hempen rags are rather nicer than those of the other villagers) regards Sigurd. "The Sacred Sites are not for Outsiders."
chris107: (Sigurd covertly tries to judge the number of villagers of fighting age he can see.)
Smon: The villagers look puzzled by the strange words. "The King will return to his Longhouse..." he points to the burned-out longhouse just visible atop the cliff. "...With his host of the Masters."
chris107: "How many generations of your folk have waited for the Masters to return?"
Smon: The 12 men around you seem of fighting age. Likely around 200 in the village, perhaps 50 who can fight.
Shieldbiter bill: Oh diffrant war
chris107: (an ancient one I'd think, Bill)
Smon: The villagers scowl at Sigurd, jaws clenching. There is angry muttering.
Shieldbiter bill: Op
Shieldbiter bill: Oops
Smon: Elder: "The Masters have marched to war. Soon they will return. We tend the fields and the Sacred Sites for their return."
Shieldbiter bill: Ooc are you planning a mass murder
chris107: OOC No
Smon: Another speaks up, in archaic common: "You Strangers are not welcome here. You should go!"
Shieldbiter bill: ð¢
chris107: "That long house will need some repairs before they can feast there again. Expecting them any time soon?"
Shieldbiter bill: Did they know how to sail
chris107: "Well back to tilling your cabages then and we'll be off."
Smon: The Elder regards Sigurd through narrowed eyes. "It is forbidden for we Thralls to attend the Longhouse. We do not know when they will return."
chris107: Whispers to G "Let's fly off and investigate elsewhere, these bumpkins have little for us."
Smon: The Thralls regard Sigurd and the mad wizard with unfriendly demeanour.
Shieldbiter bill: It's a matter of life and death you tell me
chris107: "May your cabages flourish and your Masters soon return, good folks."
Smon: roll a CHA save Sigurd
chris107 rolls 1d20 and gets: 9,
chris107: fail
Smon: They don't seem too impressed as you hurriedly get back on the carpet and fly up.
Shieldbiter bill: Not yet
chris107: "Let's go look at the top of that hill (J) I'll warrant that's where their eagle shrine is."
Shieldbiter bill: Please awnser me
chris107: who?
Smon: Above the village on the clifftop the longhouse is a fire-blackened ruin. A few wooden carvings are visible by the entrance.
Shieldbiter bill: The villagers
Shieldbiter bill: Fine let's go
Smon: GM: Flying over the longhouse you head north-west towards the distant hilltop. The morning sun struggles to pierce the fog. Below you (at H) you see a small stone structure. A small stone chapel, visible from a distance with its simple tower, stands open
and empty, the wind blowing through entrance
and windows.
Smon: From the chapel, a small rock path
leads to a well. Halfway there, something odd rises from the earth - a mass of vines tall as a man, but there are shreds of white and gold cloth visible too.
Shieldbiter bill: Let's go to him
chris107: "I fear that this empty chapel and the despoiled tomb of St. Alkaia bears witness that the goodly folks of Modron and Mitra were driven forth from this place."
chris107: "Let's go look at that!"
chris107: (the cursed plains dwellers perhaps?)
Smon: You get closer to the strange sight. It looks oddly like a man buried upside down from the shoulders;
the protruding body long decomposed but
still present as a mixture of moss-covered
clay, earth and a network of tiny roots that
form a sort of mesh growing through it.
Smon: The 'man' is still wearing the tattered remnants of white & gold Mitraic robes.
Shieldbiter bill: I poke it with my spear
chris107: (What colour robes do the mitran priests wear?)
chris107: ah
chris107: You beat me to it.
Smon: Generyk pokes the vine mass with his spear. Green sap oozes out.
chris107: "These are the remains of a priest of Mitra, Generik. We should lay him to rest."
Smon: /roll d6
Smon rolls 1d6 and gets: 4,
Shieldbiter bill: I poke it ten more times but hard
chris107: "Ewwww."
Smon: More sap splatters.
chris107: "Or we could just poke holes in it."
Shieldbiter bill: I poke it till there's 50 holes in it
chris107: Sig goes and mooches around the chapel while Wyzard pokes.
Smon: Generyk pokes the vines until the mass is shredded and he's very tired.
Smon: Sig heads into the chapel and looks around.
Shieldbiter bill: Okay I stop attacking it
Smon: The head of the lion idol of Mitra has been knocked off and smashed; the holy symbols of the crown, the chalice and the sceptre destroyed. The choir/attic above the main chapel and the adjoining priest’s
dwelling (rough wooden chair, bed and
lectern) contain only old knick-knacks.
Smon: The vine mass continues to ooze green sap.
chris107: (2 mins, have to get supper out)
Shieldbiter bill: I poke it with a silver daggar
Smon: Not much sap left to run out, but Gen gets his dagger sticky.
Shieldbiter bill: Then I move back
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
chris107: (not quite ready, 5 mins)
Smon: Generyk becomes aware he's all alone in the fog since Sig went off to poke around the chapel.
chris107: Sig looks around for any hidden doors or secret compartments.
Shieldbiter bill: I wipe the goo off my daggar
Shieldbiter bill: I go into the chapel trying to find Sigurd
chris107: "Hi Generyk. Find any belonings on what used to be the priest?"
Smon: G soon finds S poking through the ruined chapel.
chris107: He focuses around the alter area to start with.
Shieldbiter bill: No but there is 51 holes in him now so if he wasn't dead before he is dead now
chris107: "A miserable end for a priest. Buried upside down like that."
chris107: "We really must come and lay him to rest."
Shieldbiter bill: I guess
Shieldbiter bill: There's not much of him left
Smon: GM: Sigurd's searches in the chapel have not turned anything up. You notice that a rock path (I) leads from the chapel up towards the summit of the high hill above (J). The rock path leading to the summit passes a number of graven stones, just visible in the fog.
chris107: Sigurd nods miserably. "Perhaps when we return to Modron and have cleared the dangers from this valley he can receive a proper funeral."
chris107: "Lets head up there."
chris107: Looking at the graven stones as we go.
Shieldbiter bill: Okay let's fly
chris107: "I bet it's their eagle shrine."
Smon: GM: Sigurd re-mounts the carpet (Generyk never leaves it) and head up the hill.
Shieldbiter bill: Maybe
Smon: You pass a number of the graven stones. The writing
is faded but somewhat discernible.
Smon: Gen roll a save (INT)
Shieldbiter bill rolls 1d20+1 and gets: 10, (+1) = 11
Smon: With +2 for spell stuff that's a pass. Generyk can see the writing is the ancient magic of the Druids.
Shieldbiter bill: I try to read it
Smon: Generyk lowers the rug to read the nearest stone.
Smon: d% learn spell check
Shieldbiter bill rolls 1d100 and gets: 43,
Smon: The stone runes glow blue with eldritch fire as the Faerie Fire enters into Generyk's head!
chris107: "Wow!"
Shieldbiter bill: So what does that do
Smon: G has memorised the spell as extra over capacity (one-use only) - like a scroll, but inside his head.
chris107: nice
chris107: (Consider that little gem snaffled )
chris107: "Try read another one!"
Smon: G looks around - many of the stones are too faded to read, but several more are readable (50 minutes to check them all - past noon now, about 12.30pm)
Shieldbiter bill: I am
Smon: roll 5 know spell checks
Smon: last 2 are -5 & -10 %
Shieldbiter bill Rolls 1d100x3 and gets:
64 = 64
96 = 96
99 = 99
Smon: learn obscurement
Smon: fail to decipher two others
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Shieldbiter bill rolls 1d100+5 and gets: 79, (+5) = 84
Smon: fail
Shieldbiter bill rolls 1d100+10 and gets: 11, (+10) = 21
chris107: yay
chris107: Onwards to J?
Smon: At last you fly up to the summit.
Smon: A round, smooth boulder standing on the bare mountaintop, overlooked
by a tall wooden structure constructed from decaying logs that may represent the
shape of a man.The boulder is surrounded by sacrificial objects: small bone
piles, clay vessels, strings of beads and other worthless junk.
Smon: This is the holy site of the eagle,
one of the spiritual beings protecting the barbarians, as confirmed by the carved symbol of an
“M”, or a bird with spread wings. From your vantage point atop the carpet you see smashed bones down the cliffs below the mountaintop.
chris107: "Let's land and take a look around."
chris107: "They must throw their sacrifices to their doom!"
Shieldbiter bill: Is this place magical
Smon: You sense that this is a place of power, like the worm-pit in the valley below.
Smon: OOC better stop there
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