sakeriver.com

The doors

From: Jason

Subject The doors

We believe that the Stormfather knows the location of the second gem. No idea if that means he has it, or if he only knows where to find it, but he's our only lead on its location.



From: Kevin

Subject The doors

"These three tribes have made their decision, for good or ill. If saving them means pitching the rest of the world into eternal darkness, then I will let them fall. Finding the StormFather, and through him the second gem for the crown, is this groups main mission. Anything else is secondary, even rescuing one of my own order, like Sephira. So remember, I have as personal as stake in this thing as you do but I have to look at the bigger picture."



From: Jason

Subject the doors

Ragnar speaks up from the back "We aren't getting closer to rescuing Acer *or* warning the tribes by sitting here talking about it. Ran is right, we need to move on, and trust to the gods that we will find a way to accomplish all our worth tasks." He pauses and, looking at Mund, says "Or trust to yourself if you prefer."



From: Mark

Subject Turn

No turn today. Yard work this morning and then real life game this afternoon and tonight. Tomorrow though, new stuff.



From: Josh

Subject The doors

Kal nods in agreement after Ragnar speaks. The Nations tend to have a low opinion of dwarves, but Rangar has been a stalwart companion. Travelling with a Half-Orc and a Dwarf, and they've got more gumption, honor and piety than most of the elves Kal knew back at home. What a strange group I've stumbled upon, he thinks to himself.

Once they start moving, Kal whispers to Ragnar "We truly must be doing the Gods' work."



From: Josh

Subject turn

What a cruel fate, to be at Mark's unpredictable whim. Real life over email. What's next?



From: Kevin

Subject Turn

Since I am in the real life game, it does not seem as bad as that to me, but I'm special.

I think we will be in fight soon enough.



From: Josh

Subject Turn

You're waiting until the end of the adventure to give out experience points?



From: Mark

Subject Turn

Well there has not been too much combat. I did give out experience for the forest encounter and the adventure experience will be handed out at the end of the adventure.

Guys, do not worry too much about magic items. I know some of you are disappointed that you do not have more at this level, but I think it is really not all that bad, especially if you do not meet many people that have higher power magic weapons. Don't worry, it will balance out in the end.



From: Jason

Subject Turn

I'm not too worried actually. I think that having less magic items can make some more common things challenging, and challenge is the name of the game. I mean, in a game I'm running, the characters are only 500 exp away from level 4 and they're only just getting to buy weapons... they've been limited to clubs, quarterstaffs, slings, and a couple of real weapons they confiscated from some thieves.



From: Josh

Subject Turn

I'm not minding the lack of magical items. It would suck if all of our opponents had +5 swords of maiming, +3 armor and all sorts of gadgets that somehow magically disapeared when they died, but as it stands, it's a fair balance.

It makes the occasional magical item that much more exciting.

Speaking of magical items, how did we divide the potions up?

Potions, to the end

From: Kevin

Subject Potions

We had 5 CMW potions. I think Salix took 2 (1 for him, 1 for the Stormfather) and Salix took 2 invisibility potions. Surin got the other 2 invisible and a CMW. I think the 2 remaining CMW went to Kal and Ran, since Harp, Ragnar and Mund can take care of their own HP. The shield of faith potions wen to Ran, Surin and Salix, I think.



From: Mark

Subject Potions

If that is so please update the character sheets to reflect.



From: Kevin

Subject Potions

It will be tonight after the baseball game.



From: Porter

Subject Potions

I'll update Mund's as well with his two CMW from before.



From: Mark

Subject To the end

As the heated discussion ends with no real resolution, the party continues down the tunnel. Harp takes up position about 60 feet in front of the others and keeps look out as they move down the dark shaft. They move as quickly as they think is safe. The rails give them something to follow and they move at a good clip. The tunnel continues on for what seems a long time, with the doors showing up every 15 feet or so, alternating sides. The party is startled with Harp comes back holding up a hand "End of the line. The tunnel ends. The rails just stop. Now what?"



From: Jason

Subject To the end

How long have we been in this tunnel overall? Could Ragnar estimate how far we've come?

Ragnar says "That doesn't make any sense at all. There must be a way to get to the surface from here." He heads into the darkness and starts looking for anything unusual (Search).



From: Josh

Subject To the end

How many doors have we passed?



From: Mark

Subject To the end

Ragnar thinks, counting steps in his head. He finds it a bit astonishing that it comes very naturally. He comes up with a number of 1100 feet since the turn.



From: Mark

Subject To the end

There have been dozens on each side of the tunnel.



From: Jason

Subject To the end

Retracing his steps and thinking back to the map, Ragnar says "We're approximately under the temple right now. If I had to guess, we've actually gone just slightly too far. There may be an exit through one of the last few doors." He continues searching the end of the corridor.



From: Kevin

Subject To the end

OOC: Mark, was there any type of "rail car" or some such vehicle that could have been used to move people or bodies??

IC: Salix curses to hiimself. Damn, they had missed a door because they were in too much of a hurry.

"Mund, walk down the middle of the tunnel. The rest of you, look on each side for any signs of movement - you know, foot steps, a mark on the ground, anything that might give a hint of a door that is getting use. Quickly"



From: Porter

Subject To the end

"I've seen you guys try to hunt. You couldn't track a dwarf in snow. Stand back and let me see what I can find."

OOC: Mund is the only character in the party who has the Track feat.



From: Mark

Subject To the end

Sorry I meant to put that in. There was a rail car, flat bed push type, at the end of the tunnel where the party just was.



From: Kevin

Subject to the end

Salix seathes at Mund's comment. He was the reason they had probably missed the way up.

While Mund tries to "track" something, Salix says to Surin and Kal "You two have pretty sharp eyes, see if you can "spot" a door that looks like it has been used recently."

OOC: Mark, anything else we would have noticed? A lift in the ceiling like the one on the other end??



From: Mark

Subject To the end

No lifts.



From: Derek

Subject To the end

Allistair has Sysyphys check underneath some of the nearby doors, to see if there is an exit or at least a different smell in any of them.

Door #1 and undead

From: Kevin

Subject Door #1

I have got to get me one of those. Mommy, can I have one, please, please, please????

*Kevin starts to hold his breath until he gets his way*

*Kevin starts to turn purple*

*Kevin exhales and stalks off to his room, grumbling the whole way*



From: Mark

Subject Door #1

Salix's frustration at the dead end almost sends him off the deep end. Mund was thinking of leaving and going to warn the tribes and they still had not found a way to Acer. Clamping down his will, he turns to the others "Mund, you go with Ally and his snake, see if you can find a door that has been used recently. Kal, you and Surin have the best eyes in the group; you two each pick a side and head back. Look for anything that might show one of these doors has been used recently." The others move out, Mund muttering under his breath.

10 minutes later the four are back. "We think we've found something. On the west wall, Sysyphys tasted a scent very similar to what he tasted at the Mayor's house. We found the scent on three of the doors. Surin took a look at the doors and all three show signs of current use. Mund says that they have all had some traffic, but the closest one shows the signs of the most traffic."

OODM: Actions? I am working on a map. I will hopefully have one this afternoon.



From: Porter

Subject Door #1

Mund waits for the others. As anxious as he is, he'll wait so that they can open the door together like they've done so many times before.



From: Kevin

Subject Door #1

OOC: Mark, if I remember correctly, weren't one or two of the group able to determine what those things were that Harp saw back in the alcoves of the jail area of the Mayor's house?



From: Mark

Subject Door #1

I think Kal and Ragnar both new something about it. You should ask them.



From: Jason

Subject Undead

We both recognized them as blood hulks. IIRC, Ragnar mentioned that they were undead that could take an unusual amount of beating, and suggested that they should be prime targets for turning.



From: Derek

Subject Door #1

Allistair explains a bit more after getting a report from Sysyphys. "Sysyphys can smell new and old death, and also it smells like those creatures - probably undead - that were in the alcoves near Sephrenia's cell. Didn't Kal and Ragnar mention they knew something about them?"



From: Jason

subject: Undead

Ragnar speaks up "If we think that there are some of those undead on the other side of these doors, I'm prepared to ask for a blessing which will hide us from undead creatures. Unfortunately there are a few limitations on it; an intelligent undead might be able to see through the veil, for example. Furthermore, if any of us touch any undead creature or attack anyone at all, the veil will be torn from their eyes. Finally, I can only affect up to seven people. Still, if it is able to get us through one or two groups of these undead, it could be useful."



From: Derek

Subject Undead

"Can Harp perform a similar blessing? Then we could hide everyone from these creatures, right?"



From: Kevin

Subject Undead

"I can, but not at the same power as Ragnar. I should be able to protect myself, in any event. Let Ragnar protect the rest of you, and I will protect myself. Be on guard though. If we meet any normal guards and have to fight them, the blessing will be spent and they will be able to see us.

Those things did not look like they wore any armor, and they did not look too fast. But, they look as if they can hit you, they will nearly crush you. So my suggestion would be to protect yourself first. What I don't know is how much damage those things can take. They look like they are ready to burst, but that could be muscle underneath. Better to avoid them if we can."

OOC: Mark, I think the plan is to have Ragnar cast Hide from Undead on himself and all the others except Harp. Harp will cast HFU on himself.

Did our little snake see anything that looked like stairs behind that door?



From: Mark

Subject Door #1

Actaully he did not go under any of the door. He was being used to scent out the passage of humans and more recent scents.



From: Josh

Subject Undead

"I know a bit about these creatures. They're called BloodHulks. Like most undead, sleep does not work, mind affecting spells do not work, and they do not need eat or sleep.

Like Ragnar said these things can take some serious damage. They're created in a ritual where a creature is saturated in the blood of sacraficed victims. I've heard of them human sized and large sized. I imagine they could be any size, but I don't know for sure."



From: Kevin

Subject undead

"Ok then, we try to avoid these things using Ragnar's blessing. IF, and I repeat IF, something disrupts the blessing and we have to fight them, protect yourself first and foremost. We only have a limited amount of healing available to us, so we have to be cautious if we fight them. I hope we can avoid them all together."



From: Kevin

Subject Inventories

OOC: guys, I am going to update the appropriate sheets showing the potions we got from the Mockers.

Mark, please assume that everyone has put their potions where they can get to them easily - they are not in their backpacks but in a belt pouch or some other holder close at hand.



From: Josh

Subject Inventories

I've already updated Kal's sheet. He should have only one potion.

Order, snake on patrol, Map

From: Kevin

Subject Turn

I noticed that. I did not change that.



From: Mark

Subject Turn

Sorry I did not get anything out last night. Busy night with kids and Heros.

I will get a turn out tonight and a map.



From: Mark

Subject Turn

Ok here is how I read it. Ragnar is going to cast Hide from Undead on himself and the other 6 party members. Harp will cast it on himself.

Which door is the party going to go through?



From: Kevin

Subject Which door

The one that seemed to have the most activity through it as shown by any marks, scrapes, other evidence around the door. If that one does not show a way up, then we go the the next most obvious candidate.

Right guys????



From: Josh

Subject Which door

I say we go with the one with the least activity. Kal has incredible insight into the cruel ways of the God of Gods.

That is, Mark's obviously going to fuck with us. ;-)



From: Kevin

Subject Which door

You may have a point there, but our characters would still choose the most active door. they just need to learn as we have learned.



From: Porter

Subject Which door

Agreed.



From: Derek

Subject Which door

Ally could have Sysyphys go inside the room and see how many blood hulks are in there.



From: Porter

Subject Which door

What would that buy us? We're not planning on fighting them anyway.



From: Kevin

Subject Which door

It would let us know if there is anything else beside blood hulks, it would let us know if there are obvious stairs. I think it is a good idea.

Derek, would you write that up? Once he returns we can do the Hide from Undead. Unless of course the joint between the door and the frame is too tight for him to fit through.



From: Derek

Subject Which door

As they are getting ready to go through the door, Ragnar talks about these fearsome undead creatures that are most likely on the other side. 'Blood Hulks'. Certainly sound nasty, and powerful. Ragnar's idea of making themselves invisible to these creatures certainly seems like the most prudent way to deal with them. Allistair himself had some expertise in invisibility, but this blessing Ragnar spoke of seems different. Invisibility uses magic to make a complex illusion that makes an image of what someone would see if you weren't there. This blessing seems more like it places a veil on the perceptions of the undead so they cannot sense the the recipients of the blessing. It's a very different idea on invisibility. Hopefully it would work.

Still though, it would be nice to know if this door is the correct one before they go in there. Allistair asks his familiar, Sysyphys, to slither into the room and determine the layout. Specifically, 1)If and how many blood hulks are in there, and 2) If there is a stairway or some kind of exit.



From: Mark

Subject Order

Once the snake dies, I mean checks out the room, what order will the party enter the room?



From: Kevin

Subject order

Without knowing what, if anything, the little snake can tell us, Mund and Harp first row, Ran and Ragnar second row, Kal and Allistair third row, Salix and Surin fourth row.



From: Josh

Subject Order

That order sounds good to me.



From: Mark

Subject Snake on patrol

Allistair nods at Salix's request and lets the little snake back down on the ground. Sysyphys slithers up to the door, hesitates for a second and then starts to work its way through the gap at the bottom. It takes the snake a minute or so to get its head through, but once it has he is able to move the rest of his body through quickly. Ally keep contact with the snake, getting feelings of disgust and a bit of fear. Snakes don't normally fear anything, but there are side effects of being a familiar, and learning fear is one of them. A couple of minutes later the snake's head appears from under the door and the 8 watch as he squeezes himself under the door again. As soon as he his through he moves to Ally. The mage bends down and the snake slithers up and takes his place around Ally's neck. The two hiss at each other for a few seconds and then Ally reports.

"The room is what we thought. He says that he did not see another door but that the smells seem to end at a wall. The room is roughly circular with holes cut into the wall around the north and south wall. He says that there is nothing in the room."

OODM: What now?



From: Porter

Subject Snake on patrol

"Did your snake look up to see if there's a ladder or sumthin?"



From: Jason

Subject snake on patrol

Ragnar shrugs. "If its empty, why not just open it?"



From: Kevin

Subject Snake on patrol

OOC: Mark, just to confirm, we will not cast the HFU spells until we decide to open a door.

IC: "Should we have him look at the other doors that showed activity?"



From: Mark

Subject Map

Here is the map without the invisibility spell.




From: Jason

Subject Map

And we're currently outside of #1? Also, how far from the end of the tunnel is #1?



From: Mark

Subject Map

150 -200 feet to the north.

And yes the party is standing outside of door #1

Hide from undead, the first step

From: Kevin

Subject Snake on patrol



From: Derek

Subject Snake on patrol

Allistair seems hesitant. "I don't know. Sysyphys seems scared for some reason. I don't want to risk him being crushed into a pulp by one of these blood hulks. From what he sensed in the last room, I think it's a pretty safe bet that there's a secret passage of some sort against the opposite wall. As long as these blood hulks can't sense us due to this blessing from Heironius, I say we go for it now."



From: Kevin

Subject Snake on patrol

Some misgiving in his heart, Salix agrees.

"Ok, we'll go in. Since these doors are so small, it will have to be one at a time.

Mund, you first - remember, don't attack anything unless it starts to attack you first. Harp, your second, Ran, then Ragnar. If the room is clear, or nothing attacks you, call for us and the rest of us will join you. I dont' want us all rushing in there until we know for sure what is in there."

"Ready?? Rangar, your blessing please??"

OOC: While Ragnar does his blessing (HFU) on the others, Harp will cast HFU on himself.



From: Porter

Subject Hide from undead

"One question. This makes us invisible to undead, right? Will they notice us if we're noisy, or if we talk to each other?"



From: Kevin

Subject Hide from undead

"It does not really make us "invisible" to undead creatures. It just makes it so that they don't notice us, so long as we don't do anything that would be considered offensive. They will see us, but they won't respond to us" Harp explains.



From: Jason

Subject Hide from undead

"They will neither see, hear, smell, or sense us in any way unless they can completely overcome the veil over their senses."



From: Kevin

Subjecg: Hide from undead

OOC: Forget what I wrote and pay attention to what Jason wrote. I did not read the detailed description before I posted. Sorry.



From: Porter

Subject Hide from undead

Mund scratches his head. "Um, OK. Don't attack nuttin, and they shouldn't be able to see us. I can remember that."



From: Josh

Subject Hide from undead

"If we get into a fight we should get out of the room as quick as possible. Hold them at the door so only one can get at us at once. Keep the big guys up front," Kal motions toward Mund and Harp "and then rotate them out if they need time to get healed up."



From: Mark

Subject The first step

The party listens to Ally's report and Salix asks Ally to have the snake check the other room. Mund seethes at this delay, but waits while his brothers familiar checks out the other two doors. Several minutes later Ally reports that the other two rooms are empty as well. They also have scent that ends at the back wall, but that scent is much older than the one in the first room. The two other rooms are very similar in size and lay out. Salix makes his decision. "We will enter the first door. Ragnar will ask his god for the blessing that will blind the undead to our presence. Then Mund first, with Harp following, will go through the door. Remember, do not attack unless you are attacked first. In this dark and part light it may be hard to tell undead from the living. Now go."

Ragnar and Harp both start their chants. As Ragnar is praying he moves through the party touching the others as he goes. They all feel a power flow into them that feels like a bright summer day. The party lines up in the agreed order and Mund reaches to open the door.

He grabs the handle and twists it to open. It does not budge. He tries again. Nothing. Looking back over his shoulder he says "I think its locked." The tension in the party lifts a bit but is quickly back. "Surin" Salix whispers "do your thing." The halfling moves to front. He only has to bend over a little bit to see the lock. "Mund, hold that light down here closer. Yeah, right there." Surin pulls out a small leather bag and opens it up. Inside are all sorts of small metal things that look long and sharp. He takes out a couple, places the bag on the ground and starts working on the lock. "Seen this design before. Shouldn't take but a second." Mund marvels as the halfling's hands move deftly and a few seconds later a muted "click" is heard by those in the front two rows. (Open lock, DC20, 11+15=26, success). The halfling puts his tools away and bows gracefully to Mund "After you, tall dark and impatient." He then moves to his position in the back.

Mund grunts and twists the latch again. This time the door opens, swinging out on its hinges. If one thing shows that they are in the right location, it is how quietly the hinges work. Someone has been maintaining the hardware down here. Mund, his torch attached to his shield walks through the door and into the room. He steps out of the short entryway and into the room and immediately realizes that he is in trouble (REF save, DC 20, 5+9=14, fail).

As he puts his foot down on the floor and applies his weight, the floor gives way. The barbarian tumbles down a deep shaft. In the flickering light of his torch Mund sees the floor rushing at him. Metal spikes glint in the light. He tries his best to control his fall (Tumble check, DC15, 18+3=21, success, only 7D6 damage, damage 22). He is able to push himself so that he lands at the edge of the spike field and just misses one of the spikes on the edge (AC25, 1+10=11,miss). Mund picks up his axe and his shield and looks up. He can not see the top of the shaft.

Harp, intent on the room, takes a second to notice that Mund is no longer in front of him. He hears a silent curse as Mund falls and sees the barbarian fall into the dark. Standing at the edge of the pit, he looks down it, and can barely make out a form at the bottom of the pit. The form is almost 80 feet down.

OODM: Actions? New map attached.




From: Josh

Subject The first step

OOC: I know Kal's got some rope on him, but I'm at work and can't check sake-river. It's either 50 or 100 feet. We can use that to get Mund out of there.

While Mund's down there he should check to see if there's any goodies down there. ;-)



From: Derek

Subject The first step

OOC: Ouch, that hurt, I'll bet. Allistair has 30' on his person for rope trick, and more in his bag, if needed.



From: Kevin

Subject The first step

OOC: Mund wanted to hurry up. Just think how he would have responde if Salix had suggested having Surin look for traps.

Harp has rope as well, so we should be able to get him out.



From: Porter

Subject The first step

OOC: Trap Sense +2, and the only time I get to use it it doesn't help. Figures.

IC: Mund calls up. "I'm down here. I'm OK, I guess. Anybody up there have a rope?

OOC: What does it look like down there? How hard would it be for Mund to climb up unassisted? Mund wants to look around while waiting for somebody to lower a rope.



From: Mark

Subject The first step

It actually looks fairly clean. There are no bones or any other remains. The walls are amazingly smooth, almost not natural. There are iron spikes on a grate in the middle of the floor. The grate is about 4X4 and the shaft is 5X5.

Harp has 50' of silk rope and Kal has 50' of silk rope. A use rope skill check will be needed to tie the two toghether well enough to haul Mund back up. The DC is only 10 and the person can take 10, so as long as the person has the use rope skill, they can tie the rope toghether well enough.



From: Mark

Subject The first step

Oh and the trap sense. It is the only time you have gotten to use it, SO FAR. :evil grin:



From: Porter

Subject The first step

Yay! More traps for Mund!



From: Jason

Subject The first step

Ragnar has 100' of silk rope, we can just use that.



From: Porter

Subject The first step

Good old Ragnar, ready to help a companion.



From: Jason

Subject The first step

Now if he'd *really* been ready to help, he wouldve said something about the suspicious looking stonework... *evil grin*

Turn, I've fallen, monsters?

From: Derek

Subject I've fallen

I don't know about you guys, but I sure am glad one of the meat shields went first. That's what they're for, right? :-P



From: Kevin

Subject I've fallen

Harp watches in surprise as Mund drops out of sight right in front of him. Barely able to keep himself from falling in after him, Harp inches up close to the edge and looks down the shaft. He can barely see the glow of Munds torch. "Mund, are you OK?" Waiting to see if Mund responds, Harp says to those behind him "Hold on!!! Mund just fell down a trap door."

When Harp hears from Mund that he is still alive, Harp will ask if any of the others have a long section of rope. When Ragnar offers it, Harp will lower it down and help Mund climb back to the top.



From: Mark

Subject Turn

I do not know how much I am going to be able to get out today. The lady I share the job with is out today so I am doing her stuff as well as mine. I then have a busy evening, so there might not be much. We will see this afternoon.



From: Josh

Subject Turn

I think we should send Kevin over there to "motivate" Mark.



From: Mark

Subject Turn

He might try, but his beer tapper is at home and the tubing he uses to put the beer straight into his blood stream is not that long.



From: Porter

Subject I've fallen

"Dammit." Mund mutters. "Ain't even seen an ugly yet and I'm already hurting. Lucky I didn't hit those spikes, though," he says, looking back down.

"So, what magicks do you godfolk have handy today? Should I drink up one of these potions I've been saving, or do one of y'all wanna magick up my leg?"



From: Jason

Subject I've fallen

Ragnar says "Let me take care of it. I prepared a blessing that would help with Allistair's disguise, if it were necessary, but it seems it won't be." (Sacrifice Undetectable Alignment for CMW) (Sent this only to Porter the first time.)



From: Mark

Subject I've fallen

Ragnar casts Cure Moderate Wounds (2D8+7) and heals 13 points of damage on Mund.

Munds severly sprained ankle feels better.



From: Porter

Subject I've fallen

Mund slaps the dwarf on his back. "Thanks for the help. Now, what do we have in the rest of this room? "



From: Kevin

Subject I've fallen

This assumes that Harp was able to help Mund climb back up the pit.

Mark, what type of check, if any, do we need to make to get to the other side of the pit?

It almost looks like we can make a 5 ft step on the diagonal and miss the pit.



From: Kevin

Subject I've fallen

That was a really puny healing roll. 6 pts on 2 d8?

I guess it is better to have bad rolls now and good rolls when the action is moving.



From: Mark

Subject I've fallen

In this situation no check is needed.



From: Josh

Subject Monsters?

What do we see in the room?

If there are Blood Hulks, are they moving now that the floor dropped?

How long does Ragnar's and Harp's blessing work?



From: Mark

Subject Monsters

Other than the pit and the holes in the walls the room is empty.

What I mean by holes in the walls is that there are places in the wall where bodies can be slid.

Ragnar's prayer lasts for 70 minutes and Harp's for 30 minutes.



From: Porter

Subject Monsters

"OK, let's look closely at everything. I don't think people were coming in here just to practice not falling in a hole."



From: Josh

Subject Creches

Slid how? Standing up straight for storage, or like tunnels for moving the bodies to somewhere else?



From: Mark

Subject Creches

Slid like foot first laying on your back. The holes are about 4 foot wide and maybe 2 feet high. They are about 7-8 feet deep. They are on the north and south walls of the room, maybe three high with 2 feet of rock between each one.

Turn, intelligence, Back up to, Surin and Kal

From: Mark

Subject Turn

I am going to try and get something out by early this afternoon.

Just a note. Kevin and I, with our families, will both be out of town starting early Saturday and will be getting back late Sunday. I might get something out early tomorrow and, depending on what happened while I was gone, late Sunday, but do not expect anything in between those two times.



From: Mark

Subject Back up top

Mund grunts as he reaches the top of the pit. Ragnar and Harp step back, making room for the barbarian. As Harp repacks the silk rope, Ragnar uses one of his daily graces to heal most of Mund's wounds. As the cleric is doing that Surin steps forward "Ok give me a minute or two to take a look at this trap." The halfling spends a couple of minutes and then pushes one stone in the wall. It slides to the side and the halfling pulls on a chain hidden in the opening. The floor in front of them swings back up into place and a click is heard.

Mund starts to move forward when the halfling stops him "Do you want to take another tumble? Give me a second." Surin then presses a stone on the other side of the passage and a grating sound can be heard coming from under the floor. "There, now it's safe." To demonstrate Surin walks into the room, right over where Mund had just fallen through. He heads right for the opposite wall and starts looking for the hidden door they think is there.

The others explore the antechamber. It is obviously a burial site. Niches line the north and south wall. The room looks very old and the forms in the niches have dust covering them. Ragnar takes a few seconds to look into one of the lower niches. "These are fairly old and to several different gods, not Nerul. I wonder if this Faldor has taken over an older temple that has been here for years. It sounds like something they would do."

Surin pipes up at that moment "Got it." He pulls on an innocuous iron ring and a section of the wall swings open a few inches. A dim light can be seen in the distance. The halfling turns to Salix "Let me go ahead and scout out? Please?"

OODM: Actions? Do you need an updated map? The door is in the middle of the west wall.



From: Josh

Subject Back up top

"I should come with you, I can keep quiet, and it's safer to have two of us."



From: Porter

Subject Back up top

Mund grunts his assent and makes room for the elf beside him, ready to move into the next room.



From: Kevin

Subject Back up top

Salix looks at the two, and nods his consent.



From: Porter

Subject Intelligence

In the old AD&D, 2nd edition book, it said that characters with a 3 intelligence are not capable of speech, but can still communicate with grunts and gestures. :)



From: Derek

Subject Intelligence

Was that referring to Mund's grunt, Salix's nod, or both?

Also, if you've ever played Fallout or Fallout 2, you can play the game with a character of 1 intelligence. Talking to people in the game is impossible, and makes the game a unique challenge. (another unique challenge is the Pacifist, going through the entire game without killing anything...)



From: Mark

Subject Map

I will write up the next part when I get home tonight.

I have the full map of the place finally done. Not that you are going to see it until you have been through the place. I had an older map for another adventure I did years ago that I have adapted for this.



From: Derek

Subject map

Let me guess... adapted from The Temple of Elemental Evil?



From: Mark

Subject Map

No no, nothing that recent. :)



From: Kevin

Subject Map

Y'all have to realize that my brother is finally able to put into use all those things he crafted as a disgruntled teenager with visions of granduer. It gives him great pleasure in these days of his mediocre life to live vicariously through this made up world of his.



From: Kevin

Subject Intelligence

Salix was just responding in a way he knew even Mund would understand.



From: Josh

Subject Turn

So are we going to get one more round before you and Kevin bail on us?



From: Kevin

Subject Turn

He said he was going to get one out tonight. We don't leave until tomorrow morning.

We should be back last Sunday afternoon/early Sunday evening, so he might get something out then.



From: Mark

Subject Surin and Kal

Surin is a bit surprised when Kal offers to go along. Salix nods approval and the two move through the door. The halfling whispers to Kal "You stay back a few feet. You may be able to move quietly but you stand out like a sore thumb. Keep an eye on me. I'll let you know if I need help." Kal nods, thinking Surin is being a bit bossy when he just offered help.

Beyond the door the hallway widens after about 5 feet. The passage way is 10 feet wide. Kal can see that it opens into a room about 50 feet from where the secret door is. Surin signals Kal to hug the south wall and they start making their way slowly down the passage way. The light from the room creates a lot of shadows in the hall and Kal has a hard time seeing Surin even when he knows he is there. The halfling gets about 10 feet ahead of Kal and then signals for the elf to follow (Each take 10 with move silent, Surin 25, Kal 22). Several seconds later Surin is about 10 feet from where the hallway opens into the room.

The halfling signals for Kal to stop and stay in place. He then moves in the shadows slowly forward until he can take a quick glimpse around the corner and into the room. He is almost shocked when he finds himself looking a the back of a man in a chair. The man is dressed in a chain shirt but that is about all Surin can tell. He is that close to him. He can smell the stale sweat of the dirty armor. Just them the man bends forward, bursting into laughter. This gives Surin a better look into the room. There are 5 men in the room. Two against the eastern wall, sitting in chairs. Two others are sitting around a medium sized table in the middle of the room. One is rubbing his hand, like he had just lost an arm wrestling bout. The other is telling him to pay up. The fifth man is in the opposite corner, calling the loser names.

All of the men appear very similar. Ill kept, dirty, smelly. They all have chain shirts and long swords at their sides. They have a strange tabard on, something Surin has not seen before. There are also two doors in the room, one on the south wall and one almost across from Surin on the west wall. "Two out of three you son of a dog" the loser tells the other man sitting at the table and the prepare for another round. Surin moves his way slowly back down the hallway, signaling Kal to follow. When they get back to the room he motions Kal back into the antechamber and closes the secret door most of the way. He then reports what he saw.

OODM: Plan?



From: Josh

Subject Surin and Kal

Kal can drop an "Ice Burst" (Think fireball, but ice) in that room. It looks like the right size for some serious killing. We might not get a better chance to use it.

Ice burst

From: Mark

Subject Ice burst

Josh

Can you let me know what book Icy Blast is in? I do not find it in the PHB.



From: Josh

Subject ice burst

Tome and Blood, page 91. It's essentially a lower variance fireball.

"A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10"



From: Mark

Subject Ice burst

Can you get me all the specs on it? I do not have the Tome and Blood book.

Turn, Kal deals

From: Mark

Subject Turn

Ok I just got home. I am going to have some dinner and watch the Amazing Race and then I am going to write up the next bit. As far as I can tell Kal is going to hit the 5 guys with an Ice blast spell? Right?



From: Josh

Subject Ice blast

I think it's a good idea, but I'd like to see what the rest of the party thinks.



From: Jason

Subject Ice blast

I'm all for it.



From: Josh

Subject Ice blast

The only problem with the ice burst is that it'll make a bunch of noise when it hits the doors.

If we decide to cast it, I'll center it on I3.



From: Kevin

Subject Ice blast

Salix listens to Surin's report of the men in the other room. The little halfling tells the group that they may only have a few minutes until the guards decide to move. Kal speaks up and offers to cast a spell that would damage the men in the room but not damage anything else that might be in there. After the elf suggests this, Surin gets a small smile on his face

"You know, Kal, if you were to toss those big snowballs at those guys, and then sort of step to where they could see ya, I bet they might get the idea to chase ya down. If'n you were to hightail it back to this room, I could hide just at the edge up there, and I bet ya they would run right by me. That way, when's they see you, if they decided that fighten ya might not be high on their list of fun, I could slow 'em down from the other side like."

Salix is shocked by the audacity of the little halfling. Here he was, offering to be separated from the group by up to 5 armed soldiers. There was no way they could risk the litte rouge like that.

"Surin, I thank you for the offer, but your skills are too valuable. I doubt any of us would have found that door, so I don't think we can risk it."

"Risk it?? Hell, I'm in more risk standing in the same rooms with Harp and Ragnar bangin'around the way they do, my pardon to you two. Trust me, I aint goin' to play no hero, but if one of them guys gets the idea to go raise the alarm, I'd be in the best position to do that, seein as how I'll be between him and those doors, and I'll know I'm there, and he won't. So, give it a rest, and lets go find the your head druid guy, and lets get out of this place."

Seeing the sense the little halfling was making, Salix gives approval to the plan. Surin and Kal will head back down the corridor, Surin will hide at the best place, Kal will cast the Ice Blast into the room, and then step up so any survivors can see him. He will then hightail it back to the room, where the rest of the group will be waiting on either side of the door.

OOC: Does this sound OK guys??? I don't know if you all will be able to check in, but it seems like a reasonable plan. Mark, other than Kal's Icy Blast, I do not think we want to use any magic. Mund and Ran, then Harp and Ragnar on either side of the door. We will try to take at least one of them alive - information would be good, and I think a fall down an 80 foot shaft will hide the body pretty well.



From: Mark

Subject Ice blast

Just a note, the spell has a radius of 30 feet. That is a 60 foot diameter. The room is only 20X20.



From: Josh

Subject Ice blast

So that means more damage from shrapnel, right?



From: Mark

Subject Ice blast

Well it means that it covers a very large area.

For example, since it is a burst, it goes 30 feet in all directions until it meets resistance.

The squares on the map I sent are 5 foot squares. If you have the spell go off at I3 it will go to O3 as well as cover the entire room.

Please note that burst effect spells have to be aimed at the intersection of lines, or at least the area of effect is centered on an intersection. So you really do not aim for a square, you aim for the lower right hand corner of I3 and then the effect is measured from that intersection. There is a very good chance, with the spell centered on I3 that some of the shards will hit the doors.



From: Josh

Subject Ice blast

I figure it's better for us if any bad guys come running in here and try to kill us here. Unless we need to keep our infiltration quiet, I think we're best off doing the bulk of the fighting in this room.



From: Derek

Subject Ice blast

Do we have any idea what's outside of the room the guards are in? Can we make a reasonable guess where they are in relation to other buildings on the estate?



From: Mark

Subject Ice blast

Ragnar thinks you are very close to being under the temple that the party was told about. However, they are not at the temple that is on the surface. They are still 40-50 feet below ground.



From: Mark

Subject Ice blast

You have no idea what is on the other side of the doors.



From: Mark

Subject Kal Deals

The plan is quickly decided but Kal makes one suggestion to Surin. "You may want to take your place where the hallway narrows down, for two reasons. First, if you get much closer you may be in range of the effect of the spell and be caught in the ice blast. Second, since the hallway narrows there, and the men obviously know that, they will be edging themselves to the southern edge anyway. That should leave you able to stay out of their site, since they will be rushing after me." Surin nods and the two head out.

10 feet inside the door, where the hallway broadens out to about 10 feet across, Surin stops and positions himself in the dark as best he can. He signals to Kal when he is ready and the elf moves 15 feet more forward. Behind them Harp and Mund have taken up positions on either side of the door with Ragnar and Ran next to them. Kal takes a deep breath, grips the small pearl in his hand and chants his spell. Back in his corner, Surin strains to listen down the hallway and just as Kal finishes his chanting he hears a voice say "What the hell is that?"

As this is said Kal throws the small pearl and it streaks out from his hand and flies to the spot he had designated. He hears chairs moving and then there is a silent explosion (Damage 26). The blast is followed by the thumping sounds of ice shards thudding into wooden doors and chairs and tables. There are a few muffled yells that die away quickly. The elf, who had turned a bit at the rush of ice shards that had almost made it to his spot rushes towards the edge of the room, rapier drawn, ready to try and draw any survivors.

Kal is stunned by what he sees when he turns the corner. The bodies of three of the men have been shredded. Two of the men lie on the floor, moaning a bit, blood flowing from jagged wounds, the ice in them turning pink as their blood seeps in to the frozen water. As Kal surveys the devastation, one of the men stops moaning and stops moving. Kal turns and signals to the others.


OODM: Actions.



From: Jason

Subject Kal deals

OOC: Assuming that he signaled us to come forward...

Ragnar, unsure why Kal is changing the plan but trusting his tactical judgement, hurries towards the elf's position.



From: Kevin

Subject Kal deals

OOC: he is signaling that we kicked their asses.



From: Derek

Subject Kal deals

OOC: Nice roll! Ally never gets a decent amount of damage from his fireballs. Mechanics-wise, did everyone automatically fail their saving throw since it was essentially a sneak attack?

Carnage, Clothes and healing

From: Mark

Subject Carnage

You do not know. These guys could have been level 1 commoners with 1D6 HP and all made their save and still died. Except for the one still moaning. He was probably higher level. :)



From: Kevin

Subject Carnage

Harp and Mund wait at the door, intently listening for when Kal comes running back into the room. In the distance, they hear something that sounds like rocks hitting a wall, and then nothing. Peering out around the doorway, Harp sees Kal, standing almost in the other room, motioning them to come forward. Nodding at Kal, Harp says to the others "Mund, Ran and Ragnar, follow me. The rest of you, give us a minute or so to make sure the room is secure, then come on down." Weapons drawn, the four head down the hallway and enter the room, the carnage as bit of a shock. Harp had seen Kal fight like a whirlwind, but had never really seen him perform magic at this level (OOC: Use enought dynamite there, Butch??). Kal motions to the one guard saying "I think he's still alive." Harp motions Ran and Mund to cover the two doors, then stoops down to the dying man, saying a small prayer to the Battle Lord, and stabilizes the fallen guard.

OOC: Mark, Harp will sacrafice a guidance for Cure Minor Wounds on the guard.

IC: When Harp looks up he sees Salix and Allistair enter the room by Kal, Surin right behind them.



From: Kevin

Subject clothes

OOC: We will also make sure to take the tabards.



From: Mark

Subject Clothes

What tabbards? Oh you mean the ones that have been shredded and are filled with holes and covered in blood?

Kal's blast put 3 of the 5 below -10. The 4th guy was at -8, the last guy is in the mid negatives and he had over 20 HP to start. The dynamite comment is close to being true. :)



From: Kevin

Subject Clothes

OOC: I did not say we were going to put them on, just take them. You never know when a resourceful person could use them to try and bluff someone, giving him a +20 on his bluff check, of course).



From: Mark

Subject Clothes

Bloody rags will not help much with the bluff check. Imagine what clothing looks like after a schrapnel explosion. The bodies and the outer garments are torn to shreds. Even the armor is useless.



From: Josh

Subject Clothes

l o l

It was worth it for the laugh.



From: Kevin

Subject Clothes

OOC: Imagine - a man comes stumbling up the stairs, his hands grasping at his belly, his clothes ragged and blood soaked. He staggers to the guard, trying to speak 'help me'. As the guard comes closer, the man lurches forward, falling to the ground. The guard leans over to check the body, when from behind, he hears a quite voice "Now, now, lets keep your hands where I can see them" and feels the point of a dagger in the small of his back"

You never know when something might be usefull, and they don't weigh very much.



From: Josh

Subject clothes

ooc: nice!



From: Josh

Subject Clothes

How come if these guys were level 10 their armor and clothes would still be just fine?

I'm not at all complaining, just curious how we try to explain that.



From: Mark

Subject Clothes

If only the party had someone with a bluff skill above 0 that was not 3 feet tall.

Most of this party would make William Shatner look like an award winning actor. :)



From: Mark

Subject Clothes

Who said they were level 10? Who said they were commoners?

However, even a level 2 NPC fighter could have mid 20's on HP with a good roll.



From: Josh

Subject Clothes

I'm saying, if that was a room of very high level guys, they'd take some damage, but their armor would be fully intact. The way you did it makes sense, but I'm curious how we try to explain it when a guy with more HP's gets hit with the same spell and his armor doesn't shred.



From: Jason

Subject clothes

I think he's saying that if they were level 10 fighters with 70 hp, they not only would have lived through it, their armor would have been fully intact too.



From: Mark

Subject Clothes

This was mainly for dramatic effect. Just wait until I write up when every one gets closer to the bodies. :evil grin:



From: Josh

Subject Clothes

I dunno, it makes sense that these guys would be all tore up. I'm not complaining about that.



From: Kevin

Subject Clothes

Salix has a 16 charisma - he has no ranks in bluff, but would get a +3 to even try. Add in a couple of points from the bloody tabard, and he is at a +5 before the roll.

And how good of a sense motive will the other guy have?



From: Porter

Subject Carnage

Mund sees that Harp is healing the last guard, and says "Ranthir, you cover that door" as he comes down and grabs the guy in a strangle-hold. Mund doesn't want him calling out for help before the others can shut him up.



From: Mark

Subject Healing

Can Ragnar use his heal skill to get the guy conscious without actually healing him into positive hit points?



From: Randy

Subject carnage

Ranthir moves quickly to the door, listening to see if there are any footsteps approaching. His sword is drawn and his blood is pumping.

"If there is anyone nearby they must have heard that, let's be quick about this."



From: Porter

Subject Carnage

Mund doesn't know. :)



From: Mark

Subject Healing

A sucessful heal skil use or the Cure Minor wounds will stabalize the man. He is at negative and going down. Only rest or a more powerful healing spell will get him back to moving.

0 hp is disabled, -1 or lower is dying, -10 is dead.



From: Derek

Subject Healing

Allistair has a total modifier of +8 in Bluff. (Sysyphys gives him a bonus)



From: Derek

Subject Carnage

So is everyone in the room now? Are we waiting for Mark to write something up?



From: Josh

Subject Carnage

Kal's amazed at the damage. When the rest of the party comes up to the room, Kal's standing amid the blood, holding a pearl between his fingers, staring at it in wonder.



From: Mark

Subject Carnage

No he isn't. The pearl is the material component. It gets used up with the spell. He might have a few more in his component pouch, but the one he used is gone.

It is not a big deal since it does not give a GP value of the pearl. So as far as I am concerned, a small pearl.

And yes I would guess you are all waiting on me. I am going to try and get a turn out this afternoon or tonight by 9.



From: Mark

Subject Questions

Assuming that the one guy left does not die, and that you can get him to talk, what do you want to ask him?

And then what will you do?



From: Josh

Subject Questions

Yea he is, he pulled another one out of his pouches. He's kinda amazed at what he did, had never cast that spell before.



From: Josh

Subject Questions

How many guards? Where is Faldor? Where is the Stormfather? What's the layout of this place like?



From: Jason

Subject Questions

What's on the other side of this door? And are there any more traps?



From: Derek

Subject Questions

What is your schedule? When are you expected to check in with someone? Who might be coming down here and when? Any details they know about the ceremony tonight, where the 'special' prisoners are being held, etc.



From: Derek

Subject Healing

Has the remaining living guard been stabilized, or is he about to bleed out?



From: Kevin

Subject Healing

Harp cast Cure Minor on him, so he is stable, but still out. We can have Harp and/or Ragnar keep casting O level cure minors, or just give him a potion of CLW (Harp has 5 of those). It is time vs information. If we waited an hour, he would probably wake up on his own, but we don't have that time.

I say we throw the bodies (sans tabards) down the pit and then close the trap door again.



From: Mark

Subject Healing

It would take days for the guy to wake up. This is not subdual damage. This is real die in a few seconds damage.

He can be stabalized with either a Heal skill check or any Cure spell. Which do you want to do?



From: Derek

Subject Questions

Allistair sees his brother take the remaining living gaurd into a choke hold. "Ah, time to get some more information. We're short on time, so we're going to have to do this quickly like we did with Hanz and Franz."

Allistair then squats down beside his brother and the guard. When the guard is awake he will begin his interrogation immediately. "We're in a hurry so I'll make it simple for you. You answer our questions and we'll simply tie you up and leave you here. Resist or lie and we will simply kill you like your friends. I can spare neither time nor compassion for servants of Nerul. The guy holding you is neither as merciful nor as patient as I am, and would rather just break your neck and drop you down the pit. So if you want to live to see tomorrow, you had best cooperate. Do you understand? (waits for nod from guard) Good, let us begin."

Allistair will ask the following questions:

How many guards? Where is Faldor? Where is the Stormfather? What's the layout of this place like? What's on the other side of this door? And are there any more traps? What is your schedule? When are you expected to check in with someone? Who might be coming down here and when? What is your role in the ceremony tonight? When does it begin? How many will be here in the temple for the ceremony? How many bloodhulks are there here in the temple? Where are they? How are they controlled or avoided?

Allistair will have Mund apply pressure in response to noncompliance, as before with Hanz and Franz.



From: Derek

Subject Healing

OOC: Postpone my last post on Ally doing the interrogation until after we've healed the guy. Can't Harp or Ragnar spare a 0th level cure spell? That would be enough, wouldn't it?



From: Mark

Subject Healing

A Cure Minor Wounds (0th level spell) heals just 1 HP of damage. It will also stabalize him. So far Kevin has mentioned using one to stabalize the guy but not to bring him back so he can talk.



From: Porter

Subject Healing

OOC: Nope. We need to get him up to 0 HP.

IC: "How much stuff do you want to spend on this guy? It's your magic, and your call, but if you want, I'll kill him now and toss him down with the rest."



From: Kevin

Subject Healing

The 0 level will stabilize him so he does not bleed out, but we will need a CLW to get him back to where he can talk. Mark, Harp will use the 0 level to stabilize him, but do we want Harp to use one of his CLS potions (as I said, he has 5) or have one of us use a spell. I would rather use the potion since we may need the spell in that spell slot later (like a bless or other 1st level spell).



From: Josh

Subject healing

Better to use a spell than a potion, as I see it.



From: Jason

Subject healing

Well Ragnar wouldn't be inclined to use either, so I think its pretty much Harp's call at this point, unless Salix wants to take charge.



From: Mark

Subject The guard room

At Kal's signal Harp and the others hurry into the guard room. What greets them looks like a scene out of an ancient epic song. Mund lets out a whistle. Torn bodies lay strewn about the room. Shards of ice protrude from the wooden doors, the chairs and the bodies of the guards. There is a second of stunned silence and then Kal says quietly " I think that one is still alive" pointing at one figure on the ground. Salix starts whispering commands "Ran and Harp, each of you watch a door. Mund you and Ally are with me. We're going to see what we can do about the survivor. Surin, you and Ragnar take a quick look around and get anything that might be useful. Kal watch the hallway behind us."

The others rush to take up their positions. Salix looks at the man's wounds. He gathers up some of the man's clothes and staunches the wound (Heal check, take 10, 10+9=19, success, stabilized). As Salix treats the wounds, Mund grabs the man from behind in a choke hold. Ally takes up position in front of him and slaps the man a few times, trying to bring him to consciousness. After 30 seconds the mage calls Harp over. "Give me one of your healing potions. We need to get him to talk so we need to wake him up a bit." Harp nods and hands one of the pale green potions over. Ally un-stoppers the bottle and pours the liquid down the man's throat. The flow of blood from his chest slows to a small trickle and the man's eyes flutter open.

"We're in a hurry so I'll make it simple for you. You answer our questions and we'll simply tie you up and leave you here. Resist or lie and we will simply kill you like your friends. I can spare neither time nor compassion for servants of Nerul. The guy holding you is neither as merciful nor as patient as I am, and would rather just break your neck and drop you down the pit. So if you want to live to see tomorrow, you had best cooperate. Do you understand? (waits for nod from guard) Good, let us begin" The man nods and coughs

"How many guards?"

"Dozens" the man says but Ally is sure he is lying. He nods at Mund and his brother applies pressure. The man's eyes start to bulge as he gasps for breath. Mund releases his hold. Ally speaks again "How many? And this time the truth or you will die." The man's eyes take on an odd, frightening gleam as he responds "Die? You think I fear death. Death is no safety from the one I serve. He will find the truth even after I am gone so I will die on my terms." Faster than Ally or Mund would have thought the man reaches into one of the still bleeding holes in his chest. He grabs and pulls. His scream is cut off as Mund tries to apply his choke hold, but while it keeps the scream from echoing from the room, it is too late to stop the man from killing himself.

OODM: What now?



From: Jason

Subject The guard room

Cool scene :) Ragnar votes for just moving right along.



From: Derek

Subject The guard room

Allistair is surprised for a moment, and then shrugs. "Well, that's that. Not much of a loss anyway. If I were of the same persuasion as Faldor, death wouldn't have kept his answers from me either. However I find such magic distasteful, to say the least. Mund, drop him in the pit with the others. By the time we're done here, taking the time to fish him out and then ask questions from his corpse will be the least of their concerns."

Allistair then gets up and brushes off his robes. "What next?" he says to Salix. "We might as well have Surin continue on."



From: Kevin

Subject The guard room

Salix looks on, aghast at what he just witnessed. He had seen such wanton disregard for nature and life this whole trip, but this... this was too much. This man had taken his own life. This was truly an abomination. Hearing Allistair blunt comments, Salix steels his heart.

"From here on out, everyone we meet will likey think the same way. Death to them is a goal. We need to be prepared for what they will be willing to do in pursuit of thier dark goals.

Harp, give Mund a hand hauling these things away. Kal, go with Surin and help him look at those doors and see if you can get an idea of which way to go. The rest of you, see if you can find anything useful in this room."

OOC: Mark, Surin will want to take the tabards just in case.