Expedition: White Plume Mountain

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Jan 23, 2016 10:06 pm
As his awe subsides, Taris senses some of Valinar's magical energy pulsing from the bracelet. He immediately understands its properties, and that it carries the last fragments of Valinar's innate magical power that are left in the mortal realm.
OOC:
Nope, don't mind at all. I love this kind of stuff - love it so much, I'm going to make that bracelet magical. As an action, you may expend the colour from one of the beads to cast chromatic orb as a 3rd level spell. The colour spent determines the element of the orb as follows: blue = cold, green = acid, red = fire, yellow = lightning.
Jan 24, 2016 12:24 am
"I guess it likes you," Boide says. "Did the sphinx send ya?"
Jan 24, 2016 1:00 am
Taris shakes off his shock and stands to face the others, "I am Taris Feldorian, Valinar was my brother. I was actually hired to take on this task, not him. He tricked me and took my place. I followed you here, met with the sphinx, answered a riddle and she told me where to find you."
Last edited January 24, 2016 1:01 am
Jan 24, 2016 1:25 am
"Boide Stonebook," says the cleric, by way of introduction. "Sorry for the loss. We'll hold a proper ceremony if we ever get out of here."
Jan 24, 2016 3:03 am
Tolvaj eases a bit and sheaths his daggers but doesn't say a word.
Jan 24, 2016 2:01 pm
As you come to know the new comer, a second geyser near the platform on the opposite side of the room erupts. It is too distant for the water spray to reach you. This one erupted about 2 minutes after the first one...
OOC:
Found this helpful image from a cute comic I don't recommend you read until we're done the adventure. Gives a clearer sense of the set up here now that you've see both geysers:

http://4.bp.blogspot.com/-bj-LIAc2xDs/U-w9HkEJZEI/AAAAAAAABxQ/PwCjpkK5h34/s1600/122mudroom.jpg
Jan 24, 2016 4:27 pm
"Well, now that we've got this family circus settled," grumbles Boide, "maybe we can figure out a way to get across this cave in a jeffy." He points at the feral humanoid earth-shaping along the wall and whispers a prayer seeking benevolence for the creature's bravery.
OOC:
Casting Healing Word at 2nd level on Eithne. 2d4+5 HP.
Jan 24, 2016 11:53 pm
Taris looks around, "I suggest we back out of here for a moment. I'd rather not get caught in one of those blasts here. We can take a peek after the next one to see if your friends' plan works," Taris says, pointing at Eithne.
Jan 25, 2016 12:03 am
Taris and the others wisely retreat to the safety of the hallway, but leave the door open so they can see the crossing attempt. Progress is slow, but steady. The geysers erupt regularly, but at different intervals. The one in the middle of the room erupts every 5 minutes, and the far one every 3 minutes. The druid makes an effort to protect herself and her companion from the blasts by shaping the mud blocks to for a slight thin wall. But, each blast requires the druid to stop moving the bridge and to focus intently on maintaining the barrier keeping them safe from the scalding water.
OOC:
Make three Concentration checks
Jan 25, 2016 6:12 am
Eithne struggles to maintain her focus as each geyser erupts.

Rolls

Concentration check 1 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (6) + 2 = 8

1d20+2 : (20) + 2 = 22

Concentration check 2 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (13) + 2 = 15

1d20+2 : (15) + 2 = 17

Concentration check 3 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (1) + 2 = 3

1d20+2 : (20) + 2 = 22

Healing Word from Boide - (2d4+5)

(23) + 5 = 10

Jan 25, 2016 8:23 pm
Boide crouches behind his shield, attempting to protect those behind him from any stray splatters of boiling mud. "I hope there's a lever or something. I'd hate for The Cat to have to do this for every one of us."
Jan 25, 2016 8:28 pm
Eithne an Ohica safely reach the other side. Once there they find the platform to be almost identical to the one they came from. The plain wooden door is closed.
Jan 26, 2016 1:49 am
Eithne examines door as she catches her breath for a moment.
Last edited January 26, 2016 3:09 pm
Jan 26, 2016 7:23 am
Ohica hugs Eithne gratefully. "Now we just have to figure out how to get the others across..."
Jan 26, 2016 3:12 pm
Turning from Ohica, Eithne heads back for the others.
OOC:
If Eithne should fail a concentration check and lose the ledge (and if she's conscious, obviously) she'll try to quickly wildshape into a cave lizard and catch the wall.
Last edited January 26, 2016 3:14 pm

Rolls

Concentration check 1 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (9) + 2 = 11

1d20+2 : (4) + 2 = 6

Concentration check 2 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (6) + 2 = 8

1d20+2 : (20) + 2 = 22

Concentration check 3 (advantage) - (1d20+2, 1d20+2)

1d20+2 : (13) + 2 = 15

1d20+2 : (6) + 2 = 8

Jan 26, 2016 3:35 pm
Eithne arrives back at the other side... who is next?
OOC:
To speed this up, decide on an order of transportation. Eithne only has to make 1 concentration check for each round trip
Jan 26, 2016 3:45 pm
"I will be last," says Boide. "Guidance upon your brave soul!" The war cleric's hand glows as he places it upon Eithne's shoulder.
OOC:
Casting Guidance on Eithne for d4 to one ability check. Boide hopes to do this each time Eithne makes the trip; perhaps Ohica could do the same on the other side?
Jan 26, 2016 4:54 pm
Ohica awaits Eithne's return.
OOC:
I wasn't expecting Eithne to leave so quickly; I'd intended to cast Guidance on this end, too. Whenever Eithne returns, Ohica will cast Guidance to assist her.
Jan 26, 2016 8:03 pm
It is slow, and there are a few close calls, but with the prayers of Ohica and Boide supporting her, Eithne manages to get everyone safely across the boiling mud pit. Now, the party faces their next great challenge, an unassuming wooden door.
OOC:
I decided that this was just going to be an exercise in "roll to see if anyone dies"; which is neither terribly fun nor interesting. You've already 'solve the puzzle', and maximized odds of success so lets just move on. Death here would be the cause of bad rolling, and I'm not interested in running a game *that* 1e in style
Jan 27, 2016 1:39 am
Tolvaj will kneel besides the door and inspect it for traps and the like.

Rolls

Perception - (1d20+3)

(5) + 3 = 8

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