Tunnels

Mar 31, 2023 1:37 pm
@ForeverDED / Blornvid will begin their adventure here

Seeking a greater forpose than smithing, though the crafting of tools that have use and endure is no little thing to the dward, Blornvid jioined an expdition looking for craftmen. The expedition is reclaiming a city lost in the Shattering and well supprtd. Starting as a smith and artificers assistant seemed a good way to get a feel for what the area would be like.

Blornvid has seen many adventurers come and go as he repirs armor and wepons for them. The guards are a bit more stable but something about them feels off. Blornvid has noted that the expedition leaders and researchers seem oblivious to the guards focusing more on their comfort and what the scouts can help them bring in from the ruined city outside the base.

Mord (Smith)

Psybermagi

Mar 31, 2023 1:40 pm
Mord (Smith)
Here is another set of armor the guard broght back ruined. See what you can do with it and mord drops a breatplate with obvious sign of habing been bitten by something quite large.

Having worked for Mord for a couple of weeks now Blornvid knows him to be a tough task master but he is fair and actually quite friendly when outside the smithy, where he demands excelence as a minimum and perfection to always be sought.
OOC:
Give me a smithing test, with advantage (3d6) to work on the armor

The Old & Idle Game Storyboards has some of the other adventurers stories you can read for refference. The Base would be a good one to start with. I will drop some pertinant info her later
Mar 31, 2023 10:59 pm
[ +- ] The Base
[ +- ] Base Map
[ +- ] Perona
Having spent a couple of weeks in the are you have a good sense of what is going on. All you need now is an opportunity. The guards do not appeal to you but you learned from your chatting with the clerk that you need to join a group or at least have a partner to be a scout outside the base. In the meantime you heard Valpip talking with Mord about having recently discovered a set of tunnels attached to the warehouse basement. As it is on base you might be able to explore the tunnels on your own or get a guard to help out if there are no other options.
Apr 1, 2023 2:57 am
Quote:
OOC: Give me a smithing test, with advantage (3d6) to work on the armor
Darn it.
Last edited April 1, 2023 2:59 am

Rolls

Smithing Test - (d6, d6, d6)

d6 : (1) = 1

d6 : (4) = 4

d6 : (2) = 2

Apr 1, 2023 3:17 am
Frustrated with his attempts to work the breastplate back into something useful, Blornvid decides to set out after his shift is done. He heads next door to talk with Valpip about the tunnels beneath the warehouse. He hopes to learn whether or not Valpip needs someone to explore these tunnels and if non-warehouse personnel can gain access to them. If that conversation doesn't require immediate action or requires some proper planning, he'll plod on over to the cantina for grub and an ale.
Apr 1, 2023 6:00 pm
OOC:
rolls can be done simply as 3d6 or click on the 3d6 of your character sheet
FYI : The map of the base camp is in a snippet on the Tiny Info sheet
After finishing up his afternoon work, with Mord grumbling about distracted help, Blornvid heads across the courtyard to Valpip's shop. The little gnome his hunched over a workbench, as usual, and only look up briefly as Blornvid walks in.
Valpip
Tell Mord its not ready and the artificer waves Blornvid off. After Blornvid explains why he came Valpip tells him to go talk with the clerk. The administrator manages the warehouse you know. I was just helping expand it to some cellars when I found the old tunnels. Dont spread it about I am sure Phaln wouldn't want others knowing there is a back way into the cellars.

Knowing the clerc will be in the office for a bit you head over quickly before he closes up shop. Walking in you see the boy cleaning up papers getting ready to end his day. Seeing you enter he greets you before resuming his work
clerk
Whats up Blornvid? You explain your interest and the boy ponders for a moment. Well it is in the warehouse so we will need to talk with the administrator but I am sure he wouldn't mind letting you have a go at it first. Mord says you have been a good worker and to be honest the guards don't really jump at chances like this. We can get one of them to help you . . . .oh wait. what about Sawen? He's good in the dark and likes to pick up the odd job. He might go with you

Sawen Shadeflanks
Sawen is a Owlkin birdfolk. He mostly hunts in the swamp and has been here about as long as you have. You have helped tend to some of his gear so know who he is but that is about it as he tends to work evenings through the night to dawn.
Apr 1, 2023 8:44 pm
To Valpip: "Aye. I'll keep it to myself. Thank ye."

To Clerk: "Aye, I've worked on a bit of his gear. Seems a fine fellah. By chance, would you know where he resides? I know he works nights, so I don't see him except at closing to pick up gear and opening of the smithy to drop it off."
Apr 2, 2023 12:59 am
clerk
I think he stays in the gardens as the barracks are too noisy for him to sleep in the day
You are aware of the gardens but never bothered with them as the gardener is a elf with a rather intolerant view of others intruding into what he considers his territory. Thanking the boy you cross the small fountain plaza and head over to the gardens.
Gardener?
Tall walls surround the gardens and though none of the doors into them are locked few brave the wrath of the gardener. Opening the door and stepping in you only take a few feet before the gardener is glaring at you from a few feet away. You have no idea where he come from but he obviously considers you a trespasser. May I help you with something? Though his words are polite enough he stance and tone do not invite you to stay.
OOC:
Let me know if you would like to role play out each scene otherwise I will continue glossing through things to get to where I think you are heading
Apr 2, 2023 7:29 pm
OOC:
I'm fine with glossing through things to get where I'm headed.
Blornvid tries to adopt a respectful stance. "Good day, sir. I'm Blornvid. I work for Morn over at the smithy. I was hoping to have a chat with Sawen. I was told that he resides here when he isn't working."

If the gardener denies him the opportunity to talk with Sawen here in the gardens, then he will respect his demands and politely depart. However, he will then wait outside the gardens in hopes of catching Sawen before he goes to work.

Sawen Shadeflanks

Psybermagi

Apr 3, 2023 1:48 pm
Floating at your he walks over and whacks a tree with his hoe. A few sends later a dark figure drops from the tree.
Sawen Shadeflanks
looking around and rubbing sleep from it's eyes the owlkin figure is about 4 feet tall with wings folded against it's back and birds tallons for hands and feet. With the gardener wandering off Sawen looks to you and softly murmurs Mayi help you?
Apr 3, 2023 10:05 pm
"Good day, Sawen. I'm Blornvid. I work for Mord over at the smithy." He lowers his voice. "I heard about a potential odd job exploring some tunnels beneath the warehouse. I was wondering if ye would want to partner up and check it out. Split the take 50-50."

Sawen Shadeflanks

Psybermagi

Apr 4, 2023 1:10 am
Sawen Shadeflanks
Cocking his head in thought he wanders over to a small fountain and washes his face before he begins preening his wings. I could help out. I dislike enclosed spaces but the dark does not bother me. I would like to go and break my fast first at the cantina. You may join me if you like or we can meet up after you make your preparatins. Hmm the warehouse you say? We may have trouble gaining acces till morning as they usualy close up around this time.
He Jumps back up into the tree and returns to the ground a moment later after gathering his gear.
Will you join me for a meal or do you have other preparations to make? if so then come find me at the cantina within a half hour and we can finalize plans for tomorrow or set out if you have means to eter at that time. I should be done eating in a quarter hour but will wait for you an additional quarter. If I do not se you by then I will continue with my usuall rutine.
The owlin seems willing to cooperate but not overly ected at the prospect of entering the enclosure of tunnels.
Apr 4, 2023 2:34 am
Blornvid looks up at the sun's position in the sky. "You are correct; the administrator is done for the day, or near enough to it that he won't want to be bothered. I will try to contact him tomorrow. There's no need to rush this, and it would be foolhardy to do so. Instead, I will gladly accept your invitation to join you for a meal.
OOC:
You can gloss through dinner unless you feel that it should be played through.

Unless there's something else he should attend to, after the meal, Blornvid will return to his quarters and get some shuteye in hopes of getting up early enough to meet the clerk or the administrator before he needs to get to work. If not, lunch break, if Mord allows that sort of thing.
Apr 4, 2023 2:47 am
You accompany Sawen to the cantina. By preference you frequent the tavern as it has a better mead but the cantina has a passable brandy that works in a pinch. You sit and chat for a bit as you eat. Sawen is familiar with the clerk and is often the first in his office so you agree to meet in the morning at the sounding of the first day watch.
OOC:
I have another newcomer who may join in on you little quest. I will let you know by tomorrow.
Apr 4, 2023 3:00 am
OOC:
Sounds good to me.
Apr 4, 2023 5:22 am
OOC:
@PoisonIvy your story starts here.
Read the first couple posts advice for background information

As the two sit and talk Moli overhears their conversation and feels fate twisting. This may just be the opportunity to lead to her destiny.
Apr 4, 2023 8:07 pm
Moli is working in the cantina and brings over two glasses of the good brandy, setting them down for the two of you. When you reach for your glass, she catches your eye. She stares for a moment before speaking.

I'm sorry... ...May I sit? I don't mean to eavesdrop. I couldn't help but overhear talk. Of a job. In the warehouse tunnels. Possible danger.

Rolls

Diviner's Dice for the day - (3d6)

(226) = 10

Apr 4, 2023 8:17 pm
"Aye." He gestures to the open seat. "Apparently, I talk a wee bit too loud. Must be from the racket in the smithy, banging metal all day." He looks around and lowers his voice. "Hopefully, the whole bloody cantina isn't listening in. Anyway, I'm Blornvid. This is Sawen. Who might you be, lass?"
Apr 4, 2023 8:42 pm
Blornvid? She sits. Are you sure? I thought you introduced yourself as Dorovir. Earlier. Must be my ears. Sorry.

Oh. Yes. You can call me Moli. It is good to meet you. Both. And don't worry. I don't think anyone else heard. Can you tell me more? About the job.
Apr 5, 2023 2:10 am
PoisonIvy says:
Blornvid? She sits. Are you sure? I thought you introduced yourself as Dorovir. Earlier. Must be my ears. Sorry.
"Dorovir?" Blornvid can't hide his surprise at hearing mention of that name. "No, that's not my name... But it was the name of a very good friend of mine..." He stares down into his brandy.
PoisonIvy says:
Oh. Yes. You can call me Moli. It is good to meet you. Both. And don't worry. I don't think anyone else heard. Can you tell me more? About the job.
Blornvid perks back up. "Good to meet you, too, Miss Moli. Valpip the artificer told me about some old tunnels he found in the cellar beneath the warehouse. The clerk confirmed it. Says we need to talk to the administrator to get permission to check them out. It's never smart to explore alone, so I figured that I'd find someone to go with me. The clerk recommended Sawen, who I knew of cause he brings gear in to the smithy. Does that interest you?"
Apr 5, 2023 4:23 am
Oh. I'm sorry... About your friend. And my mistake... But yes. I like the sound of that. Very much. Anything to get me out of this cantina. Should I meet you at the clerk's office? If the administrator works there. I've never met them. Truth be told.

And do you expect anything? In the tunnels. Anything specific.
Apr 5, 2023 4:35 am
OOC:
A bit of background you both would have picked up working on base a while.
The base was built on ruins of the city the expedition is working to reclaim. The docks and much of several buildings were still standing and just reinforced with magically shaped stone. Thus the tunnels are likely from the original city.
Apr 5, 2023 5:13 am
OOC:
What do we know about the Old City? Or is there a lore dump somewhere that I can go read?
Apr 5, 2023 12:46 pm
The city was called Paphos and itle is truely known of it at this time. (Info here)
Apr 5, 2023 4:44 pm
OOC:
Cool! Thanks.

Also, when we plan on visiting the administrator "in the morning", does that mean something specific? Not sure how time passes in this game.
Apr 5, 2023 7:54 pm
OOC:
Time moves at my whim 😁
After a decent meal where you get to know each other a bit better you return to your individual activities with the plan to meet in the morning. Before going to bed you talk to your respective bosses about a day or two off.

In the morning you meet while it is still dark but drawn is edging up onto the sky. A youth opens the administrators office from within and looks a bit surprised to see the three of your waiting.
clerk
Cone on in he calls heading back to his corner. what can I help you with? Oh are you here about the tunnels under the warehouse? I think it should be ok. Let me see if Valpip sent a note. and he rummages through a loose stack of papers yep, here or is. Alright you should be good to go down but you're going to have to register as a scout glancing at Moli and Blornvid. As he talks he pulls out a contact. You've both signed on already but this one has better pay and services but requires you to report and turn in all findings.
I'll need to check with the administrator before taking your back and he turns to knock on a side door. Talking briefly once he opens the door to a summons, he bids his head. Alright I can take you in but the guard will have to lock you in the tunnels.
Just showt when your need to get out and we will cover and open the gate again

Phlan
Through the slightly open door you see a neat middle shared man working at a desk.
Apr 5, 2023 8:35 pm
Psybermagi says:
Alright I can take you in but the guard will have to lock you in the tunnels.
Just showt when your need to get out and we will cover and open the gate again
Moli looks at Blornvid to see what he thinks about this. If he doesn't take offense, she won't say anything.
Apr 5, 2023 9:58 pm
Blornvid meets Moli's gaze. His unhappiness with this condition is written all over his face. Turning back to the clerk, he says, "We're going to be locked in? I can't say that I like the sound of that. If we're in mortal peril and no one's there... What if the guard has fallen asleep or wandered off to grab a bite to eat or take a leak?"
Apr 6, 2023 1:17 am
clerk
You see the problem is that the entrance to the tunels is in the midle of the wharehouse. No one is alowed in there unsupervised The boy is interupted by a call from the still open doorway
Phlan
Send them in. I will deal with this. Go and get one of the guards. The clerk ushers you into the neat and spacious office. The man continues looking over records and forms as he talks. I would suggest yo ulimit your time in the tunnels to a set period. We do not know how far they go but they do seem extensive. A guard is always at station ourside the wharehouse and rotates hourly. I and the boy and he waves towards the clerks room will be here till sunset. Either the boy and a guard or I by myself can let you out in less than a minute.
I do appologize but we have had to take precautions as word of our sucess has made petty theft of minor items and records an ongoing concern. The best I can do is to have the guards and boy check on the gate each time the guard is changed. I understand and do not hold it against you if you are not confident in your sucess or survival given these circuimstances. If you like the guard can acompany you into the first chamber which has already been investigated You can make your decision after looking it over. What do you say
at this last he finalyy sets aside his work to look up at you. H waits patiently for you to discuss and decide.

Sawen Shadeflanks

Psybermagi

Apr 6, 2023 1:20 am
Sawen Shadeflanks
Turning to you Sawen softly whoots I dislike the idea of being sealed underground. I am uncertain about accepting this venture but will at least look into the first room with you. From my experience the administrator rarely changes his ruling on how the expedition is to do things without a good reason and better argument. and he shifts his small dark form nervously flexing his wings in agitation.
Apr 6, 2023 3:12 pm
I won't pretend. That I like it. But I know when to pick my battles.

She turns to Sawen, Thank you. For accompanying us. We will not ask more than you offer.
Apr 6, 2023 8:29 pm
"Aye. I agree with Moli, Sawen. If you don't want to venture underground, I completely understand. Caves and tunnels can be a might bit unsettling if you're not accustomed to them." He sighs, then addresses Moli. "I'm not keen on the terms either, but if you're still up for it, I'm in. If not, we can pass and wait for something else to come along."
Apr 7, 2023 2:04 am
The three of you agree to look into it further before making a final decision. The clerk returns with a guard and the five of you enter the wharehouse. The inside is a single massive room with a few walls dividing sections along the walls into alcoves. One wall has recently been modified, by magic from the smooth seamless look of the rock, and stairs lead down below the floor level. At the bottom of the stairs a landing gives just enough room for all of you as the clerk takes a key to open the recently installed metal gate.

Torches in hand you all pass through the gate and into a large cold and damp room. Sawen passes through the gate last and stays close to it as the rest of you move into the mild eof the room and look around. About 20x40 feet the room has another door on the same wall as the gate you just passed through and another on the longer wall next to it. Also on that long wal is a heavy metal door. Though al the doors are closed the two simple doors look weak with rot.
clerk
When Valpip (the expedition gnomish artificer) reached this room he looked beyond the doors but was set upon by a couple giant rats. Though he took care of them he decided this was work for others and sealed the room with the gate.

Valpip
As you as looking around a noise from the gate draws you attention and you see Valpip coming down the stairs. I hear you hae some volenteer? he asks the clerk If that is the case then i can continue working on the passage to the basement and he looks aroudn the room muttering. As the clerk explains the situation and restictions that the administrator has place don you he scoffs Of cource they don't want to be locked in. Since I will be here anyhow just give me back the key for the gate and I can open it upon their return. It is apparet that Valpip is a trusted member of the expedition and has access to the wharehouse

Sawen Shadeflanks
This is good Sawen says to Blornvid You will have a companion and can get out easily enough. I have to say I do not wish to go beneath the earth. I do apologize. and he shudders as he glances around.edging back towards the gate I am sure they will do fine without me he says to the clerk.

Sawen is backing out due to a touch of claustrophobia. If the twwo of you are willing to procede Valpip says he will be working in the warehouse till lunch time. That gives you several hours to expore the tunnels beyond the room. He says he can have to door open in a few second as needed.
Apr 7, 2023 5:33 am
We will be well. Sawen. Do not apologize. she turns to Valpip, Thank you. For your understanding. And for the offer. You have my thanks.

Moli closes her eyes, listening intently, before walking around the room, searching for additional items of interest as she goes.

Rolls

Searching - (2d6)

(52) = 7

Apr 7, 2023 12:56 pm
Valpip
After the clerk and guard leave Valpip explains he is installing an elevator into the basement and is currently working on the entry from the warehouse. Once this is done he will expand the stairs and install a door where the gate is currently. At that time he can give you the key to the door which will allow you entry to the elevator but you will still need to be let out into the warehoust. You jusyt make sure the area below is safe and secure. Map everything andmake sure there are no supprises. They were likely used by smuglers so there may be traps and secret passages. He hands you a blank scroll with a grid of dots placed on it along with charcol pencil for sketching.

After the othrs leave ans you start looking in earnest Moli wanders the rooms and finds a hidden doorway towards the SW of the room.
[ +- ] map
Apr 7, 2023 3:10 pm
Fascinating... she murmurs.

How is the door hidden? Magically?
OOC:
Just a heads up that I'm moving today and tomorrow so I'll be kinda absent. I'll post when the chance arises but moving kinda occupies you. Moli is fine to go alone with Blornvid's actions until I get back.
Apr 7, 2023 3:45 pm
Moli noticed a faint line that was a bit to regular and whipping away the mud and slime on the wall found a door outline.
Blornvid takes a look and after a few minutes of experimenting you find a small block that can be pressed in, or kicked as it is near the base of the wall. Best guess is that pushing in that smaller block released the door.
Apr 7, 2023 6:29 pm
To Sawen: "No apology necessary. Be well."

To Valpip: "Thank you. Appreciate you keeping an ear out for us."

To Moli: "When you're ready, I'll push on the block."

Blornvid keeps his axe at the ready should something emerge quickly from the hidden door.
OOC:
Good luck with the move, PoisonIvy.
Apr 7, 2023 9:52 pm
https://i.imgur.com/0kF9zKF.jpg
As you press the release the wall colapses into itself and grinds to a halt. Thoug no longer locked the mechanism has not handled the ages well and is jammed. A thick musky smell of dust and rot wafts to you from mthe opening.
You can force it open or try and fix it
Apr 8, 2023 3:36 am
OOC:
Are you saying that the doorway is only partly opened?
Apr 8, 2023 3:39 am
The hidden door opened a fraction but it's now stuck with only a few inches open
Apr 8, 2023 6:36 pm
OOC:
Looking at the map, the room we're in has three other features. You stated that there's a heavy door in the NE corner, but there looks like two. And there's another feature along the north wall. What's that? To be honest, I'd like to know what's behind the other door(s) and that other feature before risking trying to access what's behind the stuck secret door, which I'm worried is going to close behind us.
Blornvid studies the stuck secret door for half a minute or so and then says, "Before we exhaust ourselves trying to open this door any further, let's check out the other door."
Apr 8, 2023 7:54 pm
The heavy / thick doors have the colored icons on NW room 22 SE corner 24. The 2 does in the NE are the flimsy rotten doors.https://i.imgur.com/aBZIp9z.png
Apr 8, 2023 11:57 pm
Blornvid will check out the flimsy doors first and then the heavy door.

So flimsy door in the east wall in the NE corner first. After opening, check to see what's behind the door. If there's a room, and not just rubble, examine the room. If nothing, move on to the next one.
Apr 9, 2023 12:12 am
The first door is odd as it has no handle. After examining the door for a minute you note it is set into tracks in the wall. After some experimenting you finally manage to push the did down by getting a finger into a hole you figure may have held a recessed handle before it rotted out. As you push the door down a foul synch assails your noses. Looking inside with your torch raised high you see several small beds.

OOC:
I assume Moli is using a torch as she could not see otherwise.
Apr 9, 2023 3:18 am
Blornvid cringes. "Ugh. Smells like something died in here." He waves the torch around, hoping to figure out if someone did die in here and possibly is now undead.
Apr 9, 2023 3:46 am
ForeverDED says:
OOC:
Good luck with the move, PoisonIvy.
OOC:
Thanks! It went great! Likely going to still be kinda busy for the next few days, but my desktop is set up, so I'll be posting here at least once a day.
Apr 9, 2023 3:51 am
Moli sniffs the air.

Is there... Ozone? Sulfur? The stench. It's overpowering. Hard to tell...

She glances about, breathing deeply, in the hopes of detecting any magic present.
OOC:
Angling for this, from the Spell-Touched Trait description: "To use this ability, simply describe in detail what you are trying to do, and perform a standard 2d6 Test."

Rolls

Moli: Test DC: 5 - Basic - (2d6)

(54) = 9

Apr 9, 2023 4:07 am
The bedding and trash, including food scraps and a corner used as a latrine, indicates the room is being occupied though no one is in the room at the moment. You count 5 beds and there are various rough pieces of furniture including a small table, a couple of stools, a small tin cooking pot, a couple torches, and a small chest.
Apr 9, 2023 10:06 pm
Moli goes to the chest, checking it for traps before opening it.

Rolls

Check for traps on chest - (2d6)

(45) = 9

Apr 9, 2023 11:27 pm
Blornvid keeps watch at the door while Moli searches. "It seems like the administrator was wise to keep the gate locked."
Apr 10, 2023 12:27 am
As Moli advances into the room she can tell the fire pit has been used this day but is several hours cold. The room is filthy and she becomes doubtful there is realy anything work stealing. Still. . . . .

The small chest can be lifted but the chain though the hefty lock to the lid is looped through an iron ring set into the wall nearby. As Moli examines the chest and chain it seems simple, cheep, but effective.
Apr 10, 2023 5:14 pm
..hmm, seems safe enough... Blornvid, care to take a swing at this lock? Your heavy axe looks to be the best lockpick we've got.
Apr 10, 2023 9:27 pm
"With any luck, I won't smash the contents. Keep an eye on the door. The noise might get the owner's attention."
OOC:
Assuming his blacksmith trade doesn't offer any alternatives, he'll smash either the lock or the iron ring, whichever his instincts tell him is weaker.

Going for focused if that's applicable.

Rolls

Blornvid: Test DC: 4 - Basic - (2d6)

(42) = 6

Apr 10, 2023 9:51 pm
OOC:
blacksmith is all about hitting metal
The lock smashes open without damaging the chest

Rolls

Check DC: 4 - Adv - (3d6)

(155) = 11

Apr 10, 2023 9:53 pm
As you go to open the chest you hear voices from the side at the far side of the room.
Hey, some one is getting into our stuff!
Followed by the sounds of multiple feet rushing your way
Apr 11, 2023 2:51 am
"Uh oh."
OOC:
The far side of the room we're in? Or back in 22?
Last edited April 11, 2023 2:52 am
Apr 11, 2023 5:04 am
https://i.imgur.com/5YuXewx.png. You are at the green diamond. The sound is coming from the east door of 21
Apr 11, 2023 2:45 pm
OOC:
Wait, I thought that was where we were?
Apr 11, 2023 3:39 pm
OOC:
corrected typos.
The nose is from the west East door of 21
Apr 11, 2023 9:00 pm
OOC:
Ah, so back the way we came?
Moli draws her knife and watches the door. Blornvid, should we? Open the chest?
Apr 11, 2023 10:11 pm
OOC:
argh. Nope to the east
I am sorry apparently today is backwards forward day in my head
The sound are coming from the door across the room from where your everywhere
Apr 12, 2023 12:09 am
"No time. Let's take it with us."

If the chest is light enough for Blornvid to carry, he'll say to Moli, "Go get someone to unlock the gate. I'll be right behind you."

If the chest is too heavy for Blornvid solo but light enough for the two of them to carry, he'll say to Moli, "Grab a handle. Let's go!"
Apr 12, 2023 1:41 am
Blronvid lifts the chest and begins heading back to the gate when the far door bursts open. In the torchlight you see 5 small humanoids, with torches of their own. Goblins. The five of them are all smaller than Blornvid and disguisingly filthy as the smell in the room is suddenly amplified with their arrival. Clad in a mishmash of rough clothing, leathers, and scraps of armor you can tell they have likely been down here quite some time.. On has just opened the door with a set of keys and the rest hold weapons at the ready.

Roll Initiative = 2d6 and add them together. Which ever side has the high roll goes first.
Giblins = 7

Rolls

Initiative - (2d6)

(16) = 7

Apr 12, 2023 2:31 am
OOC:
Hopefully he can do this regardless of the initiative outcome:
He shouts "Goblins!" hoping to forewarn Mori.

Rolls

Initiative - (2d6)

(43) = 7

Apr 12, 2023 3:26 am
Five of them! she shouts, running to catch up.

Valpip! Get ready! To open! The gate!

Rolls

Initiative - (2d6)

(41) = 5

Precognitive - Overwriting the "6" the Goblins rolled for initiative, if that's an appropriate use - (2)

() + 2 = 2

Apr 12, 2023 3:39 am
OOC:
Technically a tie but they got a 6 so I am giving it to them this time
You are just ducking through the door (back to 22) as a barrage of rocks, shards, and broken weapons sail through the air and the goblins charge across the room in pursuit.
[ +- ] Combat
OOC:
Goblins : attack, move

Rolls

Goblin Attack - (1d6, 1d6, 1d6, 1d6, 1d6)

1d6 : (4) = 4

1d6 : (2) = 2

1d6 : (1) = 1

1d6 : (2) = 2

1d6 : (1) = 1

Apr 12, 2023 3:41 am
Their rather pathetic weapons clatter all around you but you manage to duck through the room and avoid taking any damage.
OOC:
smaller, weaker monsters (mobs) typically use 1d6 to attack, or do group attacks, and have fewer health than PC
You are at the door between 22 and 21
You can turn and fight at the door to keep them from surrounding your or continue to make a run for it
Apr 12, 2023 4:23 am
Psybermagi says:
OOC:
Technically a tie but they got a 6 so I am giving it to them this time
OOC:
Ah, I guess Diviner's Dice don't work with initiative?
Apr 12, 2023 11:48 am
OOC:
sure they do
What are you changing up?
We can call my posts a glimpse you got of the immediate future
Just a word of warning. Once you change it it may get better or worse. Ie I will reroll attacks
Apr 12, 2023 1:24 pm
Psybermagi says:
OOC:
What are you changing up?
OOC:
I was trying to overwrite the "6" that they rolled for initiative with my 2.
Psybermagi says:
OOC:
Just a word of warning. Once you change it it may get better or worse. Ie I will reroll attacks
OOC:
Ah, nvm then! I guess Moli liked the vision she received.
Apr 12, 2023 4:03 pm
Moli recovered an instant of what might happen. Weighing the odds she isn't dissatisfied with the way the goblins soon was so weak and let's fate take is course
OOC:
you guys are up. 2 actions each
Apr 13, 2023 2:38 am
1) Blornvid tosses his torch onto one of the beds, hoping that it will ignite.
OOC:
Do I need to roll for that?
2) Whether or not Moli has run to get Valpip to unlock the gate, he runs to just outside the 21/22 doorway (so as to not be in the direct line of rock throwing) to hold off the goblins.
OOC:
I'd like him to set down the chest and ready his axe, too, but I suspect that those are additional actions.

Rolls

Ranged Attack - torch - (2d6)

(43) = 7

Apr 13, 2023 3:42 am
OOC:
@ForeverDED Tossing the torch at a target yes requires a roll (just add it to your post above or I will after Moli posts)
Dropping the chest is free as is drawing your ax
TinyD tries to keep things loose. Using items is not restricted in the rules but just don't get carried away
@PoisonIvy What is Moli doing?
Blornvid drops the chest through the doorway and tosses his torch towards the most flammable looking looking pile of rubbish before ducking around the doorframe readying his ax to confront the goblins
Apr 13, 2023 2:57 pm
Moli glances between Blornvid, the goblins, and the gate. We're doing this!

She dashes to the door, joining Blornvid, and points a long finger at one of the goblins. Sparks crackle from her fingertip and the smell of ozone fills the air.

Rolls

Ranged Magic Attack - (2d6)

(32) = 5

Ranged Magic Attack - (2d6) - (2d6)

(42) = 6

Apr 13, 2023 2:58 pm
Moli sees a future where her magical attack misses the goblin, but alters her aim.
OOC:
Spending my Diviner's Dice to change that 2 to a 6.
Apr 13, 2023 3:24 pm
Though the torch tossed by Blornvid fails to ignite anything it adds to the light the goblins carry leaving you in a dark room lit only indirectly by the goblin torches and faintly by the light from the stairs.
Moli throws a couple arcane bolts into the goblin hoard, striking one who yelps in pain
OOC:
Rolled for the torch and Moli's second attack
You hear a squeak and clatter from up the stairs followed by feet approaching. That'll be Valpip you think
Apr 13, 2023 3:52 pm
The goblins rush the door but Blorvid halts their advance only allow 2 to get any attacks in on him while one tries to throw something at Moli over the others heads

Rolls

Goblin Attack - (1d6, 1d6, 1d6)

1d6 : (2) = 2

1d6 : (5) = 5

1d6 : (2) = 2

Apr 13, 2023 3:55 pm
One manages to get a rusty knife past Blornvid's armor but the rest of the attacks are ineffective.
You are up, 2 actions each
Apr 13, 2023 9:55 pm
Two attacks.

Rolls

Hitting a goblin with his axe - (2d6)

(61) = 7

Hitting a goblin with his axe - (2d6)

(34) = 7

Apr 14, 2023 3:50 am
Same here.

Rolls

Ranged Magic Attack - (2d6)

(65) = 11

Ranged Magic Attack - (2d6)

(66) = 12

Apr 14, 2023 3:50 am
OOC:
Finally some good rolls from me!
Apr 14, 2023 4:50 am
Blornvid wounds one of the goblins and Moli finishes him off and wounds another.

The goblins seeing their comrade fall madly try to push into the room and strike you down.
OOC:
2 attack Blornvid twice and a couple of things are thrown at Moli again
Behind you you hear Valpip Coming, I'm coming. Guard! Come here quick! and the jangle of keys as he unlocks the door.

Rolls

Goblin Attack - (1d6, 1d6, 1d6)

1d6 : (6) = 6

1d6 : (6) = 6

1d6 : (1) = 1

GoGoblin Attack - (1d6, 1d6, 1d6)

1d6 : (3) = 3

1d6 : (4) = 4

1d6 : (6) = 6

Apr 14, 2023 4:54 am
Two solid hits land on Blornvid but the tough dwarf shrugs off the blades and a dart finds its way into Moli. The goblins were looking nervous at the damage you dealt already but cackled in glee as they struck Blornvid only to be a but daunted at his mild reaction.

The gate up is now open and Valpip is peering into the room cautiously.
2 goblins are wounded and one is down and not moving.
You are up, what do you do?
Apr 14, 2023 5:12 am
OOC:
How does damage work in this system? Not seeing it on the cheat sheet.
Apr 14, 2023 5:19 am
OOC:
I added damage to your character sheet already. Blornvid is now 5/8 and Moli is 5/6
Unless Moli want to twist fate with her precognition to spoil the goblin attacks
Apr 14, 2023 3:36 pm
OOC:
Nah I'm good. Saving those for a bigger one.
Two more arcs of lightning spring from Moli's fingertips.

Rolls

Ranged Magic Attack - (2d6)

(15) = 6

Ranged Magic Attack - (2d6)

(15) = 6

Apr 14, 2023 5:33 pm
Blornvid continues with his attacks on the goblins.

Rolls

Hitting a goblin with his axe - (2d6)

(32) = 5

Hitting a goblin with his axe - (2d6)

(25) = 7

Apr 14, 2023 5:41 pm
Another goblin falls and another is finished off. The two remaining goblins seeing the tides turn on them rush back the way they came.
Valpip
Valpip, seeing this says Oh no you dont! and reaching into a pouch pulls out a large boxy object, much bigger than the bag, and rolls it across the room. It clangs against the wall and suddenly drops legs to the ground, stabilizing itself, and a crossbow looking contraption pops out of the device and begins firing on the fleeing goblins felling the wounded one.

The last goblin unhurt has rushed back where it came

Last goblin is in the hall beyond 21 which is a strait shot from where you (yellow eye) currently guard the door to 22.
You are up

https://i.imgur.com/HkMjXVk.png

Rolls

Valpip's Attacks - (3d6, 3d6)

3d6 : (111) = 3

3d6 : (435) = 12

Apr 15, 2023 2:29 am
After witnessing Valpip's magical contraption, Blornvid is amazed, having never seen anything like that.

Blornvid lacks any ranged attacks, so he'll make room for Moli.
Apr 15, 2023 5:16 pm
Coming up!

Rolls

Ranged Magic Attack - (2d6)

(16) = 7

Ranged Magic Attack - (2d6)

(44) = 8

Apr 15, 2023 5:52 pm
Moli knocks the fleeing goblin off his feet and Valpip's contraption finishes it off.

Valpip
Well, that was exciting. I am glad I was close but it looks like you had that in hand. Got roughed up a bit. If you want to keep looking around close by then I will send for the healer to come patch you it. As he talks he walks over to his auto ballista and collapses it back into itself before stowing it away. Glancing into the goblin room he wrinkles his nose at the smell.
Apr 15, 2023 6:33 pm
"Thank you for your help, Valpip. It was most appreciated. That contraption of yours is amazing."

To Moli, he says, "Excellent sorcery, Moli. You're a force to be reckoned with." After a pause, he adds, "Do you want to get patched up and keep exploring?"
OOC:
I forget the terms of our "scouting" occupation. Do we have to turn over the chest to the authorities? If so, maybe we should give Valpip the chest now or carry it up the stairs, so we're not lugging it around with us all day.
Apr 15, 2023 8:09 pm
OOC:
They want to review everything but you keep all money and non magic items. Things they keep they will pay you for.
Apr 16, 2023 1:55 pm
Thank you. For the compliment. You took their strikes. On the chin. Without flinching. I am impressed.

I am interested. In continuing. Into the dungeon, that is.
Apr 16, 2023 5:26 pm
"Then that is what we'll do." He turns to address Valpip. "Valpip, how much does the healer charge?"

Blornvid retrieves his torch, whatever condition it's in. "I was really hoping that this thing was gonna set something on fire to slow the goblins down." He returns to the others, grabs the chest, and follows Valpip out. While Valpip is summoning the healer, Blornvid works with Moli to figure out how to open the chest.

Valpip

Psybermagi

Apr 17, 2023 12:13 am
Valpip
The healing is free if you are on expedition work. He watches as you open the chest to reveal
[ +- ] Chest contents
He whistles as he eyes the contents. Reaching into the chest he picks up the Bloodstone and looks you you before pocketing it as he states in self justification and explanation I did help. But only a bit and smiles a bit impishly with a wink ;)
OOC:
1 Platinum (PP) = 10 Gold (GP)
The thieves tools are familiar to Moli as quite useful for opening locks, jamming locks, disarming traps, ets
Apr 17, 2023 12:34 am
I'll take the tools? And you the Spinel? And the gold. An 80/10 split? Looks to be even.

Can't say that I'd know it to be a spinel. If it weren't for Valpip's saying so.
Apr 17, 2023 2:46 am
In reaction to Valpip explaining his reason for taking the bloodstone, he says, "Of course you helped! And thank you again. If they'd gotten away, I'd be worried that they'd warn others."

To Moli, "You won't be selling the tools any more than I'd be selling me axe, so they don't factor in the split. They're yours. As for the rest, if I'm taking the spinel—and it's a beaut—you get 51 of the platinum coins. I'll take the remaining 39. Agreed?"
Apr 17, 2023 2:01 pm
She shakes you on it.

So, where to now?
OOC:
Could we see the current map we have? I think I've gotten a little lost in the shuffle, and the map pieces we have aren't super squared away for me.
Apr 17, 2023 2:22 pm
As long as you stick around room 22 for 5 to 10 minutes the healer will be by and patch you up.
Lady Sellindra
A nice enough lady the cleric reminds you not to expect house calls before heading back to her temple
Apr 17, 2023 5:04 pm
Blornvid thanks Lady Sellindra.
OOC:
Psybermagi, you mentioned earlier that we had the option of trying to force open the secret door or trying to repair it. Do either of our characters have the skills to repair it?
Apr 17, 2023 5:46 pm
OOC:
between a blacksmith and street wise survivor you can definitely open it. Fixing elf require a roll and some tools. Got a hammer? If so roll with advantage as the gears are metal work.
Apr 17, 2023 9:25 pm
OOC:
Would Moli's new Thieves' Tools also grant advantage? If so, she'll roll for it after the healer leaves.

Rolls

Fixing the door mechanism - (3d6)

(623) = 11

Apr 17, 2023 9:37 pm
With a bit of muscle, oil, and tinkering Moli gets the door unstuck. While it is open she checks it out and finds a locking mechanism she can repair if she want. (no roll just some time)

The room is much as the others except this one smells odd. Not as foul as the goblin room but still rather musty. you see that the corners of the room have prduced patches of mushrooms anong with a couple larger patches in the middle of the room. The mushrooms range from 1 inch to 2 feet tall. To the south is an archway to the west and another wooden door to the east. In better condition than the goblin door it is still worse off than the heavy door on the north wall of 22. Both these doors have mushrooms clustered around them.
Apr 18, 2023 12:13 am
Upon Moli's success with the door mechanism, Blornvid says, "Well done, lass."
OOC:
I'm assuming that Blornvid is unable to identify what kinds of mushrooms these are.
Blornvid is careful not to get too close to the mushrooms and only proceeds as far as is necessary to identify the features of the room. He says to Moli, "I've heard bad tales about shrooms. Spores than can play tricks on yer mind if they don't outright kill ya. But I don't know bad from good, so I treat 'em all as bad. Do you by chance? Maybe we should go back and try the door next to the goblins' den."
Apr 18, 2023 3:28 am
Mushrooms? No. Not much. Nothing beyond edible ones.

Now, fish. On the other hand...


If the mushrooms are obviously edible Moli will relay that information to Blornvid, but otherwise she'll differ to his judgement, as he seems to know something about dangerous fungus.
Apr 18, 2023 6:02 pm
With the fungus in the corners and middle Blornvid only gets a few grey in the room before stopping. The aroma is thick and you begin to get a bit light headed.
Looking around Moli is confused that there are several variety of mushrooms, which is atypical. Some look familiar but the diversity make it seem foreign.
Woozy
Apr 18, 2023 6:10 pm
Blornvid quickly retreats back into room 22. Once Moli joins him, he says, "Let's close that door and save it for later."

If his head clears in a reasonable amount of time, he'll suggest that they continue with the door in the NE next to the goblin bedroom door.
If his head doesn't clear in a reasonable amount of time, he'll consider heading out for some fresh air.

If Moli doesn't join him, he'll have to check on her after a few minutes.
Apr 18, 2023 6:18 pm
You feel better just leaving the room and getting a couple breaths of fresh, well damp and dank but fresh to a dwarf if not Moli, air.
Apr 18, 2023 7:37 pm
Yes. Let's. Save it. For later. Good idea.

Moli slides the door shut before going over to the NE door and listening for what could be on the other side.

Rolls

Listening at Door - (2d6)

(63) = 9

Apr 19, 2023 3:41 pm
You spend a moment fixing the lock before closing the secret door to the fungus room (24)

Moving to the door by the goblin room you listen and pretty though the rough and rotting doors gaps to see a sorry hallway.

all doors, square symbol work a line between the walls, are old and rotting. Assume your lantern light can be seen through the halls on the far side of you get close. Those doors can easily be broken or opened. If it has an icon, like the middle of the north wall in room 22, on it then it is better quality and you can not see past it but any on the other side will also not see your lantern light
Apr 19, 2023 6:52 pm
Blornvid says, "Hmm, a hallway." He turns to Moli. "Shall we give the other door a look before we go wanderin' down one of these hallways?"
Apr 19, 2023 11:22 pm
Indeed. Let us.

She walks to the other door, listening there as well.

Rolls

Listening at Door - (2d6)

(25) = 7

Apr 20, 2023 12:24 am
Though nothing is heard you catch a whiff os some foul odour coming from the other side of the door
Apr 20, 2023 2:57 am
OOC:
Thank you!
After getting a few whiffs of yet another foul odor, Blornvid says to Moli, "Why is it that every room we've come across today has a foul odor?" He chuckles quietly. "Do you want to try picking the lock to this one?"
Apr 20, 2023 4:18 pm
I think... I'd rather not. Better to go where we've some idea. Of what lies beyond. I think.
Apr 20, 2023 6:37 pm
"Alright. Shall we proceed through that hallway or see where the goblins came from?"
Apr 21, 2023 1:22 am
As you wander back and peer at your options you note the hallway beyond the still closed door "T"'s a short distance away with passages to the left and right. Moi is all too familiar with how subteranian seweres, cellars, and hideouts can form an elaborate maze. This has a similar feel to those she knew growing up. Likely many of these pagageways interconnect though there may well be an ocasional dead end.

https://i.imgur.com/sBL5nW8.png
Apr 21, 2023 3:41 pm
Let us proceed north. Through the hallway. Shall I take point?
Apr 21, 2023 6:01 pm
"Northward hallway it is."
OOC:
If the hallway is wide enough for the two of them to go side-by-side, then Blornvid will suggest that they do that.
Apr 22, 2023 10:11 am
As you are discussing things Valpip calls down that he is going for lunch and invites you to join him. You have been looking around and fighting for a couple of hours now and though you do not feel like you have gotten very far you both agree that your first experience at adventuring hasn't turned out to bad. A fight, some loot, and exploring. Yeah, not to bad. You decide to go have lunch at the tavern and see if you can pick up any useful avenging tips there as it casters to the rougher expediting members.
OOC:
Alrigh, I am highjacking things for a moment to pull the two teams together.
Story will continue in the Base
Apr 25, 2023 1:49 pm
Continuing the adventure after a niche lunch at the Tavern.
A deeper exploration
With Valpip 's bolt castet out and ready for action he and Mord are looking into replacing the 2 flimsy doors and secure the other 2 once all the time beyond are cleared.

Blornvid shows the others what they have explored do far including peeking into the southern room (24) to look at the fungus. Some is recognizable but no one recognizes all of it. The size and dense sore cloud of the fungus makes you all sure that it is likely not safe and should be destroyed. But how?
https://i.imgur.com/oWiB0Rx.png
OOC:
Yellow eye is the party location
Green diamonds in the east opening in the hat that will be locked till this area is secured
Green diamonds in the wall are secret doors
Castle icon in openings are solid doors
Box in openings are old and flimsy doors
Apr 25, 2023 1:50 pm

Questions?
The plan was to go east through room 21 and beyond
What do you do?
Apr 25, 2023 4:13 pm
Skeeve says, "I think figuring out where the goblins were coming from is a good idea. I agree with sticking with your original idea."
Apr 25, 2023 4:55 pm
Actually, the original plan was to go north. We wanted to know what was immediately adjacent to 22 before venturing too deep in any other direction.

Also, Blornvid's character sheet doesn't reflect that he got healed. Is that a whoops or did the cleric change her mind about healing Blornvid? At some point, he should make a donation to her church as a way of saying "thank you."
Last edited April 25, 2023 4:57 pm
Apr 25, 2023 6:05 pm
OOC:
you can edit your HP yourself on the sheet. It is a form field. Tap/click the HP number and edit the text
Opening the North door (NE corner of 22) you see a short narrow corridor that dead ends on a T intersection. Moving down the dark hall the light from your lantern showes the floor is damp and moss covers much of it making the surface a bit slippery.

At the intersection you find a door to your left and another corridor to the right with a closed metal bar gate about 20 feet away. There is a room beyond the gate. The door to the left has a smell of decay coming from it.
Apr 25, 2023 6:15 pm
Psybermagi says:
OOC:
you can edit your HP yourself on the sheet. It is a form field. Tap/click the HP number and edit the text
OOC:
Ok. I didn't know that I was allowed to do that. I thought that it might've been GM territory.
"Hmmmm, that smell reminds me of what came from behind that sturdy door back in the main room. Considering how far we've gone, it's probably the same room."
OOC:
Is the door sturdy like the one in 22? And is the metal gate locked? I would think it is.
Apr 25, 2023 7:52 pm
The door to the left is old and rotting. The rusty gate to the right is not latched but could possibly be locked or chained shut.
OOC:
Most GM, myself involved, have players track we much as possible. Health wealth, grear, etc. I can help if needed.
Apr 25, 2023 8:51 pm
Khaguran pinches his nose and presses his ear to the western door, from which the stench emanates. He listens for several moments for any noise in the room beyond.
Apr 26, 2023 12:09 am
No sounds come form beyond the door except the echos of wind though the tunnesl and ocasional sounds of distant movement.
Apr 26, 2023 12:19 am
Psybermagi says:
OOC:
Most GM, myself involved, have players track we much as possible. Health wealth, gear, etc. I can help if needed.
OOC:
OK, now I know. Thanks!
Blornvid turns to the others. "Shall we give it a go?"
Apr 26, 2023 12:35 am
Rotting door or metal gate?

I think we should make sure of whether the metal gate is locked or not first.
Apr 26, 2023 1:09 am
daryen says:
Rotting door or metal gate?
OOC:
I figured since Khaguran was listening to the rotting door, that was the one.
daryen says:
I think we should make sure of whether the metal gate is locked or not first.
OOC:
Fair enough. :)
Apr 26, 2023 1:30 am
OOC:
Heads up, Rikia will not be playing so I am saying she stayed topside with Moli
Skeeve moves over to the metal rod work gate with a bit of conjured light. Though rusty the gate looks sound enough but has no latch. There are rings set into the wall on either side that will allow a large padlock or chain and lock to secure it shut. Beyond the gate is a 15x15 room with some writing on the south wall and a stone dais on the north side of the room. There are a few roots peeking through cracks in the walls and ceiling as well as the persistent lichen and mossy growth scattered around all surfaces.
Apr 26, 2023 1:36 am
OOC:
Darn. A party of five seemed pretty kick-ass. Now we're down to three. :/
Blornvid strokes his beard. "I'll admit that I'm not keen on the possibility of someone slapping a padlock on the gate while we're in there."
Apr 26, 2023 12:35 pm
Pulling open the gate you poke your head into the room and verify with a quick look that the gate is the only entrance into the room. Other than the writing and small platform the room is unremarkable.
Everyone can roll a test to understand the language on the southe wall but must include a brief reason they might be able to understand it. In this setting all mortal race languages of the are based off a common root language used in the Dawn Age. This is not one of those so you would need some background or trait with exposure to other magical or extraplanar race .
Apr 26, 2023 4:03 pm
OOC:
Skeeve has his history with the Fey realms and who knows where they might have taken him before eventually releasing him on this world. I'll assume he is focused, but does not have advantage. If you buy that, here's the roll. If you don't buy that, ignore the roll and just say he doesn't understand.
Skeeve wracks his brains trying to see if he can remember seeing anything like that with his travels outside the material plane ...

Rolls

Skeeve: Test DC: 4 - Basic - (2d6)

(44) = 8

Apr 26, 2023 4:15 pm
Skeeve can tell it is in Draconian but is unable to decipher the meaning. He copies it down to take back and hopes one of the scholars on base can translate it.
Apr 26, 2023 5:58 pm
After copying it down, Skeeve says, "Well, since this is a dead end, let's go check out that rotted door.
OOC:
Hey! That writing kit is coming in handy!
Last edited April 26, 2023 5:59 pm
Apr 26, 2023 6:17 pm
When the others are in position, Blornvid will open the rotten door.
Apr 26, 2023 6:27 pm
As you open the door you are assaulted by the full effects of the odor.. In the room you see some rubble where part of the ceiling has collapsed into the room, and a two solid metal bound wood doors, one north and one south. At the end of the north wall, behind the door, is an archway.
[ +- ] map
Apr 27, 2023 1:58 am
Blornvid will silently indicate to the others that he's going to sneak up to the arch along the north wall. He won't proceed until the others indicate what they're going to do.
Apr 27, 2023 2:54 am
Khaguran proceeds carefully behind Blornvid.
OOC:
Can I have retroactively examined the dais in the other room? I was just curious as to whether there were scuffs, indentations, etc. suggesting a throne or some other furniture might have once been there.
Last edited April 27, 2023 2:54 am
Apr 27, 2023 12:30 pm
OOC:
Sorry if you got skipped. It is hard to know when people are waiting for a reaction or have not had time to post. I wil typically wait for 1/2 the group to post at decision points before moving unless everyong is content to let a single post steer the group, which some are fine with.
Lets stick to one at a time and we can go back to the room.
If you want to roll a test we can say that you noticided something but kept it to yourself while you thought over any possible meaning/implications.
As Blornvid and Khaguran move into the room with Skeve bringing up the reat the smell of rotting meat becomes overwhelming and appears centered on the pie of rubble from the collapsed ceiling. Blornvid eyes the walls and ceiling and notes the colapse is relatively recent. The base was renovated using high magic to mold stone to repair the buildings as needed. This likely cuased the ceiling to weaken and collapse.

Reaching the end of the room you look north through the archway. As the light spills into the 15x15' room you note it is a bit dryer and has a few cobwebs in the corners. There is another old wooden door directly across from you. On the East wall is a gargantuan skull carved from stone.
Apr 27, 2023 1:31 pm
On the ceiling collapse, is it just a section of the ceiling that collapsed, meaning there is still a ceiling there, just with a cavity in it, or is there an actual hole to something above?

Also, is the "rotted meat" rotting food, or is it the rotting corpses of someone caught in the collapse?
Last edited April 27, 2023 1:32 pm
Apr 27, 2023 2:46 pm
A large section of stone, about 1 to 2 feet thick with a 4x8 foot area, fell out of the ceiling. As you are about 20' below ground you guess the ceiling is at least 10 feet thick to the surface, or street level.

Looking into the tumbled rocks you do at a humanoid corpse.
Apr 27, 2023 5:58 pm
Blornvid keeps his distance from the rubble. In a hushed voice, he says, "Well, that explains the stench."

To the others, he says, "Do you want to go into skull room or check that other door we just passed?"
Last edited April 27, 2023 6:00 pm
Apr 27, 2023 6:02 pm
Let's try the skull room.
Apr 27, 2023 10:48 pm
Psybermagi says:
OOC:
Sorry if you got skipped. It is hard to know when people are waiting for a reaction or have not had time to post. I wil typically wait for 1/2 the group to post at decision points before moving unless everyong is content to let a single post steer the group, which some are fine with.
Lets stick to one at a time and we can go back to the room.
If you want to roll a test we can say that you noticided something but kept it to yourself while you thought over any possible meaning/implications.
OOC:
No worries! I was late in getting to that exchange. Test below to see if if I noticed something.
Khaguran, struck by curiosity, approaches the rubble cautiously and begins shifting some of the smaller debris with his foot, trying to get a good look at whatever was caught in the collapse.

Rolls

Noticing something on the dais. - (2d6)

(42) = 6

Apr 28, 2023 12:57 am
Skeeve will resist the lure of the skull room while we check the rubble.
OOC:
And now we patiently wait for our GM to recover from being sick.
Apr 28, 2023 1:45 am
To Khaguran: "Careful lad. This room already claimed one hapless soul. Don't be joining him."
Apr 28, 2023 1:40 pm
Skeeve says, "We'll need to remember to tell Valpip about this cave-in because whatever is above it is in danger of further collapse."
Apr 28, 2023 2:25 pm
As you begin shifting the rubble you see the "corpse" move. Startled you stand back.
Ghoul
The not quite dead body shoves itself to its knees then feet as the rubble falls from its back.
Apr 28, 2023 3:38 pm
Blornvid shoves the torch he's holding in its face and readies his axe to strike.
OOC:
I have no idea if these things recoil from fire. Maybe Blornvid knows.

Do Skeeve and Khaguran have anything that works on undead?
Apr 28, 2023 4:50 pm
OOC:
This system keeps things simply so no special methods are needed to damage almost everything. Some creatures heal over time or just reanimate until fully destroyed. It is common knowledge most Zombie like creatures ignore poison, disease, and some are actually poisonous.

You can go ahead and attack
Apr 28, 2023 5:38 pm
Since Skeeve was standing back, he pops off a magic bolt (or two).

He's not focusing; he'll make two attacks instead. I'll roll both preemptively.
Last edited April 28, 2023 5:39 pm

Rolls

Magic Bolt #1 - (2d6)

(31) = 4

Magic Bolt #2 - (2d6)

(35) = 8

Apr 28, 2023 5:59 pm
If the torch is keeping the ghoul at bay, Blornvid would be content with letting Skeeve just pepper it with magic bolts from a safe distance. But if the ghoul isn't repelled by fire and is striking out at Khaguran (Did he move out of arm's reach?) or the rest of us, then Blornvid will attempt to hit it with his axe.
Last edited April 28, 2023 5:59 pm
Apr 29, 2023 11:22 pm
Khaguran steps back as the undead rises up and Skeeve throws a couple magical bolts sizzling its way, striking with one of them.
OOC:
please just roll attacks when you attack otherwise I will assume you are just waving it around and not really acting. Undead are not known to be affected adversely or have a fear of fire in this setting. Basic zombies and skeletons are too dumb to think that far.
@Rizado96,@ForeverDED You can still act if you like. The undead will go Monday
Apr 30, 2023 1:06 am
Khaguran uses one action to move backward as far as he can, trying to reach a distance where he can use his sling effectively, then uses the other to whirl a stone at the ghoul.
OOC:
If I understand correctly, I'll also go ahead and roll a test to dodge, and it won't cost me one of my actions, as per Duende Agility below.
[ +- ] Duende Agility
Last edited April 30, 2023 1:07 am

Rolls

Sling Attack - (2d6)

(64) = 10

Dodge: Test DC: 5 - Dis - (1d6)

(2) = 2

Apr 30, 2023 3:51 am
OOC:
it only takes an action to move if it is in/out or a region/room. For those, like me, who get into digits a move action is 25 feet. They never say how much is free but I have rules it to be about 1/2 or anything 15 feet or less does not require an action. Ranged weapons are not allowed to attack adjacent creatures you you basically have to move at least 10' away for them to be effective and you are only allowed 1 free action. Ex move 10 feet, open door, light torch. Combining any two of those would require an action. The tiny system allows greater flexibility in this regard.

That said Khaguran can do another attack before Monday
Apr 30, 2023 5:18 pm
Psybermagi says:
OOC:
Undead are not known to be affected adversely or have a fear of fire in this setting. Basic zombies and skeletons are too dumb to think that far.
OOC:
That's what I wanted to know. Thanks. :)
And yes, he was just waving it around.
Blornvid attacks the ghoul with his axe.

Rolls

Hit ghoul with axe - (1d6, 1d6)

1d6 : (3) = 3

1d6 : (4) = 4

Ghoul

Psybermagi

Apr 30, 2023 5:45 pm
Ghoul
The Ghoul stung by magic and a sling stone lashes or at the closest target, Blornvid! As the Ghoul lashes out at Blornvid it releases a raspy roar that is accompanied by blowing clouds of a noxious gas that causes you to cough and gag.
1 damage to Blornvid
Everyone must make a Save, 2d6 Test, before acting. If you fail then all actions are at disadvantage

Rolls

Ghoul attack Blornvid - (2d6)

(45) = 9

Apr 30, 2023 5:48 pm
"<Cough> Well that explains the stench! <Cough>"

Rolls

saving throw vs stench - (2d6)

(52) = 7

Apr 30, 2023 6:42 pm
OOC:
Well, I guess that's better than Blornvid being paralyzed!
Skeeve's save ... well bummer. I failed.
Last edited April 30, 2023 6:43 pm

Rolls

Skeeve: Save throw - (2d6)

(33) = 6

Apr 30, 2023 7:10 pm
daryen says:
OOC:
Well, I guess that's better than Blornvid being paralyzed!
OOC:
Absolutely!
Apr 30, 2023 8:07 pm
OOC:
you guys can go. 2 actions each
The Ghoul's undead form make it hard to tell but your two successful attack do not seem to have seriously hurt it
Apr 30, 2023 11:16 pm
Skeeve attacks two more times with the magic bolts, this time at disadvantage.

Rolls

Skeeve: Attack Roll 1 - (1d6)

(1) = 1

Skeeve: Attack Roll 2 - (1d6)

(5) = 5

May 1, 2023 1:48 am
OOC:
Quick save vs. Stench

Rolls

Khaguran: Test DC: 5 - Basic - (2d6)

(12) = 3

May 1, 2023 1:53 am
OOC:
Gross, I fail. Do I have it right that I had one more attack from the first round, then two more as we've moved into the next round? Rolling three, and just take as many as are actually applicable.

Rolls

Khaguran: Test DC: 5 - Dis - (1d6)

(1) = 1

Khaguran: Test DC: 5 - Dis - (1d6)

(2) = 2

Khaguran: Test DC: 5 - Dis - (1d6)

(2) = 2

May 1, 2023 2:44 am
Blornvid swings his axe again.

Rolls

Hit ghoul with axe - (2d6)

(64) = 10

Hit ghoul with axe - (2d6)

(36) = 9

May 1, 2023 3:09 am
OOC:
@ForeverDED I added 1 2nd attack to your round. you get to actions. See the Combat Actions section here for details.
Despite the noxious smell Skeeve manages to stike the ghoul once and Blornvid lands two good blows on the creature felling it. Skeeve baths it in a gout of fire, which does not help with the smell but does comfort you all that it will no longer rise to bother you or any other. He then causes a breeze to blow the foul smell away and you can breath easier again. Further shifting through the rubble reveals only a few tattered scraps and rusty tidbits that may have once been tools or weapons.
May 1, 2023 3:39 pm
OOC:
Sorry about that.
"Phew. Thank yee, Skeeve, for setting that thing on fire. Right then. Onto that skull room, eh?"
May 1, 2023 3:58 pm
"You are quite welcome! Let's!
May 2, 2023 1:31 am
As you move aroudn the corner you realize that the alcove is more heavily decorated with webs than you originally suspected. Old, new, and fallen to the floor the are to be found on all the srufaces. The far door is in decent shape and the webbing indicates it has not been recently disturbed. The skull in the NE corneer is about 5' tall and 3' wide and set a foot above the floor. The eyes are dark pits and it looks like there is some sort of writing wound the carven image but the webs prevent the characters from being read.
May 2, 2023 2:31 am
OOC:
Does anyone have something elongated they could use to probe an poke the scull from a bit of a distance, maybe trying to scrape the webs away from the carved letters? The idea of just using my hands seems...not wise somehow.
May 2, 2023 2:57 am
Blornvid tries to burn the webs away with the torch.
OOC:
If the skull looks to made of wood rather than stone, he'll try to be careful not to damage it.
May 2, 2023 3:15 am
The torch flames make quick work of the webs and you as the skull and writing re better exposed you spot a few small forms, spiders, scurry away from the destruction of their homes. The script is old and Skeeve recognizes several as glyphs pertaining to water that are often etched into pottery as a form or simple ritualistic magic to enhance the clays properties to hold and keep water clean. Studying the writing you conclude there are religious connotations focusing on water and imply some form of life after death through the power of the water.
May 2, 2023 3:51 pm
What is the skull made out of? Stone or clay.

If we have time, Skeeve will copy down this writing, too.
May 2, 2023 4:26 pm
The skull is carved out of stone and looks to be a single large block. So far most of the walls, floors, and ceiling are rough stonework consisting of the natural rock these tunnels and runs were dug into our large blocks about 2x2x4 feet. The ceilings are vaulted domes and start curving in at about 6 feet up and the highest points being about 10 feet above the floor. There are signs of repair where sections look slightly newer, or at least different than, the rest of the work around these patches.

Skeeve copies the writing down as best he can.
May 2, 2023 6:49 pm
Once Skeeve finishes copying the writing down, Blornvid says, "Well, lads, we can either try to open this door or go back to the ghoul's room and see where that other door in the north wall leads. What say ye?"
May 2, 2023 8:42 pm
OOC:
Do we have a map that includes the skull room now? The only map I can see (two pages back) stops at the ghoul room.
Skeeve would like to check the weakest door first.
May 2, 2023 9:43 pm
OOC:
well I have a map. Were your characters making one? I've just dropped pictures occasionally to help you visualize it.
If you want a character map then it will technically slow them down a bit as they measure things out. If you do this I can give access to the entire map as you move through it.
May 2, 2023 9:56 pm
OOC:
I've just been referring back to old maps and assuming my dwarf is familiar enough with navigating underground that he keeps a mental map, unless our GM tells me otherwise. ;) However,
If you guys are more comfortable with sketching a map, that's fine by me.
May 3, 2023 1:34 am
OOC:
Really, I was just asking for a snapshot of this particular room. We haven't seen that yet. I am not sure of the size and number of doors/exits from the skull room.

Also, while it will take a little time to draw, measuring isn't really needed. All that is needed is a representation of which rooms connect to which other rooms.

And Skeeve is happy to map out whatever we need. It's not like he isn't already taking notes.
May 3, 2023 1:52 am
[ +- ] Mapping
https://i.imgur.com/sqo1Q5H.jpg
May 3, 2023 2:20 am
OOC:
Occasional images of the party's location works for me.
May 3, 2023 3:20 pm
OOC:
Skeeve isn't doing detailed mapping. He is instead noting the rooms and linking them as appropriate. That said it will still slow us down some.
Where is the skull mounted in room 11.
May 3, 2023 3:53 pm
The skull is in the NE corner of room 11, green diamond in map
May 3, 2023 8:12 pm
Skeeve will check the skull and see if it can move or if there is anything behind it. (Obviously it won't move if it is just a big carved rock on the stone floor. But, if there is some kind of mechanism or something that would allow it to move, that is what he is looking for.)

He won't spend much time on this, however.
May 3, 2023 8:36 pm
Now clear of the cobwebs Skeeve examines the skull and soon finds there is a concealed door of some kind built into/behind the skull. After a bit the party thinks they have figured out how to open it.
OOC:
next time you do a specific search like that roll a test. I will usually apply focus to any tests out of combat
May 3, 2023 10:49 pm
OOC:
Right! Sorry about that!
With a smile, Skeeve says, "How about checking this door instead?"
May 3, 2023 11:34 pm
"Well done, lad! Yes, let's give it a go. Beats trying to break down a door."
May 4, 2023 1:58 am
OOC:
To be clear I will not move the story/scene without someone declaring action or intent. So far there have been questions and agreement.
May 4, 2023 12:59 pm
Unless Khaguran has a different idea, Skeeve opens the hidden door.
May 4, 2023 5:43 pm
Pushing up on one of the teeth you open the skulls mouth to form a small passage to another small room. The room is bare with a sturdy due to the south!(the other side of the door in room 17) and an open doorway to the east.
May 4, 2023 5:51 pm
After looking around and noting the empty room, Blornvid says, "That seemed like a waste of a secret passage. Oh well, I'm sure that they had their reasons. He then leads the others through the passageway.
May 4, 2023 7:00 pm
[ +- ] map
As you enter the room through the skull you see another skull on the other side that operates similarly.
The door on the south wall is locked from this aside as well. Moving up you look into the next room to see multiple skeletons chained up on the south wall. On the north wall are scrawled the words
Quote:
The Ascendant Flame scourged this den clean.
May 4, 2023 10:22 pm
"Either of you makes ense of that? Valpip would probably be interested. I wonder if these skeletons were part of the scouring."
May 5, 2023 12:58 am
Skeeve makes a note about the Ascendant Flame.

"Do we want to go through that far opening? I am concerned that the skeletons might animate, considering that we've already run into one undead monstrosity already.
"Hmm. Should I try to zap one and see what happens?"
Last edited May 5, 2023 12:59 am
May 5, 2023 2:28 am
"Aye. Me too. I'm tempted to smash them with me axe before they can re-animate. So have at it."
May 5, 2023 2:46 am
Psybermagi says:
The torch flames make quick work of the webs and you as the skull and writing re better exposed you spot a few small forms, spiders, scurry away from the destruction of their homes. The script is old and Skeeve recognizes several as glyphs pertaining to water that are often etched into pottery as a form or simple ritualistic magic to enhance the clays properties to hold and keep water clean. Studying the writing you conclude there are religious connotations focusing on water and imply some form of life after death through the power of the water.
Khaguran will definitely ask Skeeve to copy his notes, as this could be a terrific addition to his repertoire of potter skills.

"Don't trouble yourself, friend. I'll see how soundly they slumber." He then tosses a heavy sling stone at one of the inert skeletons (unless someone would rather him not.)
May 5, 2023 12:08 pm
Skeeve works with Khaguran to smash out the skeletons. From the doorway so we can always pull back to a more defensible position if needed.

First two rolls:

(Maybe he hits anyway since they aren't moving ... ?)
Last edited May 5, 2023 12:10 pm

Rolls

Skeeve: Attack roll 1 - (2d6)

(32) = 5

Skeeve: Attack roll 2 - (2d6)

(42) = 6

May 5, 2023 1:24 pm
A few moment and you make short work of the skeletons that crumble on impact and stay down. Reassured you step into the room and find noting else as yo ulook around except that the hooks holding the chains were obviously not installed during construction but rather somehow driven into the stonewok.
[ +- ] map
Moving to the far archway you look into the next room and the flickering torchligh reveals a group of monstrous faces that have been carved into the north wall amid waves and swirls as if the beast were swimming. On the south wall someone has scrawled "I've forgotten my name". To the west is another sturdy wooden and metal bound door while the door to the north east is simple wooden planks and rotting on its hinges.
May 5, 2023 5:17 pm
Skeeve notes the writing on the southern wall and the faces on the northern wall.

He then says, "So, do we want to check out these faces, too, to see if there is another secret door?"
May 5, 2023 10:02 pm
Sure. Just keep your hands clear of the mouth. They're giving me an uneasy feeling.
May 5, 2023 11:02 pm
You check the sculpted mural but can find moving sections or concealed triggers
May 6, 2023 4:45 am
Khaguran listens at the sturdy western door for a moment, then checks to see if it's locked.
May 6, 2023 4:53 am
Nothing can be heard beyond the heavy but unlocked door to the West
May 6, 2023 1:37 pm
"Can you check with the rotted door?"
May 6, 2023 2:04 pm
The sounds of water are head from beyond the old and frail unlocked door to the east
OOC:
I posted details on the east door previously. The earlier post is updated
May 6, 2023 7:29 pm
I think we should check the room behind the west door first since it's unlocked. Do you lads agree?
May 6, 2023 9:32 pm
"I am good with either. Let's go!"
May 6, 2023 10:53 pm
Blornvid opens the west door.
May 7, 2023 2:56 am
Khaguran agrees and follows close behind.
May 7, 2023 8:59 pm
As you open the western door it creaks and portions of it break away causing you to notice other signs of recent use and breakage. The room it opens into (Room 9) contains a pool in the north east corner of the room with a small stream of water burbling up in the middle of it. Another carving in the stone can be seen on the wall behind the pool but large portions of it have been defaced. The southern wall is covered in wooden paneling that is warping and shows signs of water damage and rot and a matching door in the SE corner.
https://i.imgur.com/RNKI4fM.jpg
May 7, 2023 11:47 pm
Blornvid turns to the others. Does this make sense to either of you?
May 8, 2023 1:38 am
"Hm, not immediately."

Khaguran examines the carving more closely.

OOC:
Is the image decipherable at all, or is it too badly defaced to even make out the subject matter? Also, is this like a fountain constructed on purpose,or does it look like the spring has burst through this part of the dungeon floor?
May 8, 2023 2:24 am
The image is severly damaged but you can tell it has to do with water but the creature is too badly damaged to identify.
The fountain is enclosed in a cistern of stone and cement with holes cut into the inside to drain off the excess but the spring seems natural in origin.
May 8, 2023 6:03 pm
Psybermagi says:
The southern wall is covered in wooden paneling that is warping and shows signs of water damage and rot and a matching door in the SE corner.
OOC:
Didn't we enter the room through the SE corner?
May 8, 2023 6:46 pm
https://i.imgur.com/HeEz7nC.png
The party traveled 11 through skull passageway to 12 then smashed skeletons and entered 13 to walk into 8 with the carvings of breasts and are now in 9 with the fountain and destroyed carving or bas relief
May 9, 2023 1:05 am
So you had us go through the east door instead of the west door.
ForeverDED says:
Blornvid opens the west door.
May 9, 2023 2:06 am
OOC:
Apparently so. Sigh. I addd a compass on the map to hopefully eliminate these mistakes. Sorry
We will just continue with this room
May 9, 2023 3:27 pm
No harm, no foul. We're on the same page again and will proceed accordingly. :)
May 9, 2023 7:11 pm
Assuming that there's still time left in the day and Valpip hasn't departed for supper, Blornvid will have a listen to the SE door.
May 9, 2023 10:26 pm
Skeeve takes a look at the defaced carving, too, but (I presume) makes nothing of it. (I sure didn't from the picture!)

He'll also take a closer look at the paneled area to see if there is anything there worked further investigating.
May 9, 2023 10:41 pm
OOC:
Skeeve rolls

Rolls

Skeeve: Test DC: 4 - panel search - (2d6)

(64) = 10

May 9, 2023 10:42 pm
Looking over the panels Skeeve sees some irregularities and starts searching. His work beasts fruit and he finds a secret door.
OOC:
Please add rolls for things like searching in the future
May 10, 2023 1:45 am
OOC:
Nice, so just to confirm we now have a door in the middle of the Southern wall, as well as one in the SE corner?
May 10, 2023 2:20 am
Upon seeing Skeeve's discovery of a hidden door in the wall, Blornvid guffaws, "Ha! Well done, lad. You did it again."
May 10, 2023 2:50 am
[ +- ] Room 9
The hidden door is on the south wall 5 feet west of the regular door that is flimsy and rotting in the damp.
May 11, 2023 3:00 pm
If no objections, Skeeve tries to open the secret door.
May 11, 2023 3:08 pm
Pressing the latch you hear and feel a slight click and the door shifts though to be seen but then stops. Fiddling with it a while you decide the door is simply ruined and stuck. You will have to break it down to get past it.
May 11, 2023 3:42 pm
Skeeve turns to Blornvid and says, It's stuck; can you get it opened the rest of the way?
Last edited May 11, 2023 3:42 pm
May 11, 2023 3:49 pm
"I'll do me best."

Rolls

Break down stuck secret door. - (2d6)

(34) = 7

May 11, 2023 4:01 pm
With a bit of muscle, a sharp ax, and a minute or two the stuck door becomes a jagged doorway.
A faded and torn tapestry hangs from the west wall and ladder rungs lead up in the south east corner
May 11, 2023 7:26 pm
Just to be clear, now that we can see into the secret door's room, the rotted door adjacent to it leads to a different location, correct?

Skeeve will, of course, take a look at the tapestry to see if there is anything to note about its pattern. Also if there is anything behind it.

Roll included just in case ...

Also, the stairs in the new room lead *up*? That can't be good. Do we feel that it is still under the warehouse or outside the warehouse?

Rolls

Skeeve: Investigate tapestry - (2d6)

(51) = 6

May 11, 2023 7:33 pm
https://i.imgur.com/PRTGa6l.png the hidden room is about 15 foot square.
The ladder going up likely leads somewhere inside the base.
As you examine the tapestry it crumbles further but you do spot a concealed panel that is locked shut
May 11, 2023 8:58 pm
"Right. This is the sorta thing that Valpip wants to know about. Let's check it out, then report back to him."
May 12, 2023 1:52 am
The ladder heads up to a narrow shaft but the end is shrouded in darkness but Blornvid's eyes easily peirce the gloom and he is able to see a odd looking door at the top of the vertical ladder.

The concealed wooden panel is about 2 feet square and about a foot off of the ground.
May 12, 2023 2:31 am
OOC:
How high up does the ladder go (roughly, best guess by Blornvid)? And at the top of the ladder is a ledge with a two-foot square door a foot above the ledge? Or is the two-foot square door only a foot above the ground where Blornvid is standing, thus making the ladder only a foot high?
May 12, 2023 4:16 am
The ladder goes up at least 20 feet, so you guess it stops at about street level on the surface somewhere. The tunnel the ladder rises up through is rough and the door fills the passage about a foot above the last ladder rung.

The small wooden door behind the tapestry on the west wall is about 2' square and the bottom of the door is a foot above the ground. Basically think wall safe at knee height.
May 12, 2023 6:04 pm
OOC:
Thanks!
"Right. While I see where this ladder goes, you lads figure out how to open that panel."

Blornvid climbs the ladder to the top and sees if he can open the trapdoor at the top.
May 12, 2023 6:20 pm
As Blornvid grabs the lander and begins ascending he hears a click and suddenly chains with spikes embedded in them whip out of the wall and into him.

Rolls

Blornvid: save - (2d6)

(21) = 3

Trap attack - (3d6)

(624) = 12

May 12, 2023 6:31 pm
Blornvid takes 2 damage before dropping to the ground. As he does he watches the chains retract into the wall. There are 4 chains that spin out of concealed slots in the wall, each from between different ladder rungs starting 3 feet off the ground.
May 12, 2023 7:09 pm
As Blornvid lies at the base of the ladder, looking up at the spikes and chains, he mutters a curse. He then says, "Right lads, I'm done for the day." As soon as they're done inspecting the panel, which he wonders if it holds some way to turn the trap off, he plans on reporting back to Valpip with what they've found so far.
Last edited May 12, 2023 7:09 pm
May 13, 2023 2:47 am
Khaguran further examines the wooden panel to see if there's any obvious mechanism to open it.
May 13, 2023 4:35 am
Skeeve will wait for Khaguran to open it nicely. Failing that, he'll ask to use Blornvids axe to pry it open.

While waiting, he'll check on Blornvid to see if he can help bind up his wounds if needed.
May 13, 2023 4:43 am
OOC:
adding rolls
As Khaguran examined the panel he finds a mechanism and just as he behind opening it he sees several sigil glow then burn and flare as fire bursts grin the panel into the room. Jumping back he allerts the others as the flame explode into the room.
https://i.imgur.com/pssashW.jpg
Due to Khagurans warning everyone make a test with advantage,3d6 any 5 is a pass,.
Fail and take 4 due damage, Pass for half damage

Rolls

Khaguran: Test DC: 4 - Basic - (2d6)

(51) = 6

May 13, 2023 6:51 am
OOC:
Ouch!
Let's see what Skeeve gets ...

Rolls

Skeeve: Damage save - (3d6)

(561) = 12

May 13, 2023 4:59 pm
OOC:
But Blornvid was lying down, feeling sorry for himself at being whacked by the trap.

Rolls

Avoid flames - (3d6)

(113) = 5

May 13, 2023 11:44 pm
OOC:
If I remember right, my background (hermit) should give me some opportunity to help stabilize Blornvid if he's at 0 HP. If he isn't, so much the better.


Skeeve rushes over to check on Blornvid and help him as possible. He'll also check on Khaguran, as he's probably burnt, too.

If one or both are at 0 HP, we'll beat as hasty of a retreat as possible. If neither are at 0 HP, we'll be a little more deliberate on the exit so we can guesstimate where both the ladder comes out and where the roof collapse is.
May 13, 2023 11:52 pm
To get out, we'll backtrack the way we came in: 19-9-8-13-12-11-17-22.
May 14, 2023 12:13 am
Khaguran
Jumping back Khaguran avoids much of the burn.

Rolls

Khaguran: Save DC: 5 - Adv - (3d6)

(632) = 11

Valpip

Psybermagi

May 14, 2023 12:26 am
Due to Blornvid's tough nature though burned badly he survives the flames that engulfed you all. As Skeve moves to minister to Blornvid, Khaguran looks into the now open panel. Inside rests a small wooden chest that is still in good quality. After Skeeve checks for more magical traps and Khaguran looks for less arcane dangers you tie a rope to one of its handles and pull it out as you stand in the far doorway.

With the chest in hand you make your way wearily back to Valpip who upon seeing you sends for the healer, again. As you wait for the healer you show Valpip your rough sketch and explain what has happened so far.
Valpip
Sounds like there are several things goin on. Those tunnels were obviously not part of the city proper but were more likely used by those forced to hide from civic authority.
We know the goblins have been down there but not how long.
The water markings may indicate a water cult. Before and during the Dawn War there were some of the People who worshiped and followed the Incarnations and their Immortal servants.
And the traps indicate that there may have been other underworld elements that used the subterranean facilities for their own purposes. Smugglers or a thieves guild perhaps?

As he talks he examines then opens the wooden chest. Inside you find
Chest Contents says:
170 cp, 60 sp, 11 gp, a fine silk sash threaded with copper (25 gp), a marble rod inlaid with electrum (25 gp), a pewter torc set with a single pearl (25 gp), a silver dagger set with a single aquamarine (25 gp)
Guard Drake Armor: Leather armor tooled with draconic scales. Add 1 HP that requires the armor to be repaired for it to be restored. Grants advantage on perception

Valpip

Psybermagi

May 14, 2023 12:28 am
Valpip
After you are healed Valpip locks up the tunnels and suggests you return tomorrow if you wish to continue. Now that you are familiar with who may have been using the tunnels perhaps you are better able to anticipate any unfortunate problems and ovoid them. But I suggest you talk it over and get some rest.
May 14, 2023 12:38 am
Story continues at the Base Tavern
May 17, 2023 1:13 pm
Day 2 in the Tunnels
daryen / Skeeve says:
The first thing is to use the measuring rope to map out where the cave-in is and where the stairs are. We can then report back to Valpip where both things are located. We will, of course, be careful to make sure nothing has come back and not assume nothing has changed.

After that, since we'll be back in the first room, Baum can check out the mushroom room.

And after that, Blornvid can pick the direction to go since Skeeve is being so bossy to start the day. :)
The collapsed ceiling in room 17 and the ladder in room 19 are both under the warehouse and you give a better map to Valpip after measure things out.
May 17, 2023 1:18 pm
Pausing to listen at the concealed door before opening it Bornvid removes his makeshift lock form the mechanism and you show the southern room to Baun

The room is much as the others except this one smells odd. Not as foul as the goblin room but still rather musty. you see that the corners of the room have produced patches of mushrooms among with a couple larger patches in the middle of the room. The mushrooms range from 1 inch to 2 feet tall. To the south is an archway to the west and another wooden door to the east. In better condition than the goblin door it is still worse off than the heavy door on the north wall of 22. Both these doors have mushrooms clustered around them.

Buan

Psybermagi

May 17, 2023 1:56 pm
Buan
Examining the room she says Most in there look to be normal but those larger growths are very unusual.

Rolls

Check DC:4 - Basic - (2d6)

(23) = 5

May 17, 2023 5:01 pm
OOC:
LOL. Skeeve isn't being bossy.

Deducted 3 PP from character sheet to pay for lock pick set and donate to the healer for patching him up twice.
Keeping a handkerchief over his mouth and nose, Blornvid asks, "Unusual how?"

Buan

Psybermagi

May 17, 2023 7:56 pm
Buan
Their size which is will over 3 feet tall and wide is beyond all but the rarest mushrooms. That coupled with this environment make it likely they are magical or monstrous
May 17, 2023 10:01 pm
Monstrous? Hmm ... a should we try to hit them with magic bolts to see if they respond? From a safe distance, of course.
May 18, 2023 1:06 am
"Well, you won't be needin' me for this." Blornvid leaves the mushroom room.
Last edited May 18, 2023 4:20 pm
May 18, 2023 1:04 pm
Skeve and Baun begin bombarding the larger fungi, Skeve with bolts of pure magic ad Baun with icy blasts of feezing ait, from a the safety of the far side of the doorway. With the first styrike the large mushroom begins emitting a high pitched keening which causes a coupe of other large mushrooms to release several tendrils that flail about as they slowly advance towards the door. Focusing their powers on the moving targets Baun and Skeev quickly eliminate one then another before silencing the screetching fungus as well.

After a few minutes all of the larger mushrooms are reduces to frost covered hole ridden mounds. A few experimental bolts at other mushrooms hase no reaction.

Do you want to clear the entire room with magic, some other means, or move in now that the there seems to be no lingering threats?
May 18, 2023 3:57 pm
Let's be safe. Can I burn them out like I did with the ghoul's body?
May 18, 2023 4:03 pm
OOC:
characters can try anything. Results will vary. 😁
May 18, 2023 4:23 pm
"I've got some oil if you need it, lad."
May 18, 2023 6:02 pm
You know, if they aren't doing mind affecting crap or shooting spores, and we got the big ones taken care of, let's call it good and hurry through the room. We can always try to burn them later if they seem to be hiding anything or if they change. Unless either of you think differently.
OOC:
A classic Shrieker and a pair of Violent Fungi. Nice! And no, I didn't misspell the second one. :)
Last edited May 18, 2023 6:03 pm
May 18, 2023 7:35 pm
OOC:
This is a work of fiction. Any perceived similarities to other works is purely confidential
May 18, 2023 9:02 pm
"We didn't finish exploring northward, but we can always circle back later. But before we rush through that shroom room, we have to pick either the open archway or the door. Both are on the south wall. I think the archway may be best as we won't have to linger in the shroom room."
May 18, 2023 9:22 pm
That works for me!
May 18, 2023 11:58 pm
"Alright then, let's get to it. Ready Miss Baun?"
May 20, 2023 1:48 am
You gather yourselves and rush through the spore filled room to the far side and rejoice that noting attacked you or is awaiting for you in the next room. Ruble litters the floor of this room that is otherwise empty, save a scattering of small mushrooms. There is a door and 2 archways on the north wall and another archway in the South East corner. A rough tunnel has been dug into the south west corner of the room and the work looks recent.
[ +- ] map
May 20, 2023 8:32 pm
Skeeve takes a look through the other north archway. Mainly to see if it is a corridor or another room.
May 20, 2023 11:04 pm
While Skeeve is investigating the north archway, Blornvid will have a peek down the fresh tunnel in the SW corner.
May 21, 2023 1:33 pm
[ +- ] map
Moving further into the room to look around you see little of interest.

The archway to the north ends in a porticus with the room beyond appearing empty.

The small rough tunnel narrows to a crawl space heading further SW.

The archway to the SE shows a medium sized room with an iron chandelier hanging from the ceiling in the south-east corner of the room, a couple doorways on the north, and the sound of dripping water can be faintly heard from the south.
May 21, 2023 6:44 pm
Before we all crawl down that tight tunnel, perhaps we should check out this room with the chandelier.
May 21, 2023 7:57 pm
"Heh, you don't have to tell me twice. Not really interested in crawling. Maybe we can find a rabbit to do that. Sure, let's check out the chandelier room, but I'm not standing underneath it."
May 21, 2023 10:53 pm
Moving to the next room (28) you examine the large and heavy looking chandelier. Well built it hangs by a stout chain and has a few figures worked into the structure. The figures are water beasts and fish of various size and nature. you note they are all upside down and after a moment realize the entire structure is that of some odd creature with tendrils wrapping around the other animals. (An inverted jellyfish with other creatures trapped in its tendrils)
The two northern doorways have old and rotting doors while the SW corner has a heavy stone door. The sound of water is coming from beyond the stone door.
[ +- ] map
May 22, 2023 1:10 am
"That's a nasty bit of art work." He turns to Skeeve. "Do you want to check out the three doors off of this room or go back to the previous room and explore the corridor and door on the north wall?"
May 22, 2023 1:09 pm
You know from your taime with the expedition that once you have secured the area you will likely get a commision on any historical pieses. The chandelier though only simple iron may still net you a samll profit.
May 22, 2023 1:34 pm
Previous room. That chandelier gives me the creeps and all of these doors are closed. Let's check out the open doorways first, as that's where a surprise is most likely going to come from.

And, since neither of us are eager to crawl through the tunnel yet, how about checking the northern corridor first?
May 22, 2023 3:42 pm
[ +- ] map
Going north from 26 through the passage you reach the portcullis that blocks off every to the next room, 23, that is empty save another door on the NW side. The portcullis lock mechanism looks fairly simple if a bit rusty.
May 22, 2023 10:45 pm
Blornvid will listen to try to open the door.

Rolls

Listen at door - (2d6)

(44) = 8

May 22, 2023 10:54 pm
OOC:
auto correct scrambled that last post- it has been fixed
Blornvid makes quick work of opening the potculis. The room is bare but you see another door on the south wall
May 23, 2023 1:55 am
OOC:
Ahhhh, that's clearer. Remember, autocorrect is not your friend. :)
Noting the position of the door on the south wall, Blornvid points to it and says, "That door must be connected to the doorway from the previous room. The questions is: 'What's in that room?' Shall we try it?"
May 23, 2023 2:10 am
[ +- ] map
The northern door is the usual rotten mess while the southern door is carved from stone. Once again the motif is that of water and its creatures.
May 23, 2023 3:49 pm
Blornvid will listen to both doors, but doesn't expect to hear anything given the nature of this place.

Rolls

Listen at north door - (2d6)

(46) = 10

Listen at south door - (2d6)

(62) = 8

May 23, 2023 11:52 pm
Assuming nothing otherwise differentiates them, let's loop back through the southern door.
May 24, 2023 2:23 am
"Agreed."
May 24, 2023 3:26 am
The southern door did not survive without any problems as it turns out. Though it is unlocked the door sticks after only being pulled an inch. No matter how hard you pull it will not budge. Looking at the door you see a few cracks and believe it could be shattered if hit enough, or a pry bar may allow you to wedge it open, or a block and tackle to pull it open, or , or , or . . .
May 24, 2023 1:23 pm
Skeeve pulls out the pry bar he wanted to buy and tries to leverage it open. If he fails, Blornvid gets a turn.

Rolls

Skeeve: Pry open door - (2d6)

(61) = 7

May 24, 2023 1:42 pm
The pry bar shifts the door a bit then Blornvid helps out and after a few horrible scraping sounds the door busts open. As it does runes cleverly hidden in it's carved surface glow brightly then the entire fire explodes. Rock chunks shower everyone.

Roll a save test. Base damage is 4. -1 damage for each 5 rolled, -2 for each 6 rolled

Rolls

Baun test - (2d6)

(33) = 6

May 24, 2023 5:36 pm
OOC:
This is turning into the Tiny Tomb of Horrors.

So we're saving vs. rock chunks, not fire, right? I think I forgot to include his advantage to fire in that trap yesterday (in-game yesterday that is).

Rolls

Rock chunks - (2d6)

(56) = 11

May 24, 2023 5:45 pm
OOC:
Yes it is stone. Only 1 damage, nice
I'll give you a fire trap next time 😁
May 24, 2023 9:06 pm
Psybermagi says:
OOC:
I'll give you a fire trap next time 😁
OOC:
LOL. Great. That'll be so much better.

Buan

Psybermagi

May 24, 2023 10:28 pm
Buan
Baun what's in the corner severely hurt by the explosion. Shoving the rock fragments of of herself, and having to pull some shards of of her sheet whimpers a bit more. But then a gentle green glow surrounds her and her wings begin to close up and her painted expression begins to ease.
May 25, 2023 12:22 am
I'm gonna have to start looking for runes more often. And get Healer whenever I get a new Trait ...

Anyway, here's my save ...

Well, great. Now I need my new armor fixed and I'm as battered as Baum started. Oh well, still alive and things (armor and me) can be fixed.
Last edited May 25, 2023 12:23 am

Rolls

Skeeve: Avoiding rocks - (2d6)

(24) = 6

May 25, 2023 1:23 am
Knocked back and over Blornvid by the blast, likely taking most of the shrapnel that would otherwise have hit the dwarf Skeeve lands with a thud. Luckily his new armor took some of the damage so he is a bit better of than Baun.

As Baun and Skeeve tend their wounds Blornvid assesses the situation. Beyond the door is a long corridor dead ending on another door. All teh surfaces of the stone hallway are covered wet and the surfaces glisten in the lanternlight. As he watches the water begins to bead up into tiny droplets. The droplets begin pooling together faster and faster. They appear to be collecting into a single point and should be ready in moments
OOC:
Skeve lost 3 health, Baun lost 4 health and is currently healing herself. The liquid will finish gathering in 1 round.
May 25, 2023 2:36 am
"We have to go now. Something is taking shape in that corridor, and I don't know what it is." Blornvid does his best to assist his companions out of the room and back down the corridor they came from and plans to return to room 22. "I think those glyphs were meant to keep whatever that thing is contained, and we broke the containment seal."
May 25, 2023 12:38 pm
Blornvids best guess is it is some type of water elemental, though it does not look to be too large and will end up about as big as a dwarf though sqatter and bulbous, or possibly a slime or ooze?
May 25, 2023 4:45 pm
Skeeve says, "That's an ooze! We gotta move!" Skeeve tries to remember whether oozes are vulnerable to heat, cold, or force; and how fast they are.

Continuing he says, "We can't just let it have free reign down here, or it will ambush us later. But we have to stay out of its range!"

The results of his attempts to remember will dictate his further actions.

... Assuming he can figure out what energy type he should use, he will want to retreat into the corridor and use that to restrict its movement while he and Baun pepper it with magic attacks while we all continually retreat at the same speed it moves.
Last edited May 25, 2023 4:50 pm

Rolls

Skeeve: Attempt to remember about oozes ... - (2d6)

(51) = 6

May 25, 2023 4:50 pm
Skeeve recalls ooze are usually vulnerable to heat or cold but often immune to acid and poison. If it is an elemental then heat is the best bet.
OOC:
this system does not really have damage types but flavoring things can be fun so go to town
May 25, 2023 6:27 pm
"Aye, you're right, lad. But my axe is useless against ooze, and I didn't bring a torch. I'll cover the rear while you two use your magic."

Blornvid will keep enough space between him and the others so that they don't accidentally bump into him, stumble, and fall down. He's sure the ooze would then be on them in no time.
May 25, 2023 6:48 pm
Skeeve starts to throw fire darts at the ooze while retreating. This likely means one attack and one move unless it is just too fast.

If it is too fast, we'll have to run for it while calling for help in the main room.

Assuming the ooze is slow enough, Skeeve lets off a fire dart.

Rolls

Skeeve: fire dart attack - (2d6)

(14) = 5

May 26, 2023 12:56 am
Skeeve begins bombarding the creature and as teh fire strikes the creature it as steam with an acrid stench is produced. The creature squeeles and quickly begins slithering sroung collecting more of the dropplets.

Buan
We should flee Baun calls obviously still in pain and scared as she retreats kepping both or either of you between her and the blob.

The blob finishes collecting all the droplets and charges the party. It is obvious it is faster than you but instead of closing to attack it turns the corner and heads back down the coridor you arrived by
[ +- ] map
May 26, 2023 1:53 am
Well, crap. Now we have to try to follow it ...

To Baun, Continue keeping us between you and it. But we have to see where it is going because we cannot allow it to go up into the warehouse.

We the try to follow behind to see where it is going, at least to make sure it isn't going to the warehouse.
May 26, 2023 2:10 am
You run after the slippery blob and sigh a bit in relief as it heads south to the chandelier room
https://i.imgur.com/JFNSZEg.png
You can try getting another shot of as it slips through the door, Just roll for Baun as well if you do as she feels safer now that it is far away and fleeing.
May 26, 2023 2:16 am
To Skeeve: "Good work, lad. I thought we were done for."

To Baun after the blob has fled: "Are you alright? Do we need to get you up to the surface?"

Buan

Psybermagi

May 26, 2023 2:21 am
Buan
I am fine for now but (pant pant pant) do not think I am cut our for adventuring (pant pant pant)
May 26, 2023 2:25 am
Blornvid looks over to Skeeve, concern on his face. "Maybe we should head back to the north end of these tunnels, where we were scouting yesterday. We never checked out the door in the room with the skull carved in the rock or the door in the room with the faces on the wall."
May 26, 2023 2:39 am
Skeeve continues to run after the ooze to try and see what it does in the chandelier room. He says Head back into the mushroom room. But I have to see if it does something with that horrible chandelier.
May 26, 2023 3:42 pm
Blornvid stands at the entrance to the shroom room, but doesn't enter. Instead, he keeps an eye on Skeeve.

To Baun, he says, "If you need to head back, the stairs to the warehouse are on the other side of the mushroom room. I can't leave Skeeve alone."

Buan

Psybermagi

May 26, 2023 5:23 pm
Dashing after the blob Skeeve sees it head south. By time he gets to the room it is nowhere to be seen but a slight trail of moisture lead under the door to the SW.

Buan
Baun heals herself more over she if recovered she begins ministering to Blornvid but easier for Skeeve to return before healing him. I am fine for now but if you plan to go deeper I think I might just go wait with Valpip she says nervously with a underlying of forced bravery. You can tell she is scared but didn't want to leave you while she can still help, at least with a modicum of safety.
May 26, 2023 9:31 pm
Skeeve will do a quick check to see if the door the ooze appears to have gone under is locked or not. He will under no circumstances go through it or open it. Once that is determined, he returns to the others to report what he found.

He then gratefully accepts whatever healing Baun is able to provide.

To Blornvid he says, Yeah, I think we should check the northern side for a while.
May 27, 2023 12:47 am
You return to then stairs to find Valpip measuring out and marking regions of stone with chalk as a dwarf comes behind and hammers into the marked spots. You note several similar spots already complete where the mark is a rune carved into the stone while others are simple X you assume are for later work. He explains his idea of expanding the stairs into a ramp after securing the room. He has already gotten doors started for the north and they should be placed tomorrow but the secret door to the fungus room will have to wait until the room is cleared so it is safe for the artisans to rework that door and make it secure.

Valpip
You discuss the events that transpired. Upon mentioning the fungus to the south he cautions you. I wouldn't recommend burning the fungus out. It would kill them sure enough but the fumes are likely to be toxic.
Why don't I have Baun here go get some fungicide from the shaman. It may take a few days but it will be for the best.
he says as he look over the florid with concern as she is still obviously shaken. She can take care of that room and stay here with me the next couple of days so you have a healer on hand and softer so she does not hear But I think it best she not go any further for a while

When you mention the trapped stone door he explains that he was wondering what that had been and is concerned by the traps severity. I suggest you be careful with the area the door isolated. Something that powerful will likely be hiding more dangers or rewards. The last trap that nasty protected the ladder to the warehouse.

He is slightly concerned about the water ooze creature and mutters about additional wards needed and offers to work with Mord on putting a rune into Blornvids weapon that will enhance it against magical creatures. You will have to come and get it recharged after using it too much but it shouldn't be a problem as I am sure you maintain your weapons well as he smiles at the blacksmith adventurer.

After a good chat you are prevailed upon by Valpip to finish mapping where you have already explored and with a few reference points get a map drawn up and a copy is given to you by the clerk. He explains that the map is a magic parchment and paired to one he will keep. As you as you add measurements to it with rough outlines he can edit his copy and remove your rough sketches as needed. The tunnel to the SW turned out to lead up into the gardens. With the druid out on a assignment at the time Fiznik is called out to seal up the tunnel which he does with a single spell.
[ +- ] MAP
The rest of the day is taken measuring and working to close off the tunnel. To the NE you find another tunnel out of the brick worked rooms and passages. This heads east and ends in a room that has a large pool. It is assumed this water connects to the river to the east of the base. The tunnel is obviously not new but you are unsure of its original use.

Baun has already started clearing the fungus room. You are called to help take down a couple of magical variants that attack when she starts cleansing the room. During the fight you find a Locked Iron Chest that was in the middle of one of the violent fungus and drag it back to open in safety. Inside you find :
170 cp, 110 sp, 7 gp, 3 x diamond (50 gp), chrysoprase (25 gp), 2 x jasper (30 gp), Spell Scroll (Hail of Thorns) , Potion of Healing, 4 x Potion of Antidote

Exhausted after a long day but rejoicing at a happy conclusion you take your meal with Baun.
OOC:
Let me know if you do not want me to FF/narrate litle details like this in the future.

Both of you have done a bit of adventuring so I think it is time to level you guys up.
Blornvid : you can either get A:weapon mastery (attack with 3d6) or work with Mord the smith and Valpip to B:enhance a weapon or armor
Skeeve : you can either take A:Spell Reader (this lets you use scrolls) or work with Valpip and Fiznik to create a wand or other B:arcane focus
Let me know how you want to develop
Additional traits and/or weapon mastery will be obtained as you continue playing.
May 27, 2023 6:09 pm
OOC:
Fast Forwarding is fine. I suspect that you're working to integrate the new players into the game and don't want them to wait around forever.

If he has a weapon enhanced, assuming that's what Valpip was alluding to, will Blornvid be expending the magic charges when he fights mundane creatures like goblins? If so, then he'll just go with weapon mastery. I like the idea of having the extra attack die.
May 27, 2023 7:11 pm
OOC:
This system keeps it simple and very few things have actual resistance to damage. Especially at low level. Valpip's "enchantment" is more thematic effect but would give you a 1/d effect.
If either of you choose to go with the enhanced equipment it will take much or your wealth to permanently enhance an item
Sample enhancements
axe that can cut stone, +1 damage to inorganic
wand can create larger magical effects, hit two adjacent targets
May 27, 2023 9:04 pm
OOC:
I am going to go with Spell Reader as a further enhancement of his magical abilities. He'll work on making a reusable focus for a later upgrade. Also, during the downtime, Skeeve is going to work with Blornvid to get his armor fixed back up. I imagine this will be a regular thing.

Also, once we recharge and reload, hopefully with more characters (maybe someone who knows their way around traps), Skeeve is ready to check out more of the tunnels. There's a lot left to explore. Though he's more than willing to wait for a while before attempting a rematch with that ooze. I hope no one we know is it's target. I also hope it doesn't have a long memory of who attacked it, either. :)
May 27, 2023 9:14 pm
For our next delve, I'd like to pursue the path you said the goblins came from. Shouldn't be any oozes there, and it'd be good to know where that all comes out.
May 27, 2023 9:31 pm
OOC:
The goblins came from the west tunnel into room 21. So either the water/river cavern or room 9 and beyond.
The FF was just to skip things you already had a handle on and could resolve with little problem so I just narrated past them. We do have a group of 4 inbound as well as a soloist but they still need to wrap up their things. But it wont be hard to have them join up with you in the tunnels now that there is a bi-directional map in use
May 27, 2023 10:41 pm
OOC:
I have no problem with the FF. Either here, or when we FF with the quick mapping at the start of this session. I am all for that. I was now just trying to say where Skeeve thinks we should look next. So, yes, the water cave and the unopened door off of room 9.
May 28, 2023 9:00 pm
OOC:
I was thinking of finding out where the door in the skull room, #11, went and the west door in room 8, which had the faces on the wall. Maybe the two will meet and that corner will be finished off. The unopened door in room 9 connects to the goblin room 21.

Blornvid will take weapon mastery so that he has 3d6 to roll. He'll save up his money for the weapon enhancements.

Speaking of money, we have loot to divvy up.

170 cp, 110 sp, 7 gp, 3 x diamond (50 gp), chrysoprase (25 gp), 2 x jasper (30 gp), Spell Scroll (Hail of Thorns) , Potion of Healing, 4 x Potion of Antidote.

So what will we have left after the authorities take their cut? Then we have to split things three ways will Baun.
May 28, 2023 10:06 pm
OOC:
Well, since Skeeve is getting Spell Reader, he'd like the scroll. What do the Potions of Antidote cure? Poison?

But the money should be split evenly three ways. If she's willing, we could give Baun a bigger share of the gems so we can keep the scroll and potions. If can keep the potions, I'd say split the Antidote potions and Blornvid gets the healing potion since he's the tank.

But Skeeve is easy-going. He's willing to divide things up however is needed and desired.

Buan

Psybermagi

May 28, 2023 10:36 pm
Buan
I really was not much help. I am sorry I can not continue with you but that trap nearly killed me. I will accompany Valpip and should you need me I will be here to heal your wounds She takes a third of the coin and gems but refuses anything further. There is a practice in the scouts that all useful gear goes to the scouting party and not individuals so just keep it with you and use it as needed
Baun = 50cp, 30xp, 2gp, 1 diamond, chrysoprase
Skeve/Blornvid each = 50cp, 30xp, 2gp, 1 diamond, jasper (30 gp) 2 x Potion of Antidote
[ +- ] Hail of Thorns
Petty Cash (who is holding it? I will assume Blornvid)= 20 cp, 20 sp, 1 gp, Potion of Healing
[ +- ] Magic Materials Pricing
May 28, 2023 10:39 pm
You retrace your steps around the north west section towards the river cave to ensure there are no more surprises. You take a closer look at the natural cave with water access
[ +- ] River Cave
The light seems to be coming from a rough rock formation on the surface with enough gaps to let light and tiny creatures in. The water is cold and has a strong current. The case shows signs of regular use, or at least visits but noting else of value or concern can be found above the water.
May 28, 2023 10:43 pm
[ +- ] MAP
OOC:
You have 4 points you have not explored
North door in 23
North door in 11
West sturdy door in 8
and all the doors in 28
May 28, 2023 11:25 pm
OOC:
Blornvid is handling the petty cash. He was here first and is the defacto leader of the Tunnels expedition. So, he gets to keep track of it. I do strongly recommend he take the potion of healing with him, though.

The river cavern is a dead end, correct? Also, is the current of the river flowing into the cave from outside, or flowing from the cave to the outside? It's likely that the goblins got in from the river, so that's possible to happen again. It might be worth it to Valpip to lock the cavern off. Unless the access to the river could be important. Depending how things work in the settlement, that could be a valuable source of fresh water!
Skeeve agrees with Blornvid to try the area between rooms 11 and 8. Let's try from room 11 since it is a rotted door and not a strong door. The section might even loop back around to room 23. He's wanting to wait for reinforcements before getting back to room 28.
OOC:
I am assuming we are still exploring on the same day, so my armor isn't fixed yet, but that Baun was able to heal us up before we set out again.

There is a fifth point also remaining to explore: the newly hewn tunnel off of room 26 that neither of us were rushing to crawl through. That'll wait for reinforcements, too. If we get any.
May 29, 2023 12:15 am
OOC:
The tunnel off room 26 was in the FF as coming up in the gardens.
Quote:
The tunnel to the SW turned out to lead up into the gardens. With the druid out on a assignment at the time Fiznik is called out to seal up the tunnel which he does with a single spell.
We moved to the next day so your armor is repaired
May 29, 2023 12:23 am
Tunnels Day 3
Pausing to check the door for any runes, glyphs, traps, or sounds you feel safe in opening it. Only to find a short hallway that veers to the East immediately.
Checking that door too also before proceeding results in the loss of a few moment and no limbs. (and there was much rejoicing) You are now facing a large and empty rooms. The walls, floor, and ceiing are all simple stonework with some arching from the walls up and to the middle of the room to support this large open area. Across the room is a sturdy door you estimate to lead to the room you have already been to (8) and another door is further north on the west wall.
[ +- ] Room 5
May 29, 2023 2:51 am
daryen says:
OOC:
Blornvid is handling the petty cash. He was here first and is the defacto leader of the Tunnels expedition. So, he gets to keep track of it. I do strongly recommend he take the potion of healing with him, though.
OOC:
Done. Character sheet updated.
May 29, 2023 2:56 am
Psybermagi says:

Checking that door too also before proceeding results in the loss of a few moment and no limbs. (and there was much rejoicing)
OOC:
Yay!
We'll check out the door on the west wall in room 5.
May 29, 2023 2:37 pm
Again not trusting the door and frame quick check reveals nothing out of the ordinary. Opening the door you see another large and empty room(4). The ceiling is covered with scorch marks, and several pieces of rotting wood are scattered throughout the room along with a few remnants of fire pits. Across in the SW corner on the west wall is what looks to be a small barred jail cell. A door leading south is next to it. The north wall has a door and portcullis and another door is seed north of you on the east wall.
https://i.imgur.com/5l1C5bv.png
May 29, 2023 3:04 pm
"Curious."

Blornvid heads to the SW corner to peek through the barred jail cell.
May 29, 2023 3:16 pm
The jail contains rings on the wall, both high and low. Nothing else is inside, at this time, that you can see, do you go inside?
sinister music sounds in the distance 😈
May 29, 2023 5:33 pm
Nope. Instead, he'll listen to the door to the south. I'm assuming finding runes is Skeeve's job.
May 29, 2023 7:44 pm
OOC:
My bad on the tunnel. I got it now.
Skeeve is also not entering the cell. He will check to see if he can detect any magic about the cell, however. He will also check the south door for runes and stuff.

Also, do the three doors look solid or rotted like most of the rest of the doors down here?
May 29, 2023 7:55 pm
ForeverDED says:
OOC:
Done. Character sheet updated.
OOC:
Don't forget the silk sash and marble rod from the previous chest. (You kept the dagger and I kept the torc.)
May 29, 2023 8:04 pm
The cell does not seem to have any magic about it. Skeeve is aware it is more common to have enchanted manacles for binging magical powers as this is cheaper and easier than sealing an entire room.
All the doors to this room are older rotting wood, except the iron bars to the cell and portcullis.
Looking over and listening you find nothing alarming about the door and cautiously open it with little difficulty to reveal the room beyond(10).

Several square holes are cut into the north and west walls, and someone has scrawled "When the River of Faith runs red with blood, the Bell of Tides shall be found" on the south wall. Ladder rungs lead up from the north west corner. A door is in the middle of the west wall and another portcullis leads south in the SE corner
May 29, 2023 8:14 pm
Skeeve thinks, Crap. A ladder.

Skeeve has been continuing to mark out things on the map, but says, Let's make sure we map out where this ladder is so Valpip can seal this off, too. Note that this does NOT entail him entering the room yet. He then says, Those holes look like classic spear trap material, there.

After looking at the opening in the south wall, he adds, Do you think this will eventually get us down to the explosion room?

Edit:
Hmm. If we don't want to risk the potential spear traps, we could back out and go down to the room to try to get to this room again from the other direction.
Last edited May 29, 2023 8:17 pm
May 30, 2023 3:00 am
daryen says:
OOC:
Don't forget the silk sash and marble rod from the previous chest. (You kept the dagger and I kept the torc.)
OOC:
I did. Thanks for reminding me.
Psybermagi says:
Ladder rungs lead up from the north west corner
"Another bloody ladder. No thank you."
daryen says:
Those holes look like classic spear trap material, there.
"Aye."
OOC:
Can we tell how close to the floor they go? Is it possible to crawl underneath them?
daryen says:
Do you think this will eventually get us down to the explosion room?
"I do."
daryen says:
If we don't want to risk the potential spear traps, we could back out and go down to the room to try to get to this room again from the other direction.
"If we can't crawl underneath them, then yes. Either that, or we build a wall out of wood and let it take the spears for us." He chuckles at the thought of that.
May 30, 2023 3:13 am
[ +- ] updated map
May 30, 2023 3:46 am
OOC:
GM: So, does it look like we can crawl under the openings on the walls?
To Blornvid, Skeeve says, I don't know if there is enough unrotted wood anywhere in these tunnels to stop a spear.
Last edited May 30, 2023 3:50 am
May 30, 2023 4:12 am
The holes in the walls form a checkerboard pattern starting about a foot and a half above the floor. Skeeve can likely crawl on his belly but Blornvid's thick chest makes him a tad nervous to try. There are shields and construction materials available within the base.
May 30, 2023 4:06 pm
Skeeve says, I have an idea. Can you give me a hand ripping the door off its hinges? We need it to be mostly intact, though.

Skeeve then explains that he wants to take the dismounted door and have the both of them toss it across the "field of view" of multiple holes. Yeah, the door hitting the ground will make noise, but if any spears (or whatever) are triggered, it's going to make plenty of noise, anyway. This won't do anything if there are pressure plates (unless it lands on one), but if it has a magic "movement sense", it might trigger them.
OOC:
I'm trying to be creative. :-)
Last edited May 30, 2023 4:06 pm
May 30, 2023 5:37 pm
daryen says:
I don't know if there is enough unrotted wood anywhere in these tunnels to stop a spear.
"I doubt it. Certainly not in this room." He indicates room #4.
daryen says:
I have an idea. Can you give me a hand ripping the door off its hinges? We need it to be mostly intact, though.
"That might work to just trigger the spear trap. But if we're going to cross the room, we'll have to find one thick enough. Most of these doors won't do. "

Blornvid will then try to remove one of the crappy doors without breaking it.
OOC:
Looks like it broke. We'll have to go find another one unless it doesn't matter.
Last edited May 30, 2023 5:38 pm

Rolls

Using focus to cut the door off just right - (3d6)

(322) = 7

May 30, 2023 5:55 pm
OOC:
As long as there is a big enough component, we should be good for a test. We need it to be at least dwarf-sized.
May 31, 2023 1:44 am
Dismantling the door proves an easy job. keeping it to gether proves harder. After getting the door off the wall the largest piece you have are a couple of slats stilll nailed together making a 2 x 6 foot awzrion od wood that is not too heavy, or solid. It shoudl stand upto a few blows being the most sturdy portion of the door but you doubt it would do much with repeated abuse.
May 31, 2023 1:56 am
"Ugh. This is pretty useless. We should consider finding something better to shield us. Shall I toss this into the room to see if it triggers the trap?"
May 31, 2023 3:56 am
OOC:
To be fair to me, I never wanted to use the door as a shield. I always wanted to use it to trigger the trap.
Last edited May 31, 2023 3:57 am
May 31, 2023 3:37 pm
After Skeeve nods his consent...
OOC:
It seemed implied
...Blornivd tosses what remains of the door into the room in sight of the holes in the walls.
May 31, 2023 4:25 pm
When the wood hits the floor you hear a rattling click clunk and nothing happens. After a bit if experimenting you decide the trap exhausted it's ammunition some years ago and it's so rusty it likely would but work anyhow.
May 31, 2023 5:38 pm
"If a room doesn't have a pool of standing water, it's so damp that the wooden doors have rotted. I guess the mechanisms rusted." He sighs. "Here goes nothing." He runs across the room to the portcullis in the SE corner.
May 31, 2023 6:36 pm
Click thrum thud! Skeeve imagines results that never happen. Good thing too.
Looking through the potculis Blornvid sees another room much the same as the rest.
Unlight torches in iron sconces line the east wall, and the floor is covered with broken glass. There is a basic door in the SW corner
May 31, 2023 9:08 pm
Blornvid breathes a sigh of relief that he wasn't skewered. He informs Skeeve of what he sees in this room. "It looks like it connects to the explosion room." He then heads over to the west door and gives it a listen.
May 31, 2023 10:37 pm
Since Skeeve's worst fears didn't come true, he follows Blornvid over to the SW door to wait for him to determine when to open it.
Jun 1, 2023 1:03 am
You note that the door on the west wall of the room is in a bit better condition as you lean close and listen. Hearing nothing and seeing no runes or obvious trabs you are left to decide which way to go, South or West?
Jun 1, 2023 2:45 am
"The room to the south is filled with broken glass. We don't know what's behind this door," Blornivd indicates the west door. "Broken glass could mean spilled potions, which should be harmless after all this time, but who knows. What are you up for?"
Jun 1, 2023 2:46 am
OOC:
We're in room 10 currently, correct?
The room on the other side of the portcullis is not the explosion room, it is one potentially north of it. As long as the glass shards don't quickly come together to make a glass golem or something, Skeeve thinks it would be good to complete that part of the tunnels so we know how that fits together.

We both have sturdy boots, so we should otherwise be safe from the glass. And if there were gaseous effects, we'd been hit through the portcullis. (I would think.)

Then we can come back and hit the west door.
Last edited June 1, 2023 2:48 am
Jun 1, 2023 2:49 am
daryen says:
OOC:
We're in room 10 currently, correct?
OOC:
Correct.
daryen says:
The room on the other side of the portcullis is not the explosion room, it is one potentially north of it. As long as the glass shards don't quickly come together to make a glass golem or something, Skeeve thinks it would be good to complete that part of the tunnels so we know how that fits together.

Then we can come back and hit the west door.
"Alright, lad, we'll enter the room with the broken glass. Hopefully our boots will be thick enough."
Jun 2, 2023 8:06 pm
One roll to unlock the portcullis. Both roll to lift it manually as there is no functional mechanism to lift it.
Blornvid manages to free the portcullis mechanism and together you barely lift the heavy iron bars before wedging the door pieces to securely hold it up a couple of feet. Crawling under you look around the room. Other that the shattered glass, shattered bottles(?), there is nothing of note. You check the far door before opening it and verify your location. You take a few moments to measure and update the map.

You return to Valpip with the news of another ladder and he sets off to secure the top of it with some guards.

Rolls

Blornvid: Test DC: 4 - Adv - (3d6)

(162) = 9

Team Effort DC 4 - (1d6, 1d6)

1d6 : (4) = 4

1d6 : (3) = 3

Jun 2, 2023 8:12 pm
[ +- ] map
Jun 2, 2023 9:30 pm
OOC:
Sorry. Forgot about the portcullis being there.
To Skeeve: "Right, shall we hit that west door in the spear hole room?"
Jun 2, 2023 10:03 pm
Yes, let's. After that we can start with the northern doors.

We crawl back under the portcullis and check the door. If all seems clear, we open the door.

In case we need a roll for the check, here we go ...

Well that sucked. It sucked so bad, maybe Skeeve accidentally created a new trap just so he could trigger it with his bad luck ...
Last edited June 2, 2023 10:05 pm

Rolls

Skeeve: Check west door in room 10. - (2d6)

(11) = 2

Jun 3, 2023 12:05 am
Room 7
You check the door but by now have come to assume these older basic doors are not usually the problem.
After a cursory look you open the door to the next room. A forge with a few smoldering embers in it and an anvil sit in the North-East corner of the room. Someone has scrawled "Beware the light" on the North wall.
Jun 3, 2023 12:38 am
daryen says:
Well that sucked. It sucked so bad, maybe Skeeve accidentally created a new trap just so he could trigger it with his bad luck ...
OOC:
LOL
Psybermagi says:
A forge with a few smoldering embers in it and an anvil sit in the North-East corner of the room.
Blornvid keeps his voice down as he states the obvious to Skeeve, "This room was used recently. Be on your guard." Blornvid slowly advances into the room for a better look.
Jun 3, 2023 12:44 am
Blornvid recognizes signs of this once having been a workshop. Other than the forge and anvil everything else has rotten, rusted, or been taken away.
Give me some rolls or specific directions.
If I keep rolling for you I might accidentally start rolling 1d3 :p :)
Jun 3, 2023 2:26 am
OOC:
Sorry. Should I be rolling for every single room we enter?
Blornvid walks over towards the forge to gauge when the last time it was used.

Rolls

Really focused on searching forge and/or room - (2d6)

(56) = 11

Jun 3, 2023 3:16 am
OOC:
I will explain anything in plain sight and will clarify if asked about specifics. A comment like "advances into the room for a better look." doesn't give me much to work with but can respond based on a specific roll. The "gauge when the last time it was used" is a good example. Without a roll you will get basic info but with a success you get ...
Blornvid looks at the forge and wonders why the embers are still warm. The forge is cold and even the ash was been blown out over time. Only a few nuggets with traces of a slow burn somehow remain. It is definitely unusual and beyond his experience as a smith. He instantly assumes magic, spirits, or gods must be involved.
Jun 3, 2023 3:36 pm
Skeeve attempts to discern if the hearth or anvil detect as magic and, if so, how strong the "aura" is.

Rolls

Skeeve: Detect magic - (2d6)

(13) = 4

Jun 3, 2023 3:40 pm
BTW, Skeeve has still been taking notes on the scrawlings we find on the walls as we find them. That way they can ask Valpip (and whomever else) about them later.

Also, are there any doors or other openings in the room?
Last edited June 3, 2023 3:41 pm
Jun 3, 2023 3:54 pm
The forge has a magical aura to it though weak
Jun 3, 2023 6:12 pm
OOC:
Thanks for the clarification on searching, Psybermagi.
"No ordinary forge." Blornvid then heads over to check out the anvil.

Rolls

Focused on examining the anvil - (2d6)

(22) = 4

Jun 3, 2023 6:24 pm
The anvil is finely crafted but you can not discern any special properties. Still, perhaps Mord, the smith, will better be able to tell. He might also have an interest in the forge.
Jun 4, 2023 1:28 am
Well, since we can't move the forge or the anvil, and there are no other openings in this room, I guess we're done here.

Skeeve says, Let's head back to the north west room [Room 4] and try one of the regular doors. We have three doors in that room to check out.
Jun 4, 2023 2:30 am
OOC:
Alert, alert! incoming transmission.. yeah I forgot to mention the southern doors
To the south of the room is a porticus and sturdy door. Beyond the porticus is a hallway that opens to the east.
https://i.imgur.com/kWvIul2.png
Jun 4, 2023 4:59 am
Well then, we have more to explore here, then!
OOC:
Maybe I should have asked for Trap Master instead of Spell Reader ...
Anyway, checking the sturdy door for any shenanigans ...

Rolls

Skeeve: Checking sturdy door - (2d6)

(46) = 10

Jun 4, 2023 5:18 am
The door appears stuck and will have to be broken down. Its locking mechanism has rusted the door in place. No other traps or sigils are found.
Jun 4, 2023 3:29 pm
"Well, since there aren't any traps or runes, I guess I'm free to break it down."

Rolls

Break down door - (3d6)

(214) = 7

Jun 4, 2023 4:36 pm
OOC:
I'll assume you were Focused on that ... :-)
Jun 4, 2023 5:24 pm
OOC:
I had it checked off on my character sheet. :)
Jun 4, 2023 5:54 pm
Chop! Whack! Thud! Shatter. After a few good whacks you make a hole near one hinge then the other and shove the door in.
https://i.imgur.com/rdMMuke.png
Room 15
A statue of a hydra sits in the South-West corner of the room, and someone has scrawled "seven, five, nine" on the east wall.
Jun 4, 2023 5:55 pm
Chop! Whack! Thud! Shatter. After a few good whacks you make a hole near one hinge then the other and shove the door in.
[ +- ] map
Room 15
A statue of a hydra sits in the South-West corner of the room, and someone has scrawled "seven, five, nine" on the east wall.
Jun 4, 2023 6:57 pm
OOC:
How many heads does the hydra have? Can Blornvid tell just by standing in the doorway?
To Skeeve: "Is it a magical statue, lad?"
OOC:
Did Skeeve buy that lockpick set? Smashing these doors certainly isn't going to enable us to surprise anyone.
Last edited June 4, 2023 6:59 pm
Jun 4, 2023 7:04 pm
The statue has 9 heads and does not radiate any magic
OOC:
this door could not be picked
Jun 4, 2023 10:03 pm
OOC:
I didn't think I was the lock-picking type. I'd don't know if I'd even get two dice on the attempt. On the other hand, if it's something anyone can do, I guess I'm down for giving a shot over time.

How big is the statue?
So, five, seven, and nine. Do you think they start with the left-most head or the right-most head?

Skeeve will risk a closer look and see if the heads or necks look like they are hinged or anything like that. In case a roll is needed ...

Rolls

Skeeve: Test DC: - (2d6)

(36) = 9

Jun 4, 2023 11:33 pm
Each head of the hydra has a gaping mouth with different # of teeth, 1 to 9, and a curved and forked tongue.
Jun 4, 2023 11:56 pm
"Do you think it opens a secret passage? Or worse, it makes the hydra come alive?"
Jun 5, 2023 12:41 am
OOC:
oooooohhhh good idea. : )
Jun 5, 2023 12:42 am
OOC:
Ok, just to be sure. How big is the hydra statue? I'm visualizing it's like two or three feet tall. I don't imagine it is life-sized.

And the heads with the differing number of teeth, I assume it is left to right, one tooth to nine teeth? Or are they randomly arranged?

Do the tongues stick out of the mouth, or are they completely within the mouth?

Skeeve is specifically looking to see what he is supposed to pull, push, move, hit, or whatever. By the description it sounds like I need to pull the tongue. Skeeve is just looking to make sure.

Sorry if it is too many questions.
Jun 5, 2023 1:59 am
Psybermagi says:
OOC:
oooooohhhh good idea. : )
OOC:
LOL. Never give the GM any ideas.
Jun 5, 2023 2:17 am
The statue is about 4 feet across and rises from the floor and rises to the ceiling before the neck and heads come down to 3 to 5 feet of the ground. The head teeth are not border in any pattern you can see. The tones are about finger thick and slightly protrude from the mouths.
Jun 5, 2023 2:47 am
Skeeve says, Ok, I read the wall wrong the first time. It says seven, five, nine. Each head has a unique number of teeth. The obvious implication is to somehow 'activate' the head with seven teeth, then the one with five teeth, and then the one with nine teeth. Whether that is for woe or weal is not obvious. And if it activates a real hydra, we can't hope to fight it.

For some reason, I feel like the tongue is the method to activate the particular head. But I could be totally wrong. With all of that said, you wanna give this thing a try?


Thinking for a moment, he then says, If it goes wrong, I suggest we go back past the forge, to the next room, then south through the glass room. The reason for that is because the portcullis to the glass room is only partially open, so it should at least slow whatever we loose as we head back to the main room.

I'm guessing it's a secret door, though.

If Blornvid is game, Skeeve tries to manipulate the tongue of the head with seven teeth. Once he sees what is needed (pull, lever, twist, whatever), he will do the same action to the head with five teeth, then to the head with nine teeth. He will work to keep his hands out of the mouth, however.
Last edited June 5, 2023 2:54 am
Jun 5, 2023 1:05 pm
A slight click is felt more than heard with each mouth and after the third mouth a louder audible click from th ebase of the staue. A bit of investication and you tip the statue away from the wall causing a small passage to open in the wall. You see no reason to have such a secret passage as the room and hallway both lead to the room you just left. Dungeons dont make sence is all ccases it appears. Through the secret passage you see the halway comes from the porticus and turns west, directly across from the secret door, into another doorway with one of the older basic wooden doors.
Jun 5, 2023 3:04 pm
"Odd." Blornvid tries to think of a reason for putting this hydra statue secret passage here and can't come up with one. "I'm thinking that we try to open up the portcullis at the end of the hallway leading back to the room with the forge. The hydra statue door might close behind us, and if we need to run away for some reason..."
Jun 5, 2023 8:55 pm
OOC:
Please understand that Skeeve grew up with the fey, and has had more experience than he wants (even prior to the introductory adventure) with portals and stuff after being dumped on this world. So, when faced with stuff like this that makes no sense, he's gonna wanna make sure it is what it seems.

Also, I am not fully visualizing this yet, so there's that, too. :-)
Skeeve replies, I definitely agree that we should not go through this door, but instead, go to where this ends up and come back through that way. I don't want to just walk through this assuming we'll end up where we think we will.

So, we leave this alone, go back out, open the portcullis, go down the hall, and make sure we come back through the hydra's door.
Jun 5, 2023 9:00 pm
"Agreed."
Jun 6, 2023 12:29 am
This porticus is less rusted though still not fully functional but you manage to raise it and lock it in place. The blornvid double checks it will not fall. Moving down the hallway you come to the corner with the open passagee to the hydra room and the simple wooden door. Another minute is spent checking without anything unusal being detected.
Jun 6, 2023 1:08 am
Ok, so the dungeon designer was just being weird. Odd.

Well, that was a big nothing. Ready to try the door?
Jun 6, 2023 2:14 am
"Yes!"
Jun 6, 2023 3:01 am
Room 20
The room has a doorway on the north side and a small tunnel dug into the SW corner of the room.
Someone has scrawled "Don't lose your head" on the south wall, and a pile of broken arrows lies in the north-east corner of the room
[ +- ] map
Jun 6, 2023 1:15 pm
Ugh! Another one of these tiny tunnels? Let's mark it on the map again so that Valpip can come and close this one, too.

Skeeve will go take a look, just to see what he can see in the beginning of the tunnel, but he isn't going to go crawling through it. He will then dutifully mark it on the map so that Valpip will know exactly where it is.

Actually, later Skeeve will check with Valpip to see if he can either teach Skeeve that spell, or make a scroll of it. Saves him a trip that way ...
Jun 6, 2023 1:43 pm
You spend a few minutes to measure and update the map accuracy. Blornvid takes a look at the tunnel, being a bit better fit for it and not being light, and as far as he can tell it keeps going out behind the base wall.
Jun 6, 2023 3:49 pm
Skeeve continues, I wonder if the note on the wall is warning about the tunnel or what's behind the door? Wanna see what's behind the door? Maybe we should get lower when opening it? He says that last part with a grin.
Jun 6, 2023 4:24 pm
After examining the tunnel from its entrance, Blornvid says, "Hmmm, I wonder if this is the entrance that to outside that Valpip's been curious to find."
daryen says:
Skeeve continues, I wonder if the note on the wall is warning about the tunnel or what's behind the door? Wanna see what's behind the door? Maybe we should get lower when opening it? He says that last part with a grin.
"Lower than me? You're funny, lad. What's with all of the broken arrows? Leftovers from the trap on the other side of that door?"
Jun 6, 2023 4:50 pm
Unlikely. The arrows are in the NE corner and the door is on the N wall. My guess is that the goblins (or whatever) had to work to kill something in this room to get through. We'll never know without opening it. Hmm. Are they short arrows or long arrows?

After a quick check for anything obvious, Skeeve will open the door with Blornvid's agreement. Assuming it isn't rotted or locked and has to be chopped open.
Jun 6, 2023 5:26 pm
"Perhaps. I was thinking someone tidied up afterwards, but that would probably be silly. Who cleans up after traps in dungeons?"
Jun 6, 2023 5:42 pm
OOC:
ooze
Jun 6, 2023 5:47 pm
[ +- ] map
Room 14
This room has two doors on the north wall.
North East and North West. Several alcoves are cut into the east and west walls
Jun 6, 2023 7:37 pm
Psybermagi says:
OOC:
ooze
OOC:
LOL. True.

How high up are these alcoves?
Jun 6, 2023 8:17 pm
There are 2 rows of alcoves. The lower row starts a couple inches above the floor to about waist height. The higher route is a bit above that to heat height, for humans.
Jun 6, 2023 8:57 pm
OOC:
Can Blornvid tell how deep the alcoves are from where he's standing in the doorway?
Jun 7, 2023 12:45 am
The alcoves are essentially small cubbies carved into the rock and are less than 2 feet deep
Jun 7, 2023 1:28 am
Blornvid enters the room and examines the alcoves.

Rolls

Inspect alcoves - (2d6)

(14) = 5

Jun 7, 2023 1:45 am
There are a few scaps of things left in them that have deteriorated over time. An ocasional glint of mtal shows there may be more than just trash but you can't tell for sure. You do note that each alcomve has its own unique decoration.
Alcoves
Beaded strings screen of one carved pedestal holds all items
carvings of serpents carvings of swords
carvings of mountain peaks carvings of storm clouds
inlaid with bones inlaid with blue beads
inaid with white beads inlaid with red beads
small gold inlaid sun small silver inlaid moon
Jun 7, 2023 3:01 am
Blornvid turns to Skeeve and says, "I think we just make a note of it for Valpip. The camp gets first dibs on items we find anyway. If any of this is cursed somehow, which would be our luck, best leave it to an artificer to sort out."
Jun 7, 2023 1:20 pm
As you look as the map you see a bit has been added to it
New adventures inbound. Please return to the stairs to meet them.
The clerk
Jun 7, 2023 5:28 pm
Blornvid looks at Skeeve. "Magic parchment? Ha! I wonder if the communication works both ways. Well, looks like we have to meet the new recruits, lad. Better head on up. Can't keep Valpip waiting."
Jun 7, 2023 7:10 pm
Skeeve writes, Be there in five. He also makes notes on the alcoves and their decoration.

Ok, let's get back.

Skeeve will be sure to mention to Valpip about the tunnel and ask if there is a scroll he can use to close it. To save Valpip time, of course. He also asks about the alcoves.

(Edited to mention on taking notes on the alcoves.)
Last edited June 8, 2023 12:10 am
Jun 8, 2023 12:08 am
OOC:
Hello. Excited to be joining the game. Well, this part of the game.
Standing at the top of the stairs, questioning Valpip is a mature middle-aged adult human. He is about 5'10" and a chunky 250#. He is of average build otherwise. He wears what was once a fine wool vest suit, which was likely very expensive at one time. Now, it is a bit tattered with small stitches and a few patches, plus oversized so it can be worn over some kind of leather armor. He has a shortsword, shortbow, and backpack.
Jun 8, 2023 12:24 am
When he and Blornvid get back to the stairs, Skeeve sees the newcomers and says, Hello! He then asks Valpip his questions. (Since Valpip is actually here, he doesn't want to miss the opportunity.) Especially if he has a scroll or something else that will let us collapse or fill the other new tunnel for him.

Returning from talking with Valpip, Skeeve can be seen to be a young man of slender build who is about 5'10". He is dressed in neutrals, though he is wearing some snazzy drake leather armor and a backpack with assorted tools in it. He doesn't appear to have a weapon, though he does have an odd belt that looks like wood and a strange crossbow on the back of his backpack. Overall he is rather non-descript, but his unusual green eyes do stand out. He is still holding the map and another paper with notes on it.
He says, I am very glad to meet you! We have made progress on exploring these tunnels, but there is still more to explore. Hopefully there won't be anymore exploding traps, and hopefully the ooze/elemental we found doesn't come back.
Jun 8, 2023 12:34 am
OOC:
Welcome to the tunnels, DaChiefPI!
Blornvid is your run-of-the-mill dwarf: long auburn hair and beard, broad flat nose. While of average height, he has a decent build. He carries an axe.

" 'Ello and welcome to the tunnels beneath the base. If yer allergic to shrooms, moldy doors, or the damp, you might want Valpip to find you anotha job." He chuckles to let you know he's just teasing. "Skeeve here is good with magic, and I've got me axe. What are yer talents?"
Jun 8, 2023 1:31 am
[ +- ] Skeeve's conversation with Valpip
Valpip acompanies Skeeve down stairs folowed by Raggy/others.
I assume Raggy will be joining

Valpip examins the map of the passagways and tunnels.
[ +- ] Map
Valpip
Right let get to the tunnel first off then you can show me to cubbies and finish mapping this place.
After everyone is rady he locks the gate and tosses the key to the guard who waits on the stairs.
I'll be back in a bit. You take care of things here for a bit.
Before setting off he unpacks a heavy looking metal cube and drops it in front of the gate..
Jun 8, 2023 2:10 am
Raggy and Ro enter. Raggy is about 6 foot tall and slender wolf beastfolk. He wears greens, grays, and browns for the forest he hunters in. No visible weapon, but he actually has a sling around his neck in a necklace and another necklace with a small bone knife for skinning and fileting. Ro is his wolf companion that follows him everywhere and helps him hunt. Nice to meet you. I mostly excel in the forest, but have recnetly picked up traps and disarming them. Maybe i can be some help there.
Last edited June 8, 2023 2:11 am
Jun 8, 2023 2:26 am
Skeeve sees the metal cube and excitedly says to Blornvid, Oooo! Is this the crab thing you mentioned?
OOC:
I assume Blornvid filled Skeeve in on what happened before Skeeve could start.
We'll take Valpip by way of room 4 (I figure Skeeve and Blornvid are still a little leery of the southern route.) While in room 4, he'll also ask Valpip if he can detect anything about the holding cell we didn't want to enter. We can then fill the tunnel in room 20 and show the alcoves in room 14.

Before starting, he will also use the map to introduce the tunnels to the newcomers and point out the doors in rooms 14, 4, 24, and 28 as where we still need to investigate. He will also mention that they're taking their time to make it back to the southern door in room 28. Then, almost to himself, he'll mention that there looks like there should be a secret door into the inaccessible south-west region between the two makeshift tunnels.

Edit: When making introductions, in addition to talking to Raggy and Vlax, Skeeve will also introduce himself directly to Ro. And, yes, someone who knows traps will be greatly welcome!
Last edited June 8, 2023 2:33 am
Jun 8, 2023 3:15 am
OOC:
Of course, he told Skeeve. Gotta have something to talk about at the tavern when he's drinking. ;)
To Skeeve: "Yeah, that's it. Mighty impressive, if you get to see it in action."

To Raggy: "Well met, Raggy. Ah, someone who's good with traps. That'll be helpful. I'm tired of finding them by walking into them." He has a laugh at himself. "By the way, who has the better nose, you or your pal, Ro? Maybe you'll smell trouble before it finds us."
OOC:
And welcome aboard, Mnrtoler!
To Valpip: "We found a forge too. Might want to have a look at it. I think Skeeve detected some magic emanating from it."
Last edited June 8, 2023 3:19 am
Jun 8, 2023 5:20 am
Ro will nuzzle Skeeve when he purposely talks to her. Thank you for the welcome. Well I'd say shes better tracker and with her nose. Eyesight is my strength. You guys lead to the known, but when you get to something unknown I'll try to lead and see if I can spot some traps that you might get missed.
Jun 8, 2023 1:31 pm
OOC:
To be clear, Skeeve wasn't just giving Ro attention or talking to her; he was trying to talk with her. She's the first beast he's run into since joining the adventure ...
Jun 8, 2023 3:24 pm
OOC:
Sorry, I'm -4 UTC Florida USA and usually have to get up pretty early for work, so I was in bed when you were posting. This morning has turned out to be a busy day at work, but hopefully it will slow down
Vlax looks happy but a bit overwhelmed at the complexity of what this group has been up to. "Vlax... Or Axe if you prefer." He glances down at the short sword, and chuckles.. "Well I used to wield an ax more than I did this. Really that's all I have to bring to the party. A sword, a bow, I'm a bit of a survivalist. Spent some time as a merchant, and a pawnbroker... But I doubt that will do as much good underground. Maybe if we were negotiating," he smirks. "Oh, and I've been known to pull off a magic trick here or there. Nothing fancy, kind of like pulling something out of the hat." He shrugs.

He eagerly follows the group, and just kind of listens, and watches at first. He's clearly trying to get himself oriented. Doesn't seem to be the kind of person who's been below ground as much as he's been above ground. But he doesn't complain. If anything he's curious.
Jun 8, 2023 4:28 pm
daryen says:
OOC:
To be clear, Skeeve wasn't just giving Ro attention or talking to her; he was trying to talk with her. She's the first beast he's run into since joining the adventure ...
OOC:
Oooh. Can you speak to beast?
Jun 8, 2023 5:53 pm
DaChiefPI says:
OOC:
Sorry, I'm -4 UTC Florida USA and usually have to get up pretty early for work, so I was in bed when you were posting. This morning has turned out to be a busy day at work, but hopefully it will slow down
OOC:
No worries. :)
DaChiefPI says:
Vlax looks happy but a bit overwhelmed at the complexity of what this group has been up to. "Vlax... Or Axe if you prefer." He glances down at the short sword, and chuckles.. "Well I used to wield an ax more than I did this. Really that's all I have to bring to the party. A sword, a bow, I'm a bit of a survivalist. Spent some time as a merchant, and a pawnbroker... But I doubt that will do as much good underground. Maybe if we were negotiating," he smirks. "Oh, and I've been known to pull off a magic trick here or there. Nothing fancy, kind of like pulling something out of the hat." He shrugs.
"A sword and a bow is plenty fine. We just want to have an idea of the skills you bring to the group so that when situations arise we know who can do what to help deal with it."
Jun 8, 2023 6:14 pm
Mnrtoler says:
daryen says:
OOC:
To be clear, Skeeve wasn't just giving Ro attention or talking to her; he was trying to talk with her. She's the first beast he's run into since joining the adventure ...
OOC:
Oooh. Can you speak to beast?
OOC:
Yes. And this is the first I got a chance to use it. Irrelevant to the overall story, but I have to at least use it when I can! :-)
Jun 8, 2023 6:33 pm
"So, what kind of things have you been finding down here so far? Is it just a matter of exploring, and making sure nothing dangerous is down here? Sounds like you're trying to wall off some areas?"

Vlax is studying the structure, it's reinforcement and design to get a sense of how sturdy this place might be and how skilled its builders were, Not that he's any kind of Mason or Carpenter, but because curiosity is getting the best of him.

"Oh and I think you started numbering rooms, and talking about things about some of the rooms that needed special attention?" He asks.
Jun 8, 2023 7:17 pm
DaChiefPI says:
"So, what kind of things have you been finding down here so far? Is it just a matter of exploring, and making sure nothing dangerous is down here? Sounds like you're trying to wall off some areas?"
"We've found goblins, giant shrooms, a ghoul, ooze, and lots of traps. Pools of water. Also a great deal of cryptic messages scrawled on the walls."
DaChiefPI says:
"Oh and I think you started numbering rooms, and talking about things about some of the rooms that needed special attention?" He asks.
"We'll point those out along the way."
OOC:
Depending on the route we take, Blornvid can point out some of the things that they've discovered but might need further examination.
Jun 8, 2023 7:49 pm
Skeeve will add, We're mostly trying to just clear things out. However, when there are intrusive recent tunnels, Valpip wants those closed down so there is no external access to the tunnels. So far we've found two new-ish intrusions, plus a natural cave that might have been part of the original system.
OOC:
To be clear, we haven't actually numbered the rooms. That is more of a "meta" thing I have done just to be clear to ForeverDED and Psybermagi about exactly what room I'm talking about. I will stop doing that if it is breaking immersion.
Jun 8, 2023 8:08 pm
OOC:
I'll let the Dm be the one who decides if Ro talks ans what she says. I have beast speak specificly for wolves, but in game havent used it. Just talked to her like a dog haha. Please do no stop the room numbers
that has to be so helpful.
Sounds like a handful then. Glad we can help you all out anyway we can. How do you like the caves girl?
Jun 8, 2023 11:10 pm
Vlax nods and listens. He gets a little bit excited, starting to think about all the possibilities. The prospect of exploring the unknown, and finding unusual things... be they creatures, traps, or puzzles.

As they go, he inquires, "So do you have any ideas about the origins of this place? What do you think it's purpose was? I suppose the cryptic writing could have been part of the original design, or it could be something done long after... " He muses.
daryen says:
ooc: To be clear, we haven't actually numbered the rooms. That is more of a "meta" thing I have done just to be clear to ForeverDED and Psybermagi about exactly what room I'm talking about. I will stop doing that if it is breaking immersion.
OOC:
Don't stop numbers on my part. I actually think a numbering system would be logical if we were actively mapping out a system and needed to refer to the rooms. I don't think it's meta at all but practical
Jun 9, 2023 1:32 am
Ro stares at Skeve as he speaks to her then looks to her alpha, Raggy, thn back to the funny hailess one before executing a proper formal wolf greeting by getting into some personal space of Skeeve's and sniffing before gently bumping him with their head
[ +- ] Ro's tanslation

You talks as you movev through the subteranian rooms and coridors below the base. You reach your destinaton without incident ans show Valpip the tunnel and cubbies.
Valpip
Valpip grumbles as he looks at the tunnel Blasted goblins are worse than rats. Al righ I wil handle this. You go finish mapping everything. And the artificer takes out some chalk, hammer and chissels before begining to sketch out runes for a ritual spell and then carving them into the floor and wall outside the tunnel.
OOC:
Mnrtoler says:
I'll let the Dm be the one who decides if Ro talks and what she says.
I can do it this once but normally will let you do your own Ro act
Jun 9, 2023 1:50 am
OOC:
Oh okay. I wasn't sure. I'm used to animal campaigns being Dm's thing. Didnt want to overstep. I'll take care of it in the future.
A lot of goblin issues down here?
Jun 9, 2023 2:10 am
To Raggy, Skeeve says, The only fight with actual goblins happened before I even started, but this is the second goblin tunnel we have found.

To Valpip, Skeeve says, You're ok here by yourself? We don't mind waiting or helping as needed. Otherwise we're gonna try the two north doors in this room. In all honestly, a Skeeve is kinda curious about the ritual.
Jun 9, 2023 2:42 am
Valpip waves you on muttering about "new kids thinking oldtimers are already half dead...."
Jun 9, 2023 2:46 am
Raggy is on no hurry and willing to wait around. Ro is busy getting all the new smells around the room. She walks to Raggy, and Skeeve and Raggy and tells she's trying to say it's not the woods, but it'll do.
Jun 9, 2023 2:53 am
DaChiefPI says:
"So do you have any ideas about the origins of this place? What do you think it's purpose was? I suppose the cryptic writing could have been part of the original design, or it could be something done long after... "
"No clue. Probably from something way back during the Dawn War."

Following up on Skeeve's answer about the goblins, he says, "Me and Moli stumbled upon the den of a bunch of them the first day we were down here. We were doing ok, but called in Valpip for help. His metal box made sure they didn't escape."

He points to the south wall (in room 20) where someone wrote, "Don't lose your head." "What do you suppose that meant? Get on your knees for the tunnel? We thought it was a trap warning, especially with the pile of broken arrows in the corner, but I didn't stumble into one so..." He shrugs.
Jun 9, 2023 3:47 am
I can check for traps if we need to.
Jun 9, 2023 11:41 am
Vlax says, "Yes, please do. The worst trap is the one you miss the first time"

He too takes a peek. He is unsure how his survivalist skills will apply here, as it's very much unlike living and thriving topside, but...

"Maybe something will correlate," he finishes his thought out loud as he inspects the wall, and the arrows.
OOC:
I'm taking the stab at learning how to bold my speech. Sorry I haven't done that before now. Relatively new to this platform.
Last edited June 9, 2023 12:25 pm

Rolls

Survival skill - (2d6)

(31) = 4

Jun 9, 2023 1:25 pm
Having been waved off by Valpip, Skeeve says, Right door or left? I'd like to try the right door. In general we have not found these types of regular doors to be trapped (buy never know). However, solid or stone doors haven't been as kind.
Jun 9, 2023 4:49 pm
Raggy will tell Ro to stay back a step or two and will inspect the area around the broken arrows and the wall in a straight line of arrows for traps.

Rolls

Raggy: Test DC: 5 - Adv - (3d6)

(613) = 10

Raggy: Test DC: 5 - Adv - (3d6)

(526) = 13

Jun 9, 2023 5:03 pm
"The right door will do."
Jun 9, 2023 5:12 pm
While looking around the arrows Raggy notes that the stone underneath them has not mortar and a stone looks loose. Checking closely then levering it up he finds a small wooden chest. Between Raggy and Blornvid you manage to open the chest. Inside you find
240 cp, 100 sp, 15 gp, 2 x diamond (50 gp), carnelian (25 gp), 2 x quartz (15 gp), helm inscribed with runes
No other traps are found around the arrows.
Jun 9, 2023 5:17 pm
"Well done, Raggy!"

Upon noticing the runes on the helmet, he says grimly, "Maybe this is what the message on the wall was talking about: a warning about a cursed helm."
Jun 9, 2023 5:17 pm
OOC:
Searching or opening the Right door?
For the new guys, the other two have been going through these rooms for days so have a bit of a system and started checking any door for obvious signs. I assume this is happening all the time now. However, be warned this is a casual look not in depth, and will not reveal cleverly hidden traps or magics without a roll
Jun 9, 2023 5:20 pm
If the door is in good shape (i.e not rotting), Blornvid will examine it first, not that he's the best person for the job. Others in the group, like Raggy, should feel free to have a look for themselves.
Last edited June 9, 2023 5:21 pm

Rolls

Examine door on the right - (2d6)

(32) = 5

Jun 9, 2023 5:38 pm
OOC:
Awesome! So how is treasure handled? Does it go to Valpip?
Raggy seeing that there is already a set way of doing things realizes that these new friends of his want to be very thorough and will suggest they continue to examine and then afterwards he will followup checking for traps. Blornvid if you have done your initial look I'll check for traps on tbis door.

Rolls

Raggy: Test DC: 5 - Adv - (3d6)

(665) = 17

Jun 9, 2023 6:14 pm
The door is old but still mostly intact with nothing unusual or dangerous on evidence
Jun 9, 2023 6:22 pm
Looks safe gents. Are we ready to open it? You have a methodology and I want to stick to it
Jun 9, 2023 6:28 pm
OOC:
ForeverDED: We should have checked the arrow pile before going back! :-D
After the chest is open and the contents revealed, Skeeve will check to see if the helmet is magic and report the results of the check. If it is magic and Valpip is still in the room, he will say, Valpip probably ought to check this out! He also suggests letting Valpip take the chest back, if he's willing.

Once that is all done, and the door is checked, he will make sure everyone is ready and then open the NE door (i.e. the right one on the north wall).
Jun 9, 2023 6:45 pm
OOC:
Oh well. I'm fine with sharing the loot. :)
Hey, maybe we should go to the room of broken glass and look there. ;)
"Let's see—ouch! No, nothing there. How about—ouch! No, nothing there. Anyone got some bandages?"
Jun 9, 2023 7:42 pm
Vlax stepa back and readies his bow. It seems practical to be there in support if something ever rushes out. I'm ready! Let's do this
Jun 9, 2023 9:42 pm
You open the door to see another simple room (6) with noting remarkable about it other than some old scraps of what must have been furniture. A door on the far NW corner, after some investigation, proves to lead back the the previous room (14).
[ +- ] map
Jun 9, 2023 9:49 pm
Blornvid turns to Skeeve and says, "Right then. Back to the room that had the cell?"
Jun 9, 2023 11:31 pm
Skeeve replies, Well, that was anti-climatic. Yeah, I agree that's where we should go next. It had a couple doors and a portcullis that needs to be checked out.

He will poke along the north wall to see if there is a secret passage, but isn't that hopeful. He won't delay things very much before leaving to the room with the cell.

Rolls

Skeeve: Check for secret door - (2d6)

(51) = 6

Jun 10, 2023 12:48 am
Well our first door didnt kill us. I think thats a good sign Raggy breathes a sigh of relief
Ro rubs against him You worry too much
Jun 10, 2023 12:57 am
While Skeeve examines the north wall he finds nothing but he does notice a secret door back into the smithy (7) halfway up the east wall while looking over the walls. Moving through the smithy you make your way back to the north (4). The room has a door in the NW corner and a portcullis in the NE corner and another door on the EN corner. Through the portcullis you see a hallway heading north then bend a corner and head west, possibly back into the area behind the door in the NW corner.
Jun 10, 2023 1:56 am
Mnrtoler says:
Well our first door didnt kill us. I think thats a good sign
Skeeve smirks and responds, It's never the first door. It needs to lull you into a sense of complacency first.
He then suggests, Wanna try the NW corner this time?
Last edited June 10, 2023 2:01 am
Jun 10, 2023 2:23 am
Sure ill take a look.
OOC:
Ouch lets hope its safe
Last edited June 10, 2023 2:25 am

Rolls

Raggy: Test DC: 5 - Adv - (3d6)

(113) = 5

Jun 10, 2023 1:59 pm
Vlax is thrilled to be part of this. Adrenaline rush, waiting for the door to open was life affirming. Granted nothing happened but he has no doubt it will not always be the case. At the suggestion of moving on to other places they have scouted and need to cover off, he eagerly falls in behind and is ready to join the truth. He's decided his standard method of posture is going to be just what he did. He's going to ready his bow and arrow too support them from a short distance away.
Jun 10, 2023 3:54 pm
daryen says:
Skeeve smirks and responds, It's never the first door. It needs to lull you into a sense of complacency first.
"Aye. Ain't that the truth. Gotta stay alert. And see, ya found the secret short cut back to the smithy."

Passing through the smithy, he looks to see if Valpip has gotten back here yet to check the forge after sealing the tunnel.
daryen says:
He then suggests, Wanna try the NW corner this time?
"Aye."
OOC:
The door on the map looks normal instead of one of those sturdy doors. So can we just open it or does Blornvid need to hack it to bits?
Jun 10, 2023 4:18 pm
At first glance the door doesn't look locked or trapped. As one of the less well made doors you could probably kick it in if needed
Jun 10, 2023 4:23 pm
I'll open it if we are all ready?
Jun 10, 2023 4:32 pm
Blornvid hefts his ax up. "I'm ready." He casts a glance at Vlax, noting that he has bow pointed at the door. "Vlax looks ready."
OOC:
@DaChiefPI You mentioned above that: "He's decided his standard method of posture is going to be just what he did. He's going to ready his bow and arrow to support them from a short distance away." So I hope you don't object to what I wrote. Just trying to help in case you're at work or otherwise busy with Real Life stuff.
Jun 10, 2023 5:04 pm
Opening the door the torchlight reveals a room with another doorway in the NE corner and a large hole in the NW corned with a tunnel leading to away into darkness. There are signs here that Blornvid recognized to be a goblin camp. small camp fires, several mounds of blankets, and a couple crude chairs formed from boxes and other odds and ends.
Jun 10, 2023 5:27 pm
Raggy looks around to see how recent these fires are.

Rolls

Raggy: Test DC: 5 - Basic - (2d6)

(56) = 11

Jun 10, 2023 5:52 pm
Skeeve says, Well, just great! Skeeve proceeds to write on the map, Another tunnel to collapse here -> with the arrow pointing to where they are now. Hopefully he sees the note quickly enough.
OOC:
Skeeve figured Valpip might as well hit this one, too, while he's down here with us.
Once the note is written, assuming no one else has done so already, he'll poke around the goblin camp.
Jun 10, 2023 6:34 pm
"Moli and I found a small chest in the last goblin camp. Likely another one here as well."

Rolls

Searching room for loot or other items of interest - (2d6)

(23) = 5

Jun 10, 2023 7:13 pm
ForeverDED says:
Blornvid hefts his ax up. "I'm ready." He casts a glance at Vlax, noting that he has bow pointed at the door. "Vlax looks ready."
OOC:
.... Just trying to help in case you're at work or otherwise busy with Real Life stuff.
Vlax keeps cover up. For some reason, this just seems like it's going too easy. He's waiting for the rebound. Bow at the ready...
OOC:
You're fine. Yes that's exactly what I had in mind. And true I'm far less available on weekends than I am during the week. It may be longer between posts
Jun 10, 2023 9:49 pm
goblin
As you move to investigate the camp a wave of 6 goblins surge into the room and begin SREAMING as they ATTACK!
2 damage to Blornvid, 2 damage to Raggy, 1 damage to Ro
OOC:
Battle on, remember you have 2 actions each round and moving around in the room does not cost an action

Rolls

2x Goblin Attack Blornvid - (2d6, 2d6)

2d6 : (56) = 11

2d6 : (64) = 10

1x Goblin Attack Skeeve - (2d6)

(13) = 4

2x Goblin Attack Raggy - (2d6, 2d6)

2d6 : (54) = 9

2d6 : (62) = 8

1x Goblin Attack Ro - (2d6)

(16) = 7

Jun 10, 2023 9:58 pm
OOC:
Ouch. These guys have better aim than the first batch.
Blornvid lets out a battle cry and gets to swinging with his axe.

Rolls

First attack with axe mastery - (3d6)

(335) = 11

Second attack with axe mastery - (3d6)

(133) = 7

Jun 10, 2023 11:30 pm
Vlax fires twice, sidestepping and making sure to not only gain the angle of advantage to hit the target but to avoid goblins closing on him as well.
OOC:
Both fired at the most wounded goblin attacking Blornvid, unless that target goes down then shift to those attacking Raggy.

Rolls

1st ranged - (2d6)

(61) = 7

2nd ranged - (2d6)

(15) = 6

Jun 10, 2023 11:48 pm
Vlax's strategic aim finishes of the wounded creature. 1 down, 5 to go
Jun 11, 2023 12:01 am
Skeeve shoots energy bolts at his attacker.
OOC:
I did think about using the scroll, but am hesitant because we should be able to handle them and it would be overkill. I hope I'm not wrong.

Rolls

Skeeve: Attack roll 1 - (2d6)

(22) = 4

Skeeve: Attack roll 2 - (2d6)

(25) = 7

Jun 11, 2023 3:14 am
Raggy sends Ro to attack the closest one. He aims for another.

Rolls

Raggy: Test DC: 5 - Basic - (2d6)

(14) = 5

Raggy: Test DC: 5 - Basic - (2d6)

(23) = 5

Ro - (2d6)

(22) = 4

Ro - (2d6)

(15) = 6

Jun 12, 2023 12:20 am
OOC:
Sorry for my extended absence. Something came up unexpected, and we spent half the day helping a friend who's going through a divorce and moving.

Doesn't look my turns come back up again though, so if I miss anything... Vlax continue to do the same as long as he's not in melee range
Jun 12, 2023 1:17 am
OOC:
Good luck to your friend!
Jun 12, 2023 2:36 am
OOC:
I will usually respond to specific posts during the weekends but try not to move things too much. But since everyone posted and is looking for more, here we go...
Skeeve manages to strike one of the nimble goblins though Raggy is unable to match the arcane attacks with his sling. Ro on the other hand slides in while the goblin is avoiding the ranged attacks and bites a goblin leg.
Jun 12, 2023 2:41 am
The goblins dive into the party, with several slipping by the front ranks to engage the deadly ranged attacks. Not bothering to evade the goblins slash at the party madly, and the one bit by Ro hollers as he stabs at the wolf.
These goblins are much more skilled and efficent than the ones Blornvid fought before. The two going for Vlad skewer him badly while the others prove nearly as effective.
OOC:
Just a heads up, there are Fodder enemies that typically have low HP and 1 singe action each round. These have multiple actions. Your characters would interpret this as these being eleite goblin warriors.
3 damage to Vlax, 2 to Blornvid, 1 to Skeeve, and 2 to Ro
ignore last roll for Vlax, too many rolled

Rolls

2x Goblin Attack vs Vlax - (2d6, 2d6, 2d6, 2d6, 2d6)

2d6 : (35) = 8

2d6 : (66) = 12

2d6 : (46) = 10

2d6 : (43) = 7

2d6 : (56) = 11

Goblin Attack vs Blornvid - (2d6, 2d6)

2d6 : (16) = 7

2d6 : (16) = 7

Goblin Attack vs Skeeve - (2d6, 2d6)

2d6 : (15) = 6

2d6 : (22) = 4

Goblin Attack vs Ro - (2d6, 2d6)

2d6 : (51) = 6

2d6 : (35) = 8

Jun 12, 2023 2:52 am
OOC:
Shoudln't that be two on blornvid?
DM says:
umm, yes, sure, I can count, 1, 3, many
Jun 12, 2023 3:24 am
Repeat attacks

Rolls

Raggy: Test DC: 5 - Basic - (2d6)

(56) = 11

Raggy: Test DC: 5 - Basic - (2d6)

(41) = 5

Ro - (2d6)

(61) = 7

Ro - (2d6)

(66) = 12

Jun 12, 2023 4:21 am
Ro finishes off his goblin and Raggy wound another
Jun 12, 2023 1:46 pm
Seeing the approaching goblins Vlax drops the bow and draws short sword and shield to contend woth the close threat.
OOC:
Vlax had taken a wound in the storm I think. Did that heal at any point? Just making sure I have his current hp correct.

Also, unsure of switching to melee weapons is considered an action, that's why he chose to just toss down the bow instead of stowing it. Some game systems allow that to be a free action. Assuming that, I'm using my two actions to attack and evade, but if I only get one just do the attack

Rolls

Attack (shortsword) - (2d6)

(54) = 9

Evade (shield) - (2d6)

(21) = 3

Jun 12, 2023 10:26 pm
OOC:
Is that two more points of damage to Blornvid for 4 total?
Two more attacks...

Rolls

1st attack on goblins - (3d6)

(353) = 11

2nd attack on goblins - (3d6)

(456) = 15

Jun 12, 2023 11:11 pm
ForeverDED says:
OOC:
Is that two more points of damage to Blornvid for 4 total?
Two more attacks...
I believe so.
Jun 13, 2023 12:23 am
Skeeve makes a pair of attacks. If he gets two successes AND "his" goblin falls, the second attack will be on a different one.

Also, if anyone needs to fall back, please evade and fall back.

Rolls

Skeeve: Magic Bolt 1 - (2d6)

(54) = 9

Skeeve: Magic Bolt 2 - (2d6)

(11) = 2

Jun 13, 2023 12:55 am
Between Vlax's sword, Blornvid's axe, and Skeve's spell 2 more goblins fall, leaving only 2.
These each quickly lash out then duck back down the tunnel and run for it.
OOC:
Combat History
Blornvid = 8 -2 -2 -1 =3, Skeeve = 6 -0 -1 =5
Vlax = 6 -0 -3 -1 =2, Raggy = 6 -1 -1 =4, Ro= 6 -1 -2 = 3
@DaChiefPI : Shield only offer an advantage if you have the shield bearer trait or if they have some magic
Round 3

Rolls

Goblin Attack vs Blornvid & Vlax - (2d6, 2d6)

2d6 : (63) = 9

2d6 : (61) = 7

Jun 13, 2023 2:13 am
If possible, Skeeve will move to the mouth of the cave and, if he can still see them, hit them with more magic bolts. I have no idea if I can get them off, but here goes the rolls just in case ...

Rolls

Skeeve: Parting shot 1 - (2d6)

(54) = 9

Skeeve: Parting shot 2 - (2d6)

(61) = 7

Jun 13, 2023 2:15 am
Skeeve manages to strike the rearmost fleeing goblin who stumbles but staggers on, badly hurt.
Jun 13, 2023 2:58 am
Blornvid leans against the wall and sags to the ground. "Woooo. Good job lads..." he nods to Ro "and lassie. I think I'm done for the day. And I think I'm not alone. Let's say we find Valpip, let 'im know what we found, and head up to the tavern. Agreed?"
Jun 13, 2023 3:24 am
Raggy crouches beside Ro checking on her. Agreed! I think we had a good haul though.

Valpip

Psybermagi

Jun 13, 2023 3:41 am
After ensuring the goblins are gone you keep an eye on the tunnel while measuring out and updating the map. Again. Skeeve is the only one to come through the fight unhurt, thanks to his magical armor. After a minute Valpip hurries over accompanied by a couple of guards and Baun.
Valpip
My but these goblins were industrious. Another good find. Thank you. He asks a few questions about what happened before beginning preparations on yet another ritual to seal not just the wall but the entire tunnel. Meanwhile Baun has begun healing everyone, starting with the "poor hurt animal" Ro.
Everyone is healed
The map looks complete except for 1 north door (room 4) and 3 south doors (room 28).
[ +- ] Map
Jun 13, 2023 3:55 am
Thats much better. How much more is there to explore?
OOC:
I know its only one, but Raggy wouldnt so is asking Blornvid and Skeeve
Last edited June 13, 2023 3:56 am
Jun 13, 2023 1:39 pm
OOC:
1. Okay re: shield. I guess it's flavor for now. He's practicing... and we know what his next level up will earn hin. Lol

2. How much healing did we get? Back to full?
Vlax too slumps, having endured a much harder battle than he had expected. He is grateful to see that the crew survived, intact. "So, what did we earn on thst run? Was there treasure? Did those goblins have anything on them? I kind of blacked out at the end". he asks
Jun 13, 2023 1:47 pm
OOC:
everyone is back to full health
Jun 13, 2023 2:08 pm
Skeeve, counting his blessings, will again check to see if there is any loot in the goblins' bunk room (i.e. this room).

Once everyone is healed up, he says, Before heading out, we gotta at least check out this last door and what's behind it. That way we can at least finish off the northern portion of the tunnels.
Jun 13, 2023 2:13 pm
Other than their armor, weapons, and a few odds and ends in their pouches nothing else is found on the bodies or in the room.
[ +- ] loot
Jun 13, 2023 3:07 pm
Skeeve gathers up the loot, gives the 17sp to Blornvid (since he's kinda the group treasurer), and puts the rest in a pile to the side of the room and says, Rather than drag this everywhere, let's leave it here until we check out what's behind the door.

Assuming no one objects, and once everyone is ready, Skeeve opens the door ...
Jun 13, 2023 5:01 pm
Can I have one of the shortswords so I have a close range weapon incase they charge us again?
OOC:
Raggy would be at disadvantage with it wouldnt he?
Jun 13, 2023 5:21 pm
"Absolutely, Raggy. And if it needs sharpening, we can bring it up to the smithy. My old boss might even let me use the forge, if he's feeling generous that is."
OOC:
Wasn't expecting to get healed up so quick, but since Valpip brought Baun down with him, then I guess we can proceed through that other door in room 4 after we've checked it for traps. Note to self: Get better armor.
Last edited June 13, 2023 5:22 pm
Jun 13, 2023 5:43 pm
Skeeve says, If the armor or weapons are of use to anyone, please take them! I was just putting them out of the way so we can take them back up when we leave. Heck, I might grab a sword just so I can have a blade handy if it becomes necessary.
OOC:
For armor, there really isn't better armor, per se. There is "no armor", "armor", "magic armor", or the Armor Master trait. So, everyone but Skeeve just has "armor". What it is doesn't matter, whether "plate" or "leather", it is just mundane "armor". (Technically, there isn't really a difference between "no armor" and "armor", either, but the GM is making a distinction [which I like].) Magic armor does what the GM says. In my case, it gives me an extra HP, but it's ablative and has to be repaired when lost. The Armor Master trait gives three ablative HP that has to also be repaired when lost. So, the next time you get an improvement, see if the GM will let you take the Armor Master trait. Quite frankly, that trait is ridiculously on-point for you character!
Last edited June 13, 2023 5:43 pm
Jun 13, 2023 7:07 pm
OOC:
I went with axe-master to get an extra attack die. Will keep that in mind should he live long enough to advance to the next level.
Jun 13, 2023 9:43 pm
Vlax sees the pile, and is pleased to see the rewards of a job well done. He doesn't see anything in the pile that they need right now, but... "Having been a bit of a merchant in the past, I'm just happy to see things that we might be able to sell for extra coin.. With that, he gathers up his gear, straightens his armor, and makes ready to join the crew as they approach the next obstacle
Jun 13, 2023 10:32 pm
ForeverDED says:
OOC:
I went with axe-master to get an extra attack die. Will keep that in mind should he live long enough to advance to the next level.
OOC:
What you took is a very good choice. That third die really helps! I was just talking about your next opportunity.
Last edited June 13, 2023 10:33 pm
Jun 14, 2023 1:04 am
The door looks like the others and is easy enough to open. The room beyond is littered with bits of trash and rubble and the only things of note are that there is a large, floor to ceiling, carving of a skull on the east wall of the NE corner and that the footprint, likely goblin, only go a few feet into the room. Clearly th egoblins did not like something about the skull and left this room alone.
Jun 14, 2023 1:37 am
Raggy will Investigation the skull

Rolls

Raggy: Test DC: 5 - Basic - (2d6)

(65) = 11

Jun 14, 2023 1:41 am
Vlax encourages caution. With all that debris on the floor, there could be something hidden under it. A trap door maybe. Or... That statue... I don't know something about it screams, watching us. Vlax stays to the back,watching, vigilant.
Jun 14, 2023 1:57 am
Skeeve will try to sense for magic, going no closer than the goblin prints initially.

Rolls

Skeeve: Test DC: 5 - detect magic - (2d6)

(45) = 9

Jun 14, 2023 2:14 am
"Hmmmm, reminds me of the skulls in..." rooms 11 & 12.
Jun 14, 2023 2:30 am
Skeeve senses something magical nearby, but not in this room. It is cold and dark but when he tries to glean more information is fades from his senses.
Jun 14, 2023 1:16 pm
OOC:
What does Raggy's investigation of the skull reveal?
Jun 14, 2023 2:02 pm
Raggy finds the skull hides a door, opened by shoving you arm into its grinning mouth and up to release a catch.
Jun 14, 2023 2:28 pm
Vlax is tense, ready, poised. "Did I hear one of you can detect things magical and mystical? Was it all from the same place, that statue?"
OOC:
Do you guys typically prefer to keep your finding secret, and the rest of the party doesn't know that you've detected magic, or found a secret door, until you verbally say it out loud? Or have you always just assumed that everyone's sharing what they find, as they find it (or detect it), talking about it, and moving on?
Kind of a shared knowledge thing, to keep the bass going?
Last edited June 14, 2023 2:28 pm
Jun 14, 2023 2:39 pm
OOC:
I share most things, assuming the characters relay the information as needed and giving the opportunity for everyone to react. I will occasionally pass stuff privately or in notes but that is the exception.
Skeeve and Bronvid have a pretty good system and work well together but Vlax and Raggy should point out how they do things so I can integrate them into how things flow.
Jun 14, 2023 3:55 pm
OOC:
Unless Psybermagi sends me a private note, Blornvid always shares his discoveries with whomever he's adventuring with. Surprises leave people at a disadvantage, and Blornvid never wants his team to be at a disadvantage.
Jun 14, 2023 4:25 pm
OOC:
What he said. If it is publicly posted, it is publicly known. If it needs to be private, then we should use a private notice.

The reason for this approach is expediency in PbP. If everyone has to wait for me to say the results of the finding, that slows things down. So, if anyone searches, asks, detects, whatever, it is assumed that any public response from the GM means that the character doing the searching, asking, detecting, whatevering, reports the results to everyone present.

But, to not leave stated dialog hanging ...
Skeeve replies, No, the statue, and even this room, are not magic. The magic is beyond this room. But I lost the sense before I could try and get any more information.
Jun 14, 2023 4:33 pm
Vlax asks, magic, coming from Beyond this room and behind the statue? Are you able to pinpoint the direction?. He turns and faces the statue.
OOC:
perfect, I like that. I just didn't want to be metagaming.
Jun 14, 2023 4:36 pm
Let me see what I can see through the trap door

Rolls

Raggy: Test DC: 5 - Adv - (3d6)

(214) = 7

Jun 14, 2023 5:04 pm
The solid stone wall and door real is really hard to look out listen through. The cracks are very tight and barely noticable even though you know they are there. Maybe opening the door will reveal more.
Jun 14, 2023 5:15 pm
If you think it's safe, let's do it. Sounds like you guys have opened a great many doors down here. I'll be ready to try and back you up, and Vlax takes his position...
OOC:
Vlax's tactics are pretty straightforward. Here he's just another set of muscles, with a sword, shield and a bow. Not much more to offer. In an urban setting, social dialogue, negotiation, intimidation, persuasion,... I'm thinking his background as a failed merchant which I'm sure he's told you all about by now, would lend some aid but here not so much. He might have a couple of tricks up his sleeve but those will pop off when the time's right.
Last edited June 14, 2023 5:15 pm
Jun 14, 2023 5:23 pm
I'm ready too
Jun 14, 2023 6:51 pm
Skeeve's ready, too.
Jun 14, 2023 7:19 pm
OOC:
am I opening to door?
Jun 14, 2023 7:23 pm
Raggy will open door
Jun 14, 2023 7:23 pm
OOC:
who's the best equipped to take a frontal assault, best armor, in case something goes wrong or if there's a trap? Unless of course there's no one that really fits that bill. Lol... I guess whoever's been opening doors all along, could do it unless you want somebody else to do it.
Vlax offers to step up and open the door, unless of course someone else is better equipped. He expresses a concern about making sure the person who does it is stout enough to resist the unexpected.
Jun 14, 2023 7:24 pm
OOC:
raggy gets advantage against traps
Jun 14, 2023 8:00 pm
The fire opens into a short near hallway with wood paneling that is starting to age but still in decent condition. At the end of the hall is a side table with an Unlight lamp next to another door. Both the table and for are of fine craftsmanship
https://i.imgur.com/ZOzhn1q.png
Jun 14, 2023 8:23 pm
DaChiefPI says:
OOC:
who's the best equipped to take a frontal assault, best armor, in case something goes wrong or if there's a trap? Unless of course there's no one that really fits that bill. Lol... I guess whoever's been opening doors all along, could do it unless you want somebody else to do it.
OOC:
Blornvid has been opening doors all along, but he's tired of getting punctured and set on fire, so he's happy for those that can detect traps to examine the doors first. :)
"Nice lamp." Blornvid appraises its value without touching it while the others make sure the next door isn't trapped. When Skeeve has a moment, he asks him, "Magic lamp?"
Jun 14, 2023 10:11 pm
OOC:
Blornvid and Skeeve are actually very excited to have a trap master on the team because we most definitely are NOT trap masters. And we've taken the damage to prove it. Especially Blornvid. Neither of us, in any way, contest Vlax's or Raggy's willingness to open the door. Or any door, really.

Also note that stone doors should ALWAYS be trap checked before opening. The wooden doors have, thus far, been uniformly clean.
Skeeve does the requested check to see if anything is magic, especially the lamp, table, and door.
Last edited June 14, 2023 10:12 pm
Jun 14, 2023 10:37 pm
Vlax is excited to see his crew is assuming specific roles that compliment each other, but his attention is quickly diverted to this new space. "What in the world? Have any of the other chambers been, as... Ornate and decorative is this? Feel like we've stumbled into someone's private residence. Like a back door, secret door.
Jun 14, 2023 10:40 pm
We found one other area that had wood paneling and such, but it wasn't as extensive as this corridor. It was, however, trapped.
Jun 14, 2023 10:43 pm
Vlax freezes in place, his eyes widen, " Well uh, I will just stand right here, and keep an eye on that door for trouble. You guys do you... he chuckles, but there is a hint of trepidation in that forced chuckle.
Jun 14, 2023 10:58 pm
Both the lamp and table are magical. As they are the only items that have survived to this time without somehow being enclosed this makes sense to everyone. The only things that you have found have been made of stone or metal and even some of that has been ruined
Jun 14, 2023 11:07 pm
"Are you able to identify the magical properties, or just the fact that it radiates magic? Vlax asks, curious not only at the abilities of his colleagues but the potential of what these things might do. "The magical lamp makes sense, and it might never go out or it might reveal stuff... But ... What the heck would a magical table do? he ponders, aloud.
Jun 14, 2023 11:18 pm
"Maybe it refills empty glasses of ale," Blornvid says with a chuckle. "Regardless, the camp administrator gets first dibs on magic items. Valpip is pretty good judge of what goes to the camp and what we can keep. We'll pick it up after we've had a look at what's behind this door." He looks to Skeeve. "You're not getting that vague magic feeling again, right? We can let Raggy check this door and kick it in, right?"
Jun 14, 2023 11:20 pm
daryen says:
OOC:
Blornvid and Skeeve are actually very excited to have a trap master on the team because we most definitely are NOT trap masters. And we've taken the damage to prove it. Especially Blornvid. Neither of us, in any way, contest Vlax's or Raggy's willingness to open the door. Or any door, really.

Also note that stone doors should ALWAYS be trap checked before opening. The wooden doors have, thus far, been uniformly clean.
Skeeve does the requested check to see if anything is magic, especially the lamp, table, and door.
OOC:
Sorry I didn't check for traps because I thought the door was fully open when we pulled the lever lol
Raggy will see if he can find any traps around the table or Lamp.

Rolls

Raggy: Test DC: 5 - - (3d6)

(224) = 8

Jun 15, 2023 1:21 am
Raggy looks the door over and other than being really well made, locked, closed, and something likely to be really nasty, happening to anyone who tries to open it without the proper key, he can't find anything wrong with it. Perfectly safe, so long as you have the key.
Jun 15, 2023 1:23 am
OOC:
Just a reminder. I will usually apply focus, 4 to 6 is a success, for tests when you have time to be careful but you should really remember to do that yourself. Just in case i forget to and accidentally squash some of 😁
Jun 15, 2023 2:11 am
DaChiefPI says:
"Are you able to identify the magical properties, or just the fact that it radiates magic? Vlax asks, ...
No. I am not that skilled yet. Just yes/no detect. No extra info.

Skeeve moves up to the door and carefully places a hand on it, the tries to concentrate and see if he can feel that weird magic feeling again and if it's coming from the next room.

I'm assuming this is more complicated, I am providing a roll. With concentration, of course.

Rolls

Skeeve: Magic Probing - (2d6)

(24) = 6

Jun 15, 2023 2:26 am
Psybermagi says:
Raggy looks the door over and other than being really well made, locked, closed, and something likely to be really nasty, happening to anyone who tries to open it without the proper key, he can't find anything wrong with it. Perfectly safe, so long as you have the key.
OOC:
I recommend that Raggy check the table to see if it has a compartment (hidden or otherwise) or drawer with a key in it. Yes, it pretty obvious, but it is a magic table. And we just got foreshadowing.

Also, my meta-sense is telling me we might want to grab the oil from the prior room and fire up the lamp. Or just fire it up if it doesn't need oil. Skeeve can use a magic spark to light it.
Jun 15, 2023 2:27 am
Psybermagi sent a note to daryen
Suddenly everyone feels/hears a thud from the room beyond the door. Though barely noticeable it somehow conveys a sense of power. After several second there is another.
Jun 15, 2023 2:59 am
Raggy will check the table.
OOC:
using 3d6 since it involves his eyesight. Ignore the last die if that is not the case.

Rolls

Raggy - (3d6)

(351) = 9

Jun 15, 2023 3:01 am
Jun 15, 2023 3:05 am
Psybermagi says:
Suddenly everyone feels/hears a thud from the room beyond the door. Though barely noticeable it somehow conveys a sense of power. After several second there is another.
"Uh oh. Not good." Blornvid readies his axe. "I've got a lockpick set, not that I've ever used it. If you can't find a key, maybe we try?"
Jun 15, 2023 3:22 am
Psybermagi sent a note to daryen
Thud
Jun 15, 2023 12:31 pm
Vlax is tense, he wishes he could predict what might happen and prepare the group. He trains his bow and backs up so he isn't caught in any kind of blast.

Jun 15, 2023 1:02 pm
Skeeve pulls his hand from the door and shakes his head trying to break the "link". He says, I made a mistake. Whatever that is has locked onto me. We've got to get out of here. Grab the lamp and table, get to the skull face and close the secret door. If you still hear it keep going. I'll keep running to see if I can get out of its range.

With that, he turns and runs. He assumes Raggy will close the door. He is heading straight for Valpip to let him know. He's hoping distance will break the contact.
Jun 15, 2023 1:05 pm
Thud . . THUD
The sound is becoming a bit disconcerting, and sounds a bit like a heart beat. As Skeeve begins withdrawing you hear a loud scrapping sound followed by a loud crash of rock.

Jun 15, 2023 1:15 pm
Vlax doesn't hesitate... He turns to flee but squints, as if concentrating ...and...
OOC:
GM will have to decide how to finish that.

Rolls

Squint - (1d6)

(3) = 3

Jun 15, 2023 1:24 pm
Psybermagi sent a note to DaChiefPI
Jun 15, 2023 1:33 pm
Jun 15, 2023 1:41 pm
Raggy looks the door over and other than being really well made, locked, closed, and something likely to be really nasty, happening to anyone who tries to open it without the proper key, he can't find anything wrong with it. Perfectly safe, so long as you have the key.
Everyone feels an of since of deja Vu.
OOC:
Hold of on posting. I will let DaChiefPI explain in character to the characters.

Your are all still in the hall but back in time a bit before Skeeve tried to detect magic.

This is a attempt at in game precognition. Essentially allowing Vlax to redo a single decision. I am still working out the details so as not to break the game but still be fun. Feel free to give feedback.
Jun 15, 2023 1:49 pm
WAIT SKEEVE, Vlax yells. Don't touch the door. Don't do magics on it, or tried to detect anything.. A bead of sweat rolls down his face. Remember what happened in the storm? That's never happened to me before, not that intense. It must have been the storm or the other plane. Something made it.... I don't know but I've always had this ability to kind of see things coming, I can even roll back time just a tiny bit. It's never been that big.. He shakes his head, a worried look on his face.

Never mind all that, I will explain it later he looks worries and frantoc, Usually everyone remembers what just happened, so I'm hoping you do... But Skeeve When you touch that door you linked with something on the other side, something you said was big and bad. You told us all to run because it was locked on to you. he waits to let that sink in, and see what they say.
Jun 15, 2023 1:59 pm
Raggy walks over gives Vlax the bro punch You mean when they asked about skills you didnt think to menation this?! And then acting as if you didnt know what happened in the storm? he then winks you sly dog Raggy then walks out of the hallway laughing at his pun.
Jun 15, 2023 2:03 pm
OOC:
Does Skeeve remember what just happened prior to the roll-back? It doesn't change his immediate reaction (he's gonna listen to Vlax). But it informs his following actions.
Skeeve catches himself reaching to the door, but stops at Vlax's warning and pulls his hand back and doesn't try to "reach out".
OOC:
For the record, I'm completely down with the idea that someone has the power to "rewind" to just before a very recent decision. It's a cool story element as long as it doesn't get overused. Though, to be very frank, I am probably not going to complain if it does get overused because it probably saved my bacon. Again.
Last edited June 15, 2023 2:08 pm
Jun 15, 2023 2:08 pm
OOC:
Vague flashes of jumbled bits are all that the characters are aware of
Jun 15, 2023 2:12 pm
daryen says:
Does Skeeve remember what just happened prior to the roll-back? It doesn't change his immediate reaction (he's gonna listen to Vlax). But it informs his following actions.
OOC:
GM will have to answer that. And some of our previous discussions and permutations of this power, the entire party recalls what happened. I'm not sure if that's still the case. We're on like version four of this. Lol

Later he'll explain how it works in character if we want or we can just veil that and assume it happened. But if you'd like to provide feedback on how it works. The current version allows him to build up a pool of up to three dice, one per day.

On a failure he can do very little maybe roll back a single action. On a success he can roll back everyone's action a bit longer. He can also use it to get a glimpse of the future, which I could have done to kind of see what was coming, but since Skeeve already said it was bad, I assume that might be a waste.

The reason it works so much better in the storm is GM's first version allowed me to roll back a much longer time period. You probably recall him counting off how long it was in seconds. We both agreed it was kind of OP, So we've been trying to trim it back to be more reasonable but still fun.
Vlax Is visibly relieved to see that his party isn't overly angry, at least not yet that he hasn't yet revealed this. Let's just say, I didn't know how you'd react to such a weird ability. I'm not from around here. Something like this might not be well received by everyone. he sighs

So what do we do now? If you want to go ahead and try it again, maybe you'll do a better job. You said you messed up, and maybe this time you won't mess up? Of course we can back off, maybe bring different resources down to confront what's beyond this door. Sounds like it better be weapon big enough to fit on a sailing ship. He chuckles, but it's clearly just a nervous laugh.
Jun 15, 2023 2:13 pm
Skeeve tries to remember what happened, but only has a vague sense of something ominous, then fleeing. He says, I don't remember what happened other than deciding we needed to run away. I "linked" to something? Well, maybe if I don't remember, it won't either!

Raggy said something about needing a key. Is there a key in or hidden in the table?

As far as your power, I was abducted by the fey, grew up in their realm, and was returned to a world that is not the one I came from. I'm used to weirdness. Besides, it sounds like you just saved me from something pretty bad. We're good.
Last edited June 15, 2023 2:17 pm
Jun 15, 2023 2:22 pm
OOC:

I tried to investigate the table. But don't believe I got an answer from dm with everything going on.
Jun 15, 2023 2:25 pm
OOC:
Sorry if too many posts. But this section has me thinking. Besides, who knew the big problem room would be "room 3"? I was betting the problem would be wherever that water/ooze/elemental ran to. (And, yes, it could still be!)
Skeeve thinks for a bit and then continues, There is a magic table and magic lamp sitting outside an ominous room with something sleeping in it. There has to be a reason for these to be here. If we can't figure out how it fits together, then let's take the artifacts with us and have Valpip and the wizard examine them and give us their input.

And, no, I am not going to try again. What I was about to try (and apparently did actually try) is something I have never done before. If I try it again, it is most likely I would get the same result. And if that result was bad enough to make you risk using your own wild power, then I don't think trying again is a good idea.
Jun 15, 2023 2:41 pm
Lets light it.
Jun 15, 2023 3:08 pm
The table is a small side table that seems unremarkable other than the fact it is well preserved. It has a single drawer that contains some paper, a quill, and closed inkwell.

The lamp is made of bread with a red light shade. It has no whick it slot for a candle but instead has several red crystals under the light shade along with a crystal collar with a polished back.

https://i.imgur.com/Q18F8Lv.jpg
Jun 15, 2023 3:30 pm
No place to put a candle, what about oil? Do you have to light it magically? Is there a trick to it? Vlax is puzzled. Oh and before we move on, I can only try one of those recalls or precognitions one more time today. Sometimes it goes well sometimes it doesn't, but after that I won't be able to do it for a few days.
Jun 15, 2023 5:28 pm
The let's save the door for another day when you are "full up".

Also, this means we have to find the appropriate key somewhere. I was really hoping it was in the table.

I still think we should take the lamp and table to have them checked in more detail.

I am more than willing to try and light it, but not here. It would take some searching on it with magic, and I am now suddenly reluctant to do that anywhere close to this door.


Skeeve does make sure they map everything out for the map before they go, however. Don't want to forget to do that!
OOC:
I am assuming they aren't nailed down in some form or another.
Last edited June 15, 2023 5:30 pm
Jun 15, 2023 5:34 pm
That is reasonable. Take it for another day. I do feel like everyone should leave the room except the person picking up the lamp in case something happens. Is anyone more resistantto curses or poisons?
Jun 15, 2023 5:59 pm
The table and lamp are freestanding and should be ready enough to move
Jun 15, 2023 6:04 pm
Vlax saya, Raggy. How about you grab the table as soon as I grab the lantern. If it all goes bad, I'll see if I can do it one more time... And of course we won't grab them then.. He looks to see if everyone is ready
Jun 15, 2023 6:06 pm
Blornvid was thrown off by that feeling of deja vu. He listened to Vlax explain his "ability" and blinked in surprise. He agrees that this sounds like a job too tough for the four of them. He says, "We have to tell Valpip. If it's a huge threat, he might consider sealing off this area just like the tunnels, provided that whatever's behind this door can't smash its way through five feet of solid rock."

In response to Raggy's question, "I've got a couple of poison antidotes that we can use if that happens. I'd say bring the lamp. Maybe Valpip will know what it is."

He asks Skeeve, "I'm assuming that a magic lamp wouldn't be used to contain a beast or demon. That's what magic runes are for, right?"
Jun 15, 2023 6:18 pm
Okay goodRaggy says to Blornvid. Ro you go with Skeeve and Blornvid into the other room and be prepared to run if something goes wrong. Raggy walked over and put his hands on the table. Ready. Lets go Vlax.
Jun 15, 2023 6:22 pm
Ready, three, two, one...
OOC:
Assuming no one steps in and stops this..
Jun 15, 2023 7:01 pm
DaChiefPI says:
OOC:
Assuming no one steps in and stops this..
Nope. Skeeve urges Ro to follow him until Raggy catches up and we wait for everyone on the other side of the skull.

Once we're on the other side of the skull, Skeeve asks Raggy to close the door. (Since he's the one who found the latch.) Then we head over to Valpip for some needed advice.
Jun 15, 2023 7:23 pm
The table and lantern are move with caution then haste culminating in your having sword some furniture.
You take the items back to Valpip who is still closing the tunnel nearby. Your explain the situation, skimming over the temporal hiccup, and Valpip send intrigued.
Valpip
Who don't you show me where it is in a bit. We can get a better look tomorrow. But for now I want to finish closing the goblin hole first. My guess is if the goblins avoided it they must have figured something out. And since it's started quiet this long a bit longer shouldn't matter. I'll have the researchers check out the table and let us know what going on with them before we head back tomorrow.

With the fight and rather unsettling whatever that was you decide to take the test of the day off. You take the two items up the the researchers to be cataloged before heading over to the tavern and then the bunkhouse to rest
OOC:
your can chat in the Base thread if you like. I will start your return to the tunnels tomorrow with Valpip and you checking out the Thumping
Jun 15, 2023 8:12 pm
We grab the rest of the goblin loot on the way out. If one of the short swords look sturdy enough, Skeeve will take it.

Unless no one wants to, we do declare the 17sp, too.
Jun 15, 2023 9:09 pm
Vlax Is happy with whatever group thinks is a fair share. Having just recently joined the group, and not even really put in a full day, he's not going to be completely particular about it.

Looking forward to a pint, or 12 he smirks. He wears some serious exhaustion on his face, but seems glad to be part of the troupe
OOC:
subscribing to the base chat, just in case you guys post there...
Jun 16, 2023 4:04 pm
The next day in the tunnels
Valpip tells the party to spend a couple hours double checking any measurements and making sure the map is accurate before he accompanies the party to the hidden chamber behind the skull. This should give him time to finish closing both tunnels you found yesterday.

Starting to the east in the underground river chamber you check the rooms and measure with the knotted rope to update the map as needed.
[ +- ] Map
Let me know if there is anything in particular you want to do while your survey the tunnels and rooms or if you want to go anywhere new before working with Valpip
Jun 16, 2023 5:11 pm
OOC:
Well, the ooze could be somewhere down in 28. I'd rather not encounter a new powerful foe while Valpip is engaged all the way on the opposite end of tunnels/dungeon. Maybe we go back and search the room with the broken glass. Maybe there's something intact in that room. In case we got there...

Rolls

Focused search room of broken glass - (2d6)

(66) = 12

Jun 16, 2023 5:49 pm
OOC:
The latest map is missing room 2 (with the really big skull carving) and the paneled corridor to what I presume is room 3 (the Thud! Thud! room).

Also, any further info on the lamp and table?
Skeeve will take the opportunity to double-check things as we go along, including the stairs up, the other paneled area, the water pit in room 9, the natural cavern. Anywhere with piles or something we didn't adequately check the first time. Did we ever check the pile of rubble where the ghoul was?

Skeeve is also keen to avoid room 28 until we are all ready. On the other hand, I do think we should check out the remaining door in room 24.
Jun 16, 2023 6:05 pm
The table is one of two forming a matching set. Anything placed in the drawer will appear in the other tracks drawer. Only small non magic and not living items can be transported this way.
The lamp is known as a blood lamp and creates light for an hour if a drop of blood is dripped on it. The light reflects the donors mental and emotional state but only crudely. It is best known for it's use when signing deals. Both parties light that lamp while meditating and signing a contract and the lamp can give advantage on determining the other pairs feeling and intentions towards the other.

Both will be bought by the expedition. But they want the other table if you find it.
OOC:
I will update results of the searches later today
Jun 16, 2023 6:46 pm
OOC:
Psybermagi says:
Both will be bought by the expedition. But the want the other table if you find it.
Bet that other table is on the other side of the door we found it by. :-)
Jun 16, 2023 6:53 pm
OOC:
That lamp is neat, certainly different. Initially, I thought that it might've been powered by crystals. Obviously, there was no time to test that hypothesis.
Jun 16, 2023 6:57 pm
OOC:
crashing.. need rest. still sick. puppet if necessary. Back rank range support.
Jun 16, 2023 7:01 pm
OOC:
Feel better, DaChiefPI. Get rest. I'm good if everyone wants to take the weekend off. Father's Day is Sunday after all.
Jun 16, 2023 7:03 pm
Raggy with check for traps on the door in 24 that skeeve mentions. Ro will try to use her tracker nose to smell for fresh goblins in the tunnels.
OOC:
If the other table is in the table then the only way to open the door is to convince whatever is in that room to put the key in the drawer

Rolls

Raggy traps - (3d6)

(316) = 10

Ro - (3d6)

(236) = 11

Jun 17, 2023 2:22 am
Moving out of the water cavern you move to examine the water pool and note a few small stone figurines in the water. Any further examination of the pool?

The room with the glass shards reveals no additional information.

All other stairs leading up to the Base have been sealed. The stairs and ladders will be removed when the area is remodeled after the researchers are done looking it over, after you have cleared all threats and Valpip has sealed all outside entrances.

Ro tracks the goblins from 1 to 23, where the ooze was set free. They spent some time in the hallway you opened releasing the ooze. As Raggy looks around he finds signs of a concealed door but can not find any way to to open it. A few other secret passages are found between rooms you have already explored. And a large false floor trap in room 5 that triggers if more than 1 creature walks on it.
[ +- ] Updated Map
Leaving the room off the sealed ooze hallway and those next to room 28 you return to Valpip having scoured the passageways and rooms.
Valpip
Valpip has set up his box in room 2 outside the hidden skull door. So, how do you want to do this he asks gesturing at the still locked door at the end of the wood paneled hall.
Jun 17, 2023 12:08 pm
OOC:
after 13 hours of sleep, probiotics in 2 days on the BRAT diet.. I'm feeling a lot better
Vlax asks, "Sorry, I may have missed it. How exactly does this box work?"
Jun 17, 2023 12:17 pm
Skeeve explains his experience with the room:
When we were first in this room, I was just detecting for magic and felt something, but it receded before I could make anything out. When we got to the door for the locked room, I thought I'd not just detect, but try to magically reach out; something I really haven't tried before. That's when we were reset. Vlax said that I said something in there had locked onto me and something large was starting to move and was breaking things.
In addition, Raggy's investigation of the door somehow revealed it would make a difference whether we unlocked the door or broke it down. Unfortunately, we have no key. I had hoped there was one in that magic table, but no luck there. Say, do you have a spell that can unlock things?
OOC:
Skeeve will remember to check on the figurines in the pool after we figure out this room.
Last edited June 17, 2023 12:19 pm
Jun 17, 2023 5:16 pm
DaChiefPI says:
OOC:
after 13 hours of sleep, probiotics in 2 days on the BRAT diet.. I'm feeling a lot better
OOC:
Great! Nothing like getting lots of sleep.
DaChiefPI says:
Vlax asks, "Sorry, I may have missed it. How exactly does this box work?"
"Hoo boy, wait til you see it in action. It's a magic box that moves on its own and fires arrows at your enemies. Moli and me watched Valpip deploy it against some goblins. It was like having a company of archers."

Valpip

Psybermagi

Jun 17, 2023 5:20 pm
Valpip
Reset? What do you mean reset? If something is in the room I haven't heard is recently.
As for a key, it is likely lost or inside the room. I can magic the door open but don't see the point as magicing it open doesn't always bypass traps. Fact is most traps are set to react to magic. Sure to thing is unlocked. Doesn't mean it is safe to touch the handle and open it. Simplest thing is just to break the door down or some such.

Psybermagi sent a note to Mnrtoler
Jun 17, 2023 5:27 pm
Vlax looks at Skeeve and shakes his head side-to-side, hoping he catches on. "Well never mind all that. You folks seem to have tackled this kind of thing before, so Valpip. I think it's safe to say we trust your judgment. If knocking it down is the way to go, then so be it Vlax glances at the archer box, shrugs, then readies his own bow.

Valpip

Psybermagi

Jun 17, 2023 5:45 pm
Valpip
Just so we're clear. If I'm helping I want a double portion of the loot then he chuckles This takes me back to my younger adventuring days. Looking to the party and asking Shall I then?
Jun 17, 2023 6:47 pm
Vlax says, Works for me, but I'm new. As far as I'm concerned, if you weren't here with your contraption, we wouldn't even be looking at this thing again. So whatever we get is entirely because you decided to help..
Jun 17, 2023 7:05 pm
"Aye. Better than being dead."
Jun 17, 2023 8:13 pm
Skeeve responds to Valpip, Well, you're here now, so, sure. Double share it is for what we find in the room.

Is your box going to take the door down, or do see need to use Blornvid's axe?


Skeeve will also magically listen, but not probe. Trying to see if he can feel the other presence without triggering it. (Think of using passive sensors, not active sensors, if we were in a different genre.)
Jun 17, 2023 9:19 pm
You all back out of the short hallway and Valpip connects a small funnel into the lock and a vial on top of the funnel Acid he explains before retreating. The box sitting just outside the door unfolds 4 legs, one form each edge and a crossbow from the top. With a snap of his fingers the acid pours down the glass funnel and into the lock. There is a crackling and popping noise and after a few moment s the lock face falls to the floor. Mere moments later 4 spear like spikes pierce the area in front of the door, followed by another a foot closer to you and rotated about 30 degrees. This continues each foot, with the rotation varying, until the short hall is filled with the spear like traps.

A few moments pass then . . . . . Thud . . . . Thud . . Thud you all feel and hear and hear a pulse that begins to sound like a heartbeat. Just as it becomes recognizable you hear a scraping sound then a loud thud from the room. A wave of magical energy passes over everyone making you feel like something is watching, and examining, each of you.

The spears all retract and you see that the locked door is now open. A hand grasps the door frame and a head follows peering around until it spots you I must feed. Feed me Now!. As the words reach you, each of you feel the need to rush towards the figure and feed it, though you do not know how.

Roll a save test, 2d6 any roll of a 5 or 6 and you are fine, otherwise your next turns first action is to move to the figure.

Rolls

Valpip's save test - (3d6)

(511) = 7

Jun 17, 2023 9:33 pm
Ok ... here it goes ...

Rolls

Skeeve: Saving throw - (2d6)

(62) = 8

Jun 17, 2023 9:35 pm
OOC:
After making or failing your save you can post your turn. Failed save 1 action is to move closer to the figure, 2nd action is anything but attacking. Passing the save 2 actions as if in combat.
Jun 17, 2023 9:48 pm
Skeeve makes two attacks with his magic bolts at the head.

Rolls

Skeeve: Magic Bolt #1 - (2d6)

(21) = 3

Skeeve: Magic Bolt #2 - (2d6)

(54) = 9

Jun 17, 2023 9:52 pm
Here we get again Vlax muttere

Rolls

Save - (2d6)

(31) = 4

Jun 17, 2023 9:58 pm
Vlax scrambles, as if trying to backpedal but he can't control himself. He moves toward the head in the doorway. He does all that he can to EVADE the inevitable as he is convinced this thing might try to bite or grab at him.
OOC:
I know, I could have possibly rerolled that, but decided to save it. We might need it more in a future turn....

So were the last words of the precog.. lol
Jun 17, 2023 9:59 pm
OOC:
Evade roll

Rolls

Evade - (2d6)

(43) = 7

Jun 17, 2023 10:15 pm
Blornvid's jaw drops at the sight of all those spears launching into the corridor and mumbles a prayer of thanks that his body wasn't there to intercept them. But those prayers of thanks die once the head appears.

Rolls

Stand his ground - (2d6)

(62) = 8

Jun 17, 2023 10:18 pm
As Blornvid watches Vlax walk towards the hungry beast, he shouts at him, "What are ye doin' lad?"
OOC:
Since Blornvid doesn't have any ranged attacks, is it possible that he can use an action to tackle Vlax to prevent him from becoming this thing's breakfast?

And this thing isn't in the room with us yet, right?
Last edited June 17, 2023 10:19 pm
Jun 17, 2023 10:24 pm
OOC:
oops, forgot to speak
Vlax yells, Help! It's controlling me. It's pulling me to it, and I can't resist
Jun 17, 2023 10:26 pm
OOC:
BTW, how big is the head? The sounds made it sound huge. Can it fit down the corridor?

Also, I just remembered something: how long does it take to retrieve the crossbow and a rope from his backpack?

Oh! And how far does Vlax get? Is there a chance to do anything to pull him back after this round?

If things can work out, Skeeve won't make an attack and will instead try to pull people back with rope.
Last edited June 17, 2023 10:29 pm
Jun 18, 2023 6:09 am
OOC:
Not poor Ro
Seeing the desperation in Ro's eyes Raggy uses his actions to help pull her away to break the mind control. Im fine but I think its gotten to Ro! Raggy yells, feeling very unprepared for situation.
Last edited June 18, 2023 6:13 am

Rolls

Raggy: Test DC: 5 - Basic - (2d6)

(53) = 8

Ro - (2d6)

(32) = 5

Jun 18, 2023 6:16 am
Vlax starts to walk forward only to be tackled by Blornvid.

Down the hall the human looking man steps out looking stick and gaunt. After Skeeve's attacks the man snarls
OOC:
Getting the bow out of the pack is free but loading takes one action. I typically take rolls as derivative action. If you are undecided, don't roll.
Jun 18, 2023 6:28 am
OOC:
I posted. Raggy is just going to try to pull To away.
Jun 18, 2023 2:17 pm
OOC:
yeah i saw as soon as i posted. I hadn't updated in a while i guess
Valpip
Valpip looks the man over cautiously what exactly do you eat he asks. Meanwhile his hands seem to be assembling something all on their own, retiring items from various pockets and adding them to the assembly.

Sahnar
Glancing at Valpip the man answers I'm not sure, but I know you have it. The transformation of not yet complete, I am so weak.

He configures advancing as he talks glancing at the struggling figures and the calm Gnome and finally his gaze fixes on the one who shot him. The man is converted in targeted clothing with odd strips of something richey and hairy, possibly leather around around him. His son looks unhealthyand drawn tight over his lean muscles and tall frame. Stumbling as first his staggering steps soon smooth out to fluid gravel moments giving him the look of a predator waking from a deep sleep. In a rush of speed the man dashes up to Skeeve and moves to grab him

Rolls

Guant man (Sahnar) attack - (2d6, 2d6)

2d6 : (16) = 7

2d6 : (24) = 6

Jun 18, 2023 2:26 pm
The man grabs Skeeve and shoes his face right up to Skeeve's, then sniffs a bit before opening his mouth to inhale. As he does a glowing red must is pulled from Skeeve and enters the man's mouth. Color begins to return to his skin and he seems to fill out a bit.
Skeeve takes 1 damage and can not move away
It is your turn
Jun 18, 2023 3:07 pm
OOC:
Is it automatically our turn again once the enemy goes, or do we need to wait for Valpip? I don't believe that box spider crossbow thing fired... Wasn't sure when we get to go again.
Jun 18, 2023 3:52 pm
OOC:
Is the spell broken on Vlax after Blornvid tackles him? After seeing Skeeve get pulled into the monster's grip (lich? vampire?), he's going to want to take his axe to it.
Jun 18, 2023 4:18 pm
OOC:
Before I attack again, did my one success appear to have any affect at all? Well, besides pissing him off. If it did, I'll just keep shooting until it dies, I die, or Valpip bails my butt out of the fire. Otherwise, I'll draw out Stick and start whacking away.

Obviously my question about the crossbow is now irrelevant. I will try to remember for the future, however. Assuming Skeeve has a future ...

Also, I assume the armor is irrelevant to this kind of attack.
Jun 19, 2023 1:39 pm
The compulsion only lasted a moment (1 round) and all characters are free to act as they wish now
After the enemy acts you are free to go, Valpip did act, just not overtly or agressively
The magic blast form Skeeves first attack blasted away a section of it's clothing and the odd leather wrappings and staggered the creature but it was staggering su much already you are unusre how much of an affect it realy had.
Jun 19, 2023 2:46 pm
Is everyone in control of their own bodies now?If so lets do what we do best and take this monstrosity down like a team! Raggy fires his two shots. Ro take him out! But get away if he starts hurting you too much. Blornvid should be right beside you with his axe. Ro rushes and does her two attacks
Last edited June 19, 2023 2:46 pm

Rolls

Raggy: Test DC: 5 - Basic - (2d6)

(41) = 5

Raggy: Test DC: 5 - Basic - (2d6)

(31) = 4

Ro - (2d6)

(32) = 5

Ro - (2d6)

(52) = 7

Jun 19, 2023 3:01 pm
I figure drawing and reshaping Stick would take at least one of the Actions, so Skeeve is gonna risk it and blast the creature two more times. Hopefully he gets a better chance to hit due to being in literal contact with the creature.

Well, I suck ...
Last edited June 19, 2023 3:02 pm

Rolls

Skeeve: Magic Attack #1 - (2d6)

(21) = 3

Skeeve: Magic Attack #2 - (2d6)

(44) = 8

Jun 19, 2023 3:22 pm
Vlax unleashes a quick succession of arrows, firing twice at the strange monstrosity. Is it just me, or does this thing look flammable in all those weird wrappings?

Rolls

1st shot,bow - (2d6)

(32) = 5

2nd shot,bow - (2d6)

(13) = 4

Jun 19, 2023 4:21 pm
The figure continues siphoning off . . . Whatever that is, out of Skeeve while avoiding most attacks. Only Ro manages to sink it's yarn into the things leg, only to yip and back away whining and snarling.
OOC:
Blornvid then NPC
Jun 19, 2023 5:08 pm
Blornvid goes after the beast with his axe with both actions.

Rolls

First attack with axe mastery - (3d6)

(121) = 4

Second attack with axe mastery - (3d6)

(425) = 11

Jun 20, 2023 1:02 am
Blornvid sinks his ax into the thing feeding on Skeeve.

Sahnar
Having ben struck twice now the man snarls Stop hitting me or I willl kill you all. I just need to finish the transforation! He sounds much stronger than before though he is obviously anoyed and becoming angery. Throwing Skeeve aside he reeches for Blornvid and Raggy. Each is lifted into the air in one of the mans hands.

Skeeve only took 1 damage, as does Blornvid and Raggy now

As the red mist entered the mans mouth from Skeeve he started looking less pale and sickly. Now with twice as much entering his body his skin quickly turns form a dul grey of the dead to a soft tan and his hair and eyes also gain in color and luster.

Valpip
Right then, Restrain! Valpip commands as he throws a couple of small spheres at the man holding the two scouts. Though the man tried to evade with his superhuman speed one of the small orbs smacks into the man and explodes into a tangle of wires that quickly wrap around the mans body, arms, and legs. The box finally begins firing and due to the tangle of wires lands all 3 attacks on the man, striking his arms and legs.

Rolls

Grab Blornvid - (3d6)

(266) = 14

Grab Raggy - (3d6)

(162) = 9

Valpips Attack - (3d6, 3d6)

3d6 : (555) = 15

3d6 : (131) = 5

Box atacks - (2d6, 2d6, 2d6)

2d6 : (44) = 8

2d6 : (14) = 5

2d6 : (61) = 7

Sahnar : Evade - (1d6, 1d6)

1d6 : (3) = 3

1d6 : (2) = 2

Jun 20, 2023 1:12 am
OOC:
OK, down 2 1 HP. I really hope Valpip finishes whatever he's trying to do before I am drained ...
[ +- ] Previous post
OOC:
If it isn't doable, then he makes two more attacks using the die rolls below, but this time takes Vlax's comments to heart and does flame attacks instead of force attacks. FWIW, next turn he will be doing the flame attack irrespective of whether the push succeeds or not.
Jun 20, 2023 1:13 am
Vlax is frustrated at his inaccuracies, and yells * I thought y'all said that spider, crossbow box, could throw arrows faster than a person. Has it done anything? Does it not work autonomously? He fores two more arrows.

Rolls
Shot 3 - (2d6) = (6,5)
Shot 4 - (2d6) = (2,5)
OOC:
Did you say one of the actions could be used to focus, so the second adds a d6. For future reference, and let's just say... asking for a friend
daryen says:

Focus doesn't add a die. Instead it gives success on 4, 5, or 6 instead of just 5 or 6. When doing something with no time limit, you can automatically claim focus. With time constraints, or combat, you have to spend an Action to Focus.

In combat, unless you need a single, successful hit, the odds favor forgetting Focus and just taking both standard shots. Even with disadvantage (only using one die) your odds are better with two rolls trying for 5 or 6 than a single roll trying for a 4, 5 or 6.
Jun 20, 2023 1:15 am
OOC:
The pervious post was just in reacion to your actions and the NPC had not actual done anything, That was just descriptive narative while waiting for the dwarf. I will avoid adding anything that might look like an action in the future while responding to PC actions.

@daryen Skeve can repost with the old rolls if you want to try the same thing but to help your friends instead of yourself however spell touched lacks the power to move anything as large as a man. Coating his hands with oil or soap so as to mke his targets hard to hols would be possible.

Attacks against Sahnar now have automatic focus due to Valpip's wire contraption.
Jun 20, 2023 1:47 am
OOC:
Just to be clear, with the creature bound, does he still have Blornvid and Raggy in his grasp?

To bad about the force-push. That'd been cool!
Jun 20, 2023 2:43 am
Well if Blornvid is no longer in Sahnar's grasp, he's certainly going to take a couple of swings at it with his axe.

Rolls

Swing the axe #1 - (3d6)

(532) = 10

Swing the axe #2 - (3d6)

(421) = 7

Jun 20, 2023 12:49 pm
Sahnar

Blornvid and Raggy are still in Sahnar's hands but this does not stop them from attacking him. Blornvix swings his ax and though the man is able to evade the fist swing the coiled metal impedes his movement allowing the second to land on his arm causing Blornvid to be dropped.

Rolls

Sahnar evades - (1d6, 1d6)

1d6 : (6) = 6

1d6 : (2) = 2

Jun 20, 2023 2:55 pm
OOC:
I would try the grease/oil/slime idea, but I don't want to help the creature get out of Valpip's trap. I also don't want to use fire for the same reason. So ... back to force bolts since that seemed to at least be annoying him.
Skeeve lets off two more force bolts using the old rolls (5,1) and (5,5). During the attack he says, As if you don't plan on killing us all anyway!
Jun 20, 2023 3:47 pm
Yes if you aren't evil just talk to us! Raggy yells. He attempts to kick the figure to cause him to release him.

Ro on the other hand sees Raggy being attacked and has no plans to stop attacking. Two more attacks from her

Rolls

Raggy attempt to break free - (2d6)

(36) = 9

Ro attack - (2d6)

(11) = 2

Ro attack two - (2d6)

(24) = 6

Jun 20, 2023 4:23 pm
OOC:
Just an observation ...

The thing has taken seven hits thus far, not including Skeeve's last two bolts, Vlax's two arrows, and Ro's hit. (I assume Raggy's kick doesn't damage; just gets him out of the monster's grip.) The last five can be evaded, but still, this thing's taken a lot of damage, and seven hasn't killed it yet. We have two more arrows from the box-spider and two more axe swings to come this round.

Honestly, I'm having a problem thinking of why an undead monstrosity of that power is not an inherent threat by default. Its power level is enough to destabilize the settlement, if not a larger impact.

On the other hand, if it is from the before times, it's too bad Rikia isn't here.
Last edited June 20, 2023 4:25 pm
Jun 21, 2023 4:52 am
As you continue you assault on the man(?) Skeeves blasts weaken him and Raggy is able to free himself and Ro gets another bite in and the man collapses.

Sahnar
Collapsing the man moans weakly
I must finish the transformation

Valpip
Calmly walking over to where his other metal ball fell Valpip picks it up and tosses it at the man. The ball explodes into another set of thin wires and winds tightly around the man securing him.
Well this is a bit of an odd thing Valpip mutters looking the bound form over. Now why don't we have a nice talk

Sahnar
The man if coaxed into talking and he explains he is not an undead but rather on the road to a form of immortality. The process, unfortunately requires more life force than one mortal has, thus he was forced to find ways to obtain it from others.

I only need a bit more. I spread it out. Let me finish the transformation he pleads.
[ +- ] Sahnar's Story
During this time you search the next room and find the following
260 cp, 90 sp, 40 gp, diamond (50 gp), chalcedony (50 gp), onyx (50 gp), quartz (50 gp), 2 x zircon (50 gp), Gloves of Climbing & Swimming.
A map of the tunnels
Jun 21, 2023 11:31 am
Vlax is at first mesmerizing by the intrigue woven into the story but can't help to feel a bit skeptical. This individual had lots of time on his hands to concoct the story. He decides to try and listen from the prospective of the critic, and listens closely for flaws or errors that would indicate he might be lying.

Rolls

Some kind of insightful observation? - (2d6)

(52) = 7

Jun 21, 2023 1:11 pm
The man seems quite desporate to complete the "transformation" and obviously sees you as a way to do so. His words and actions seem a litle clouded as if he is unable to be fully coherent at the moment. He keeps starin at whomever is closest and whinig and mumbling about needing to finish. If he is decieving you it is a good act but his intensity at least seems very genuine.
Jun 21, 2023 2:54 pm
"As to whether or not we dispatch this fellow to the great beyond, I'll leave the decision to Valpip as he's a smarter and wiser fellow than myself, but I want nothing to do with this selfish wretch. He takes from others without their permission, which shouts to me that his motives are foul. Who is he that he should become immortal? What great and wondrous deeds die he perform for the people? To blazes with him! Didn't we learn enough from the Great War?"

Valpip

Psybermagi

Jun 21, 2023 3:56 pm
Valpip takes the bound man away with a couple of guards he calls down and leaves you to finish securing the dungeon.
Valpip
Let me know when your have that southern passage checked out. The fact that it and the rarest cavern are both in the man's map indicates they were here before the goblins dug in so we may want to have it to where it goes before deciding whether or not to seal it
[ +- ] map
OOC:
there are 5 rooms left to clear. 25 27 29 and the one off the hallway where the ooze came from between 23 and 26
Jun 21, 2023 4:46 pm
Blornvid has a look at the map. "I think we should check out these two rooms," he points to 25 & 27, "first. This," he points to the room to the left of the ooze hallway, which is the unlabelled corridor between 23 & 26, "is both curious and potentially dangerous. And this," he points to 29, "looks like the last room before descending further beneath the level we're on. What do you all think?"
Last edited June 21, 2023 5:12 pm
Jun 21, 2023 4:58 pm
Vlax sighs, glad to have survived the ordeal they just faced, "Sure. Maybe we won't run into any more near immortal elders of the old world" he chuckles l... but you can tell it's the strained, forced variety
Last edited June 21, 2023 4:59 pm
Jun 21, 2023 5:13 pm
OOC:
How badly is everyone hurt? Do we need to get healed before continuing? I think Blornvid only lost one HP during that battle.
Jun 21, 2023 5:22 pm
OOC:
Skeeve Blornvid and Raggy reach lost 1 health
Jun 21, 2023 6:12 pm
OOC:
I think we are all surprisingly healthly.
Sounds like a plan my dear dwarf
Jun 21, 2023 7:36 pm
Skeeve likes Blornvid's ordering: 25&27, followed by the unnumbered room with the giant ominous icon, followed by 29. Going down the stairs past room 29 should be saved for another day.

Skeeve says, "There are stairs past room 29. We saw the water/ooze/elemental go through the door to room 29. It must have been wanting to go down those stairs. Looks like some more fun for us when we go down those stairs!"
Jun 22, 2023 1:06 pm
After looking over the room the man came from, which did contain the other table paired with the one you found earlier, and collecting anything of interst you set out again heading to the last rooms Taking your time you open all the doors, including the stone door, which was trapped with some kind of thunder magic. Both the rooms, 25 and 27, were empty of anything interesting or noteworhy. Moving over to the hallway where there is a hidden door you spend some time trying to get in.
Do you want to go through the simpe doors or the
OOC:
Does someone want to take the magic gloves?
[ +- ] Gloves of Swiming and Climbing
This door is well hidden and sealed. You need to roll a 6 to open the door. Raggy can roll 3d6 due to trapmaster, and everyone else can help by rolling their own tests. Any 6 indicates you can open the door otherwise you will need to break it down
Jun 22, 2023 1:37 pm
As they all help Vlax says, "i can see two good uses of those gloves. Maybe they can be shared. I don't know much about magic, but the person wearing could use them to climb to higher vantage points. Being an archer, that can be useful. We may need someone with lockpicking and similar skills to wear them too, so they can reach treasures otherwise difficult to access." He shrugs.
Last edited June 22, 2023 1:37 pm

Rolls

Helping - (2d6)

(24) = 6

Jun 22, 2023 2:11 pm
Skeeve says, "I got this spiffy armor earlier, so I figure I'm last in line for the next item. The gloves seem to match you well, Vlax, I think we're all good with you making use of them. Enjoy!"

Rolls

Skeeve: Helping out - (2d6)

(34) = 7

Jun 22, 2023 4:59 pm
"Agreed."

Rolls

Help with door - (2d6)

(21) = 3

Jun 22, 2023 5:01 pm
Yes I second that. You are very valuable member of this team who underrates his importance.

Rolls

Door - (3d6)

(366) = 15

Jun 22, 2023 5:52 pm
OOC:
Thank you, Raggy, for being so much more observant on the door than the rest of us!
Jun 22, 2023 6:21 pm
Vlax says, "Awesome. Let's nake good use of them." as he puts on the gloves and tries climbing on a few surfaces, if only to get used to them and how they work. Ledges, doors, anywhere he can find along the way. He is ready to proceed when everyone else is.
Last edited June 22, 2023 6:22 pm
Jun 23, 2023 12:38 am
Vlax is able to scale some of the walls better than others. All are a bit slick with moisture but those that are shapped better offer litle in the way of hand and feet holds while the more natural walls are more easy to navigate.

Raggy spends a few moment with the other inspecting the area around the door and noting a few holes that he investigates and then tries a few methods before finally opening the door by simpy stopping a couple of holes within easy reach ofthe finger of one hand and pouring water in a larger hole higher up the wall. With a slight click the door is unlocked then swings open noiselessly.

A massive blue marble statue of a merman holding a trident dominates the room. The eyes of the statue are brilliant opals. It surface is slick with moisture that slowly trickles down to the pool it rises from. There are several smaller statues, also in puddles around the room. They are a crab, an eel, an octopus,, a swarm of fish, a clam, and a whale. The walls are faded paint that likely had picures at one time but have since then faded to dull grens, blues, with splotches of red and yellow.
Jun 23, 2023 2:23 am
Blornvid turns to Skeeve and asks, Detecting any magic?
Jun 23, 2023 2:01 pm
Skeeve tries to detect as requested. Roll included in case it's needed. He also tried to see if there are any hits of elemental activity, given what we found before. So, two rolls included. The second (perception) is at advantage because of the armor.

Rolls

Skeeve: Detect Magic - (2d6)

(31) = 4

Skeeve: Perception - (3d6)

(553) = 13

Jun 23, 2023 2:12 pm
Vlax stands back and watches them all work. Actually, he watches the statues, as best he can while behind them and staying out of the way.. If there is a hint of movement he wants to be ready, and if that movement is aggressive then he will react... Bow in hand.
Jun 23, 2023 2:26 pm
Everyone can tell there is something magical to the room and Skeeve localizes it to the pools. Like the hallways outside this chamber has moisture covering all surfaces, as if a waterfall is nearby and the mist is blown over everything. There is in fact, now that you look for it, a slight mist to the entire room and the room is even cooler than the rest of the subterranean area. Nothing is moving and even the water coating all the surfaces does not bead up and roll down it.
OOC:
Detecting magic is still part of the skill so does need a roll. Out of combat you will always get a basic success and be able to detect strong magic or magic filled areas but the more success you roll the more detail you get.
With the paint faded the only making left in the room are around the pools. You will need to enter the room for a more details inspection.
Jun 23, 2023 2:52 pm
I don't suppose we have a choice, and if we don't get closer... There's no way we're going to figure this out. Still, I don't know why but I'm concerned that this area might flood if we don't do this right. All this moisture could be created by humidity, mist, fog, or it could be created by a sudden rush of water. Vlax cautions everyone while he studies the roof and walls to see if he can see anything, like holes from which water might gush.
Jun 23, 2023 3:02 pm
"We encountered the ooze in the hallway we're standing in. Coincidence? Or was it related to all this?"
Jun 23, 2023 8:48 pm
Raggy steps into the room. Looking around the corners ans ceiling to see If he sees any mechanism to let water in. Ro can you smell anything girl?

Rolls

Raggy: Test DC: 5 - Adv - (3d6)

(161) = 8

Ro tracker - (3d6)

(413) = 8

Jun 23, 2023 9:09 pm
OOC:
I'll check in as often as can but for the next 48 hours my availability is going to be limited. I've got 18 hours of driving to do...
Jun 23, 2023 10:48 pm
Raggy does not find any holes or vents anywhere in the room and Ro does not detect the presence of any creatures and informs Raggy the water smells "clean" but notes that a couple of the pools smell salty.
Jun 23, 2023 11:51 pm
Skeeve asks Ro to identify the pools that smell salty and any that smell particularly good.

Skeeve will try to do a more detailed scan over each pool, starting with the big one. I'll roll for that one.

Rolls

Skeeve: Magic scan of big pool - (2d6)

(41) = 5

Jun 24, 2023 2:48 am
The large pool with the merman, the one with the fish, and the clam are fresh water. The crab, eel, octopus, and whale are all salt water. All the water in the room seems to hold some magical properties, including the light mist in the air, making it hard to localize anything, though Skeve may have better luck by touch.
OOC:
My standard approach to rerolls is to increase the difficulty or increase the time it take to try again
Jun 24, 2023 12:20 pm
OOC:
Fair enough! Ignore the previous roll.
Skeeve says, Well, we are here to explore, and nothing ventured, nothing gained. He pauses momentarily so the others can get ready however they want and ...

He places his left hand in the water. (Of the large fresh water merman pool.) If nothing happens, he will then try to magically probe again. Hopefully this time he won't awaken something that wants to suck out his life force. Or generally want to attack him.

Rolls

Skeeve: Magic Probe - (2d6)

(33) = 6

Jun 24, 2023 1:45 pm
As Skeeve moves deeper into the room he notes there are small items in each of the pools. Some coins mostly though in the merman's pool there are a few jewels as well. Upon touching the water Skeeve feels noting odd other than the purity of water and possibility of life it holds.
Jun 24, 2023 2:05 pm
Skeeve says, I can't detect anything specific. Think I should take a drink? The various pools have coins in them, and this big one has some jewels.

Do the coins look like the other ones we've found or like those used in the camp?
Jun 24, 2023 2:16 pm
The water distorts the coins appearance but they look more like the other coins you have found in the underground rooms.
Jun 24, 2023 3:41 pm
"This might sound silly, but maybe the coins are in there because someone thought that they could make a wish."
Jun 24, 2023 5:04 pm
"Make one? A wish, i mean? Should we? Or You?" Vlax interjectw as he looks around clearly uncomfortable with the whole affair.
OOC:
had to rewrite that. Lol
Last edited June 25, 2023 2:33 pm
Jun 26, 2023 1:07 am
OOC:
Well, scanning and detecting aren't doing it. So ...
Skeeve dips his hand back into the large fresh water pool, withdrawing a handful of water in his cupped hand. And drinks it.
OOC:
He still has one hit point of damage from the not-mummy man.
Jun 26, 2023 11:59 pm
The water is cool and refreshing. Skeve notes that the magic of the water fades quickly as it is removed from the pool so only a hint of magic remains by time he drinks but that too fades instantly. Nothng happens other than having a nice drink.
Jun 27, 2023 12:05 am
Vlax interjects, "Maybe you have to be submerged in it." He pauses, realizing what he said."Uhm. Well, there has to be a reson for the magic. Right? I'm not really suggesting someone get in. uh... No..Right?
Jun 27, 2023 12:25 am
As you discuss it the possiblility that the magic simplpy keeps the pools full and fresh as you see not algea or moss growing in the water, or anywhare else in this room, though it covers much of the wall elsewhere. Other than the coins and gems in the pools, much like wishing wells or perhaps alters(?), and the statues themselves the only remarkable thing in the room is the trident the merman statue holds.
Jun 27, 2023 2:15 am
Skeeve will take a second look at the trident both looking it over and scanning it specifically. Is it part of the stone of the statue? Or is it separate and made of metal? Is it attached to just the statue's hand, or is the bottom also connected to the statue's base? Is it jeweled, or otherwise ornate? Does it have anything that looks like a lever or mechanism that can be triggered?

Post-roll edit: Holy crap, Skeeve just isn't going to make any progress in this room!
Last edited June 27, 2023 2:18 am

Rolls

Skeeve: Examine the Trident - (3d6)

(332) = 8

Jun 27, 2023 3:01 am
Blornvid examine the trident to note the level of craftsmanship.

Rolls

Focused examination of trident - (2d6)

(53) = 8

Jun 27, 2023 10:43 am
"Take that trident and all these things might somehow wake up, and angry for defiling their shrine,". Vlax looks at all the statues. "I mean, that's why we are here, to clear it out, but....be ready."
Last edited June 27, 2023 10:43 am
Jun 27, 2023 1:08 pm
The Trident has some decoration but not too much and is separate from the statue. It is of masterful quality and looks more to be an actual weapon than simply decorative though Blormvid is sure it is also enchanted in some way. It has a trio of raised thread, likely for a better grip, twining around it that twist though the hand of the statue. This will make it difficult to quickly remove it.
Jun 27, 2023 3:43 pm
Is it threaded like a screw, or is the threading interlaced or braided? Can it be "unscrewed" through the statue's hand? Skeeve will try to move it around to see just how hard the grip is.
Jun 27, 2023 3:51 pm
To get to the Trident you will have to enter they pool and climb the statue to unscrew the Trident. Or just break the statue's hand
Jun 27, 2023 4:52 pm
Raggy watches his friends with amazement
Jun 27, 2023 5:26 pm
To Skeeve: "I don't know, lad. Maybe Vlax is right. Maybe we'd be defiling this place by breaking a statue to snag a trident that our employers would wind up keeping for themselves. If the place radiated evil, I'd have no problem with breaking stuff, but if it isn't..."
Jun 27, 2023 5:36 pm
True. We have cleared the room. Let Valpip deal with it
Jun 27, 2023 5:39 pm
OOC:
Oh. I was gonna go an unscrew it, but with everyone suggesting not to, I killed that post.
Skeeve offers to unscrew it if the others are willing. Otherwise, we can leave the room as it is.

On the other hand, maybe the trident will help when we end up finding that water/ooze/elemental thingie ...
Jun 27, 2023 6:09 pm
"Aye. That's a fair point, Skeeve." With a nod to Raggy, he continues, "Still, maybe Valpip will be able to identify its true nature."
Jun 27, 2023 6:15 pm
I'm willing to do anything we decide
Jun 27, 2023 6:59 pm
It is highly unlikely to be going anywhere, so let's start hitting those last rooms up to the stairs, suggests Skeeve.
OOC:
Just remember that Valpip gets his pick when he helps. So, if anyone fancies a magic trident, we need to try for it before going to Valpip. Not a big deal when we're dealing with a magic table we've already lost rights to. Magic weapons can be a different story ...
Jun 27, 2023 10:02 pm
Tridents really aren't Blornvid's thing. Unless it confers the ability to breathe underwater and there's underwater adventuring ahead, he'll pass.

Aye, onward.
Jun 27, 2023 10:44 pm
Moving on sounds good. I'm not really skilled with polearms or long arms or whatever that thing has is." Vlax concurs.
Last edited June 27, 2023 10:44 pm
Jun 27, 2023 11:57 pm
Then on to the last room and the stairs!
OOC:
I believe the last room is room 29, and then the stairs attached to it. We already covered rooms 25&27.
Jun 28, 2023 1:16 am
The door to the last room is a basic stone door that has no traps but has had its lock broken forcin you to break it down. After working on the door for several minutes you are able to knock it free of the frame. As it falls into the room you see that part of the ceiling has collapsed into the room, and flickering wisps of flame fill the far west side of the room To the south of where you enter is an old and rusty portculus that is similarly broken but if you wish to break it down it will b quite easy due to the rust. Beyond the portculus you see a natuural cavern winding south and west.
Jun 28, 2023 2:37 am
Skeeve is curious about the flames. This room has been utterly locked off for ages and, except for the water/ooze/elemental that passed through here, it can't have seen any activity during that time. So ... it piques his interest.

However, the last time we saw a cave in, there was a ghoul hiding in it. So, before going over and checking the flame, he checks out the rubble to see if there is anything to worry about in it. Assuming nothing is found, he'll check the flame.

I'm providing two rolls. The first, with advantage, is a perception roll for the rubble. The second is just to detect magic and anything else on the flame.

Rolls

Skeeve: Checking the Rubble - (3d6)

(241) = 7

Skeeve: Scanning the Flame - (2d6)

(65) = 11

Jun 28, 2023 10:25 am
Vlax shudders and asks,"a what? A ghoul? What in the world is that? ". He is visibly disgusted at the thought ... A ghoul?"
Last edited June 28, 2023 10:26 am
Jun 28, 2023 12:55 pm
The flames turn out to be some kind of runes etched in fire on the floor to create a barier, trap, or warning that targets any water creatures. It appears as if it was either interupted before it could be competed or someone destroyed a portion of the spell. Still it will likely interest the expedition scholars.

You can tell from the sound of wind and water from the tunnel beyond the portculis that the tunnel is long.
Jun 28, 2023 3:31 pm
DaChiefPI says:
Vlax shudders and asks,"a what? A ghoul? What in the world is that? ". He is visibly disgusted at the thought ... A ghoul?"
"Undead nasty that feeds upon the living. It's relentless. Attacks until it's dead. Not something you want to meet."
OOC:
I know this was meant as in-character ignorance. Just playing along. :)
Jun 28, 2023 3:34 pm
Upon hearing the explanation for the flames, Blornvid strokes his beard in thought. After a few moments, he says, "Hmmmm. Fire versus water. Was this place a battleground between the elementals?"
Jun 28, 2023 5:15 pm
OOC:
Based on lack of comment, we can assume the debris/rubble is safe?
Could be. That special room is all about water, so maybe this was intended to be a point of defense? It's hard to tell who won. That water/ooze/elemental was trapped outside the special room. Was it a guard or prisoner?

Anyway, everyone ready to rip down the portcullis?
Jun 28, 2023 8:00 pm
Raggy takes it all in with amazement. This is all so strange. Yes lets get to work


Ro will just be sniffing around like a normal dog would do.
Jun 28, 2023 8:02 pm
OOC:
Before we go any further, I've got two questions:

1) Does the corridor on the other side of the portcullis lead downward?

2) Just in case we find ourselves unable to return, should we report what we've found so far to Valpip?
Jun 28, 2023 8:09 pm
ForeverDED says:

I know this was meant as in-character ignorance. Just playing along. :)
OOC:
Yes. I find that my character is a little narrow of facet. It's just not a whole lot he can do. He's kind of built for battle and with the exception of his precognition, which is limited usage... He really doesn't have a lot to add so it'll be a lot of commentary I'm sure
Vlax inhalees deeply, readys his bow, and takes his normal stance... Let's do it
Jun 28, 2023 10:41 pm
OOC:
Eh, don't worry about it too much. I have four Traits now and, not including the completely superfluous conversation with Ro, I have use only one of them thus far. And then only for two things: detecting magic and energy bolts. It's just how things fall. The great thing is that the system is loose enough that everyone can do anything with a decent chance of success. (And as Skeeve demonstrated repeatedly in the water room, even things with advantage can still fail.) Just try things. :)
Skeeve takes Blornvid's concerns to heart and adds a couple notes to the map:
- He notes on the water room that it is magic all around with statues and magic pools. Magic trident.
- He notes the burning rune in room 29.
- He notes they are going to explore the natural tunnel past room 29.
Jun 28, 2023 11:49 pm
OOC:
Yes I just got lucky I chose trap master then came here. One of my traits is beast speak with just wolves, like when am I going to find a wolf other than ro haha
Jun 28, 2023 11:56 pm
The passage beyond the portculus is a short coridor then stairs that gow down and turn right to the south.

Ro reports that the wind form the passge smells damp and old and burried.

As Skeeve notes things on teh scroll he recieves a short message back
Map works under base. Loose contact if you go beyond.
OOC:
You are done with the tunnels under the base
Moving to explore the natural caverns but some one actually has to open/break the door first . . .
Jun 29, 2023 12:30 am
OOC:
Oooh finishedthe tunnels under the base. I know i came in late, but I feel very accomplished!
Jun 29, 2023 2:34 am
OOC:
I wish you'd been here sooner, so as to save Blornvid from all the trap punctures and firebombs. ;)
"Sounds like if we go any further, we can't expect Valpip to come to our rescue. Is everyone alright with that? Shall we delve further into the caverns?"
Jun 29, 2023 4:54 am
OOC:
How late in the day is it? If it's still fresh, Skeeve is up for more. If it is getting late, he'd rather wait until tomorrow for the next phase.
Skeeve writes, Explore more, or just collapse corridor?
Jun 29, 2023 5:08 am
It is still a bit before noon. A meal at the in sounds nice before a hard afternoon of spelunking and surviving sinister senarios in the dark
Jun 29, 2023 6:24 am
Maybe a bite at the inn before heading into the great unknown Raggy says with a hand on Skeeve's shoulder.
Jun 29, 2023 10:57 am
Vlax agrees, "Yes. I'm not sure how much coin we've earbed, being new to this task but maybe we cab upgrade our gear. If we're on our own, we should be more sf sufficient." He glances at his companions to judge gheir reaction Does anyone in the base sell stuff that might give us an upper hand. I don't know, artifacts, scrolls, potions, salves, and oddities like that? Maybe Valpip would help equip us at a reduced rate. I imagine he 'wants' us to continue deeper
OOC:
I'm using medieval fantasy genre references to items im most familiar with but I get subtle hints at times this genre is askew of that, maybe something a but more industrial... Idk
Jun 29, 2023 3:06 pm
OOC:
The Tiny Info sheet has a Price Guide section. Expand the Stores spoiler to see what is available on base. All weapons in this system are basically the same by type, ranged/light/heavy, as is armor. Everyone is assumed to have some basic armor, no effect. You can get heavy armor that adds 1 HP that has to be repaired by a blacksmith. Magical items exist but most have little effect but can be useful. ex : glowing sword, compass arrow always points north, etc. Some rare items have better effects like self repairing armor, additional damage, etc. Potions are common, scrolls vary in power and scarcity.

Let me know if you are looking for something in particular or have trouble getting to the stores.
Jun 29, 2023 4:26 pm
OOC:
As an aside, I don't have the ~Tiny Info~ button. The only ones I have are "Skeeve", "~Using GP~", and "~Notes~". I'd love to have the "~Tiny Info~" button, too.

Is there a "water breathing" scroll? Just thinking ...
Skeeve says, "OK, let's go up and get some lunch before ripping this portcullis down and do some exploring! However, first, is anyone interested in trying to grab that trident?"

Not that Skeeve particular wants it or would use it. He's just curious on if it can be retrieved without
Last edited June 29, 2023 4:30 pm
Jun 29, 2023 5:43 pm
OOC:
Good point. I don't see a tiny info button anymore either... I thought it used to be at the bottom right below the die roll section? Wasn't it?
Jun 29, 2023 5:44 pm
OOC:
Good point. I don't see a tiny info button anymore either... I thought it used to be at the bottom right below the die roll section? Wasn't it?
Jun 29, 2023 6:56 pm
OOC:
Could it be the TinyD6 link on the Game Details page?
Jun 30, 2023 3:56 pm
OOC:
Did anyone else find it? I went to the tiny 6 link on the details page and that took you to the tiny six website... But I did not see a store, or spoilers or anything like that... I may have overlooked it
Jun 30, 2023 4:04 pm
OOC:
Looks like its under notes under the rolls now
Jun 30, 2023 4:56 pm
~Tiny Info~
https://i.imgur.com/huYQQdZ.png
Jun 30, 2023 5:20 pm
It's not there

https://i.imgur.com/tLPGfm7.jpg
Last edited June 30, 2023 5:21 pm
Jun 30, 2023 5:57 pm
I'm the same ...

https://i.imgur.com/LwghmHR.png
Jun 30, 2023 6:00 pm
Me too.
Jun 30, 2023 6:23 pm
Its under the tag notes now https://i.imgur.com/hFmfIuh.jpg
Jun 30, 2023 6:29 pm
OOC:
It was labeled ~notes~ for players but ~Tiny Info~ for me. I changed it so everyone sees ~Tiny Info~ now.

Let me know if there are still any problems
Jun 30, 2023 6:38 pm
OOC:
Ah.thanks.

So how much have we earned, since Raggy and I joined?
Did we get a split of coins found?
Jun 30, 2023 6:49 pm
DaChiefPI says:
OOC:
Ah.thanks.

So how much have we earned, since Raggy and I joined?
Did we get a split of coins found?
And do we start with any gold? I know I got 10 for finishing the wagon trail, but that's all I got down
Jun 30, 2023 8:13 pm
Mnrtoler says:

And do we start with any gold? I know I got 10 for finishing the wagon trail, but that's all I got down
OOC:
Ah, I didn't see that... Which I know is my fault, but didn't notice any payouts yet. May not have applie to me, but ya... Need to record coins somewhere. Sorry GM
Last edited June 30, 2023 8:14 pm
Jun 30, 2023 8:16 pm
OOC:
It also looks like everything's listed as, normal, expensive, or cheap... Which column should we be using? At the base?
Jun 30, 2023 8:24 pm
OOC:
I Don't see any kind of specialty items either.. So basically looking for potions of healing, maybe other potions in our price range.

maybe low level scrolls that might do fun stuff... Assuming any character can use a scroll. Not being familiar with the system, have no idea what would be affordable...
Jun 30, 2023 9:08 pm
OOC:
Got it! Thanks!

And 1000GP for a spyglass!? Wow. Khaguran got the most expensive item from that tower! :-D
Jun 30, 2023 9:20 pm
OOC:
Updated with arcane options, also listed here
details available on request and proof of wealth to purchase
IE. I am borrowing a lot from other systems and making this up as I go so do not have a full set of details at this time but most should be self explanatory, I hope
Normal Cheap Expensive Rural Urban Premium
[ +- ] Artificers Shop (Potions & Scrolls)
Normal Cheap Expensive Rural Urban Premium

Prices listed are in Gold Pieces
1 GP = 10 SP = 100 CP
[ +- ] Scrolls
Jun 30, 2023 9:38 pm
OOC:
@GM... Did you ever tell us how much coin we have?
Jun 30, 2023 10:03 pm
OOC:
Besides the loot you found, everyone should have started with 10 GP
The lamp was sold for 200 GP
Both tables were sold for 100 GP
If divided by 4 that is +75 GP each

The only other treasure I recall for after Raggy and Vlax joined was in the water temple that you left alone
Blornvid has been keeping all the treasure but I believe most of that came from before Raggy and Vlax joined
I recommend you figure out a system. Typically groups I am in divides loot equally by the number of characters +1 with the +1 and extra going towards party agreed expenses.
Jun 30, 2023 10:31 pm
OOC:
I vote we just divide it up equally, and if we all decide to pitch in for a agreed party expense, then we all pay our share..at that time.

If someone doesn't have enough to pitch in, at that time, then someone can offer to cover their debt... and would like owe them an IOU and they pay it back. .
Vlax will buy a bottle of Alchemist fire (50gp), and anotjer belt pouch to put it in so it's handy. (.5). He also wants to put three empty flasks in his backpack (.06 total), one glass bottle (2gp), two vials (2gp total). He rolls them inside his bedroll to cushion them while in his rucksack... (( Is that a backpack ))

85 GP, minus 54.56 = 30.44 left?
Jun 30, 2023 11:28 pm
OOC:
In Skeeve's defense, he was trying to talk the group into going back to get the trident.
I thought we were dividing it evenly across the players, with no +1. However, all "remainders" were then tossed into the "party pool" that Blornvid is tracking. So, for example, if we find six gems, we'd each get one, then the other two get tossed into the party pool.

At least, that's what I thought we had been doing up to this point.

Skeeve is also going to blow 50 of his newly acquired 75 gp on a healing potion. That way both he and Blornvid will now have a healing potion and an anti-toxin potion for "bail-yer-butt-out" purposes.
Last edited June 30, 2023 11:34 pm
Jun 30, 2023 11:33 pm
OOC:
I'm new, obviously so whatever you guys think... Or whatever you've done in the past is fine with me. I was kind of talking about the coins, and assumed the sale of the other stuff.. Just let me know. You guys may have already had a system.

I'm not a big fan of the plus one, but if that's what y'all want to do that's fine.
Jul 1, 2023 2:36 am
OOC:
Daryen's correct. We divvy up and then Blornvid has been holding on to the remainder into the "party pool."

Here's what's in the party pool:

Group petty cash: 20 CP, 37 SP, 1 GP
Fine silk sash threaded with copper (25 gp)
Marble rod inlaid with electrum (25 gp)

We can cash it in and divvy it up.

To be honest: Before you guys came along, we were burned through at least 3 PCs and 1 PC turned NPC (IINM). As Blornvid's been the one that's been down here the longest, he was designated the guy that holds onto this stuff. We can sell it now that we're topside.
Jul 1, 2023 3:00 am
OOC:
I'm good with the existing method. We trust Blornvid lol.
Jul 1, 2023 3:10 am
OOC:
@DaChiefPI here is the 10 from wagon train https://i.imgur.com/OTG5xfH.jpg
Jul 1, 2023 3:30 am
Raggy will buy some trap related things.
-2 Pulleys 1gp each
-1 hunter trap 5 gp
-1 grappling hook 2 gp
-100' rope 2gp

95-2-5-2-2=84
Jul 1, 2023 1:03 pm
OOC:
Thanks MNRTOLER.. I somehow missed it.

Yes, I like the idea of Blorvid keeping the excess, if any... But you two should sell and split that other stuff, unless you are holding onto it for a reason. Sounds like stuff you accumulated before we came along

The only group expense I can think of that we should save up for is probably healing potions. We should try to keep one of those on each person at all times, when and if possible.

But that can be a personal expense too. I just think it's of value to all to keep everyone 'up' ... Conscious and alive.
Jul 1, 2023 1:35 pm
OOC:
scrolls can also be a group expense as they cost more but also have more affect Egan basic . Skeeve can use them.
Jul 2, 2023 1:53 am
OOC:
How late is it? How tired are we? It didn't seem like it had been long since we rested... but... Wondering if we should rest before heading back.
Vlax stows his new gear, stuffing most of it in his pack, and says "I'm ready when the rest of you are."
Jul 2, 2023 2:19 am
OOC:
I do believe Psybermagi said around noon and thats why we came topside. Does this count as an hour rest to heal my one hp?
At the sound of ready Ro's head shoots up. Raggy chuckles, "Looks like we are ready also."
Jul 2, 2023 12:53 pm
OOC:
Sure, hour rested
Jul 2, 2023 4:37 pm
Ooo. Skeeve also takes the hour rest.
OOC:
Given the hour taken, how much time do we have before Valpip closes the door for the night?
EDIT: I guess you can just start us down at the rusted portcullis ready to break it down.
Last edited July 2, 2023 4:38 pm
Jul 2, 2023 8:46 pm
OOC:
i am fast curating a bit of the base securing the tunnels to make you use of then a bit easier
By this time Valpip has secured the lower room under the warehouse. They have also added a ladder leading up to the boat house and assigned guards to patrol underground. As long as you get back to the boathouse before dark you can enter and leave freely.(8am to 8pm)
Jul 2, 2023 9:36 pm
OOC:
Which room number is under the boathouse?

So, assuming we get back down there at around 1:00 or so, that gives us six hours to muck around and still leave time to get out. That should be reasonable.

Thanks!
Jul 2, 2023 10:56 pm
The boathouse is over the water cavern. The added a ladder down and have a guard stationed below at all times of the day but the ladder retracted and door sealed at night. For now.
Jul 3, 2023 12:59 am
OOC:
Ok. Thanks!
Now that he's feeling better, Skeeve is ready for some tear-down work and some more exploring!
Jul 3, 2023 3:10 am
With all the other passages sealed off Valpip plans to secure that last room and place another door at the bottom of the stairs. Once that is in place the subterranean rooms and passageways will be secure. You walk the guards through the area and then part ways as you look at the rough passage way ahead of you.

Can I get a marching order as well as any standard activities or practices when you explore the caverns.
Jul 3, 2023 3:28 am
OOC:
Well, Blornvid is short and tough, so he can go first. The rest of you guys should be able to cast spells and shoot arrows over his head. ;)

Any sturdy doors we encounter should be checked for traps and magic before attempting to open them.
Jul 3, 2023 3:51 am
Raggy will check for traps as needed, otherwise Ro and then him will follow behind Blornvid.
Jul 3, 2023 12:47 pm
Skeeve I guess goes third. He will detect for magic as they progress. We will probably have one lit torch, but all other torches will have a magical light instead. It lights just the same, but doesn't consume the torches. If they fail for some reason, we can always use the lit torch to light the others. Failing all of that, we'll have to depend on Blornvid.

Don't forget that Skeeve has the effects of Perception because of the armor when making those secret surprise rolls.
Jul 3, 2023 7:14 pm
Blornvit then Raggy & Ro followed by Skeeve and Vlad move down rough stone tunnel. As you embark on a perilous journey into the depths of a world untouched by sunlight into subterranean caves and labyrinthine tunnels that have remained undisturbed for decades, the possibility of discovering ancient secrets, untold treasures, and lurking horrors flits across your minds.

The deeper you delve into the bowels of the earth, you begin to feel oppressed by the darkness that reigns supreme here. The flicker of your torchlight reveals hints of the passage of people and creatures in these caverns, either hunting, exploring, or preserving their dark and mysterious dominion. Legend tell of grotesque aberrations born from ancient magic to monstrous creatures that have adapted to the perpetual darkness, every step could lead to a harrowing encounter that tests your tactical skills and resourcefulness.

Your journey takes you deeper and deeper underground and you feel as if you are entering a vast underground ecosystems, where bioluminescent flora illuminates the path and reveals glimpses of the breathtaking beauty that lies hidden within the subterranean expanse.

https://i.imgur.com/tQnTPqJ.jpg

The tunnel winds deeper and deeper until finally opening up to a cavern split by a massive column in the middle of it. A group of draconic faces have been carved into the column wall, and a sundered club lies in the north-east corner of the room along with a pock marked mace and some oddly polished areas of the floor nearby.
[ +- ] map
Jul 3, 2023 7:35 pm
Vlax looks for ledges or areas along the walls that might provide a vantage point from which to circumvent the chamber, and attack from if needed.
OOC:
Slow focus... Rolling, some kind of perception or search, if needed, to see something nit easily noticed.

Rolls

Perception - (2d6)

(53) = 8

Jul 3, 2023 8:52 pm
Skeeve will move with the group and we enter the large cavern. Once everyone is inside, and nothing happens, he will go over to the column and examine the dragonic faces.

Rolls

Skeeve: Perception on the draconic faces. - (3d6)

(645) = 15

Jul 3, 2023 9:10 pm
Raggy will slowly approach the weapons and polished spots. He is looking for signs of a trap.

Rolls

Trap search - (3d6)

(355) = 13

Jul 3, 2023 10:39 pm
OOC:
That intro wasn't scary at all. ;-)
Blornvid will examine the mace.

Rolls

Examine mace for potential salvage - (2d6)

(54) = 9

Jul 3, 2023 10:52 pm
The rough walls make climbing possible but this cavern had no highest ledges. However as Vlax looks adding the walls he notices there are tool marks high up on several of them.

As you step deeper into the cave Raggy bends to inspect the broken weapons and polished stone an quickly comes to the conclusion that something acidic destroyed the weapons and polished the stones.

Arriving in front of the carven central column Skeeve notes that the drains all appear to be aquatic in nature. Possibly related to the water theme in the area under the base but is distracted by sounds are heard from the far side of the column

Dero

Psybermagi

Jul 3, 2023 11:02 pm
Dero
Two figures class in leather armor step out, one with a spear and the other a heavy ax. Blornvid instantly recognized then as Dero, a dwarven race that much as the drow were dedicated to the Dawn War. Perhaps affected a bit to much as they are now known for their vicious nature.
Jul 3, 2023 11:50 pm
Vlax immediately tries to climb to a vantage point, even if there is no superior ledge that circumvents the room he will settle for a small perch, just big enough to get elevation.

Rolls

Climb - (2d6)

(65) = 11

Jul 4, 2023 2:57 am
OOC:
Where did they step out from? At the column near Skeeve?

I got the impression that the weapons (club & mace) weren't near the column. If that's true, then...
Blornvid rushes up to meet them in battle.
Last edited July 4, 2023 2:57 am
Jul 4, 2023 4:08 am
The ruined weapons were near the NE entrance to the cave, next to the polished region of the floor.
The two deep dwarves steps out from behind the column of stone in the middle of the room
[ +- ] map
Jul 4, 2023 1:49 pm
OOC:
How do you do languages here? Do we just assume everyone can understand everyone?
Since they do not appear to be rushing us, Skeeve steps back while holding his hands out to show he's unarmed and tries to use the ol' charm.

We are just here to check things out. We don't mean you any harm. Did we accidentally enter your home?
OOC:
I figure I might as well give this a quick try before we start hackin' and slashin'. I have the ability. Might as well use it. Besides, I've noticed Skeeve has been a "shoot first and ask questions later" kinda guy, and that's not what I wanted, even if it was correct each time.
Last edited July 4, 2023 2:06 pm

Rolls

Skeeve: Parley attempt - (3d6)

(266) = 14

Dero

Psybermagi

Jul 4, 2023 2:29 pm
OOC:
The common tongue us fairly universal among humanoids but some accents are worse. All mortal languages are a derivative of the ancient language during the Dawn Age that somehow became very different during the shattering. Assume any foreign language has some overlap as if you took 1 semester of studying it a coupe of years ag. IE a few basic words may be understood but nothing complex
Vlax steps back and up on a rough portion of the sloping wall for a better vantage. The dero facing Blornvid snarls and hefts his ax but at Skeeves words pauses his attack but keeps his weapon ready to drop.
Dero
The other dero replies Back astiljkd then talk as it eyes you suspiciously
Jul 4, 2023 2:41 pm
OOC:
Honestly, this is a better reaction than I actually expected. Cool!
Skeeve replies, I don't understand the word astiljkd. Can you use a different word? Then without breaking eye contact with the Dero, he quietly adds Blornvid, do you have any idea what that word means? Skeeve also motions for the group to move back some to keep the distance more open. (He assumes Vlax will ignore him, which is fine. No reason for him to surrender his perch.)

Dero

Psybermagi

Jul 4, 2023 3:08 pm
Dero
The talker says shunting guttural to his comrade who takes a step back and lowers the ax, a bit.
It mean sgixchtav far. You back tgich. We back tgich. Both talk The speaker seems to be struggling for words to use as he speaks watching your reactions carefully.
Jul 4, 2023 3:32 pm
Vlax makes sure not to make threatening movements. He was already at the back when he took to the perch so he hopes he is already back far enough. Still his bow is at low ready. He remains silent and lets the forward speakers do the talking. Instead, he keeps his eyes open for other threats. While the front lines engage in conversation he makes sure not to be distracted and scans the ceiling, the walls, and the back of the chamber for surprises.
Last edited July 4, 2023 3:33 pm

Rolls

On watch - (2d6)

(43) = 7

Jul 4, 2023 3:32 pm
Skeeve says to the Dero, I still don't understand. But we will back up and keep our distance so we can safely talk. Turning his head slightly to show he is not talking to the Dero, but still keeping them in his vision, he says, Guys, let's lower the weapons and back up some more. Let's get a few feet between us to see if we can actually talk. Also, does anyone have any idea what they are trying to say?
Jul 4, 2023 3:35 pm
OOC:
Do Dwarves have their own language? Maybe their native language is an offshoot of Dwarvish?
Jul 4, 2023 3:57 pm
Vlax has a sudden clever idea, but he has no idea if it will work. He removes his hat, waves a hand over it and reaches in, hopefully to pull out a small guide book that translates their language into his own.
OOC:
Note to GM: we've not used this magic hat feature yet, So dawned on me that this might be a first chance to try and make it work,
Jul 4, 2023 4:49 pm
OOC:
None of your are dero but there is enough overlap for most to have a decent conversation. You seem to get the point so I will keep going as I have been doing
[ +- ] languages

[ +- ] Magic Hat
Vlax pulls a booklet out of the hat. Inside is a simple pronunciation guide and a few simple phrases, most of which Vlax already knew. However there are side new words and room to add more.

Dero
Not home. We search.
You go, fine. You no stay here.
The two continue to watch you carefully
Jul 4, 2023 5:21 pm
Vlax calls out and shares what he thinks the interpretation was, if only to help the negotiators below. "I don't think backing off is going to be enough, they expect us to leave. They're exploring here just like we are.
Jul 4, 2023 5:22 pm
OOC:
got you. I noticed the The word simple was underlined. I'm assuming a full translation guide would not be simple...
Jul 4, 2023 5:40 pm
To Skeeve, "You'll get no leeway with this lot, lad. They think they own the place soon as they step foot in it."

Dero

Psybermagi

Jul 4, 2023 6:35 pm
Dero
The speaker snorts something after hearing Blornvid
Psybermagi sent a note to ForeverDED
then gestures at this other who moved back behind the column to rejoin the Disney moments later carrying a wounded companion who flashes at your while clutching a loaded and complicated looking crossbow.
You go. No stay. the speaker repeats and waves you on past
Jul 4, 2023 8:01 pm
Oh hes hurt. Can one of you spare a health potion? I will buy you a new one top side if you wish.
Jul 4, 2023 9:23 pm
After hearing the insulting retort from the dero, Blornvid growls, "Proves my point."
OOC:
So there are 3 now?
"I'd advise against it, Raggy. They'll show their gratitude by firing that crossbow at ya."
Jul 4, 2023 9:32 pm
OOC:
To get to this point we went through a single path tunnel that has no observable side tunnels and will take us back to the new gate. Is that correct?
Skeeve doesn't think we're gonna get a good resolution out of this. He asks, Do you want us to go back the way we came, or to go past you?

Dero

Psybermagi

Jul 5, 2023 2:40 am
The three dero stand to the south side of the cavern. The path you used to reach this cave was long and winding with no side passages of any real length.


Dero
You go or return. You choose. You no stay. We stay then go player The dero have set up camp in this cave and simply do not wish to share the cave with you while they rest at they do not trust you.
Jul 5, 2023 2:44 am
Vlax descends and joins his team. Forward, if you ask me. We can make a wide path around and stay to the walls. he adds.
Jul 5, 2023 4:52 am
Blornvid, do you trust then between us and base?
Jul 5, 2023 1:27 pm
Skeeve says to the dero, "We go around." Then, he points back the way we came and says, "You no go past gate down that way. Understand?"

To the group he says, "I doubt they can get past the gate. And we probably shouldn't start our path here with a bunch of damage."
Last edited July 5, 2023 1:29 pm
Jul 5, 2023 1:34 pm
Vlax says, "Once we get past that column, we should be able to estimate the size of their group. If it's just the three of them, one wounded, then I'm not too worried.He says, "Now, if it's a whole clan camped back there and then we have a different problem.
Last edited July 5, 2023 1:35 pm
Jul 5, 2023 4:35 pm
Skeeve thinks if there is a whole tribe on the other side of that column, we run back to the gate, lock it, and get Valpip to just collapse the whole tunnel and move on to the next adventure.
Jul 5, 2023 5:36 pm
Mnrtoler says:
Blornvid, do you trust then between us and base?
"No, I don't."

After Vlax and Skeeve present their mutually compatible viewpoints, Blornvid says, "Aye. We don't need a tribe of dirty dero between us and the way home. I suspect these are just scouts, but we'll know for sure once we get around the column.
Jul 5, 2023 6:02 pm
Vlax whispers as he moves in close and prepares to transition around the room along the edge, "Dirty Dero? You say that as if you have history, and a not so good one. Something we should know?"he inquires.
Jul 5, 2023 6:26 pm
OOC:
Wow! A triple post! Or are we stuck in some kind of time loop?
"Ancient history. We'll talk about it over ales later. Just stay alert for now."
Jul 5, 2023 7:54 pm
You move around the column and see a small camp for 5 or six but at no other dero. However a couple of mounds of rock have been piled near the south wall. The deep simply watch your cautiously.

The cave continues to open up beyond them to what sends to be a larger carven complex. One branch heads NW and another SE
[ +- ] basic map
Jul 5, 2023 8:56 pm
OOC:
Oh, wonderful. Something has brutally savaged these dero. No wonder they are willing to not fight us.
Before we leave them behind, Skeeve says to the dero, Which tunnel did you come from? While he asks the question, he will point to the openings.
OOC:
It looks like there are three/four openings. One to the NW, one or two to the SW, and one to the south (by the three markers south of the pillar). I don't know if the rock wall between the two SW openings is just a pillar (meaning one opening) or it is actually two separate entrances.
Jul 7, 2023 12:59 am
The dero point to the south. That passage is widder and looks to continue into larr caverns further on. The ceiling and floor is dotted with stelagmites and stelagtites with a few forming columns.
OOC:
Just 2 passages, west and south
Jul 7, 2023 1:10 am
I vote west then Raggy chuckles.
Jul 7, 2023 1:29 am
Vlax smirks, Me too. Plus, watch their reaction when we go the other way. That could be very telling. We ready?"
Last edited July 7, 2023 1:29 am
Jul 7, 2023 3:11 am
"Aye. Keep an eye on them. And when we're out of sight, we should wait for a bit to make sure they aren't up to something."
Jul 7, 2023 11:48 am
You head West and as you move out of sight the dero begin clearing their camp. The tunnel winds a bit and you lose sight of them but hear nothing following you. After a couple dozen yards you enter another cavern. Looking around the torchlight reveals someone has scrawled "Alan fell here" on the east wall, and a pile of shattered weapons lies in the south-west corner of the room.
Jul 7, 2023 11:57 am
Vlax, immediately assuming this to be a deliberate attempt to focus their attention in the wrong place, spins and scans the other way, up, down, any dark space where a trap-setter might be lurking.

Rolls

Perception - (2d6)

(52) = 7

Jul 7, 2023 3:24 pm
Does this look recent? Like maybe the dero?

Rolls

Using eyesight to examine - (3d6)

(153) = 9

Jul 7, 2023 3:49 pm
OOC:
Glad to see everyone picked up on the point of Skeeve's question. :)
Skeeve will cautiously head towards the loot/trap. He will look/detect for traps, then he will look/detect for magic. He expects to find none of either, but he still looks.

Rolls

Skeeve: Look for traps - (3d6)

(216) = 9

Skeeve: Detect for magic - (2d6)

(62) = 8

Jul 7, 2023 3:57 pm
Assuming no traps are found, Blornvid relies on his blacksmith experience to examine the weapons to get an idea on how long they've been down here and why they "shattered."

Rolls

Examine weapons - (2d6)

(65) = 11

Jul 7, 2023 3:58 pm
The passage behind and the chamber are empty and silent save for you four. There does not seem to be any traps in the pile but as Skeeve expands his sences he feels a could draining darkness from within our under the items.
Jul 7, 2023 5:01 pm
Skeeve will warn the others of his finding. There's something cold, dark and draining hiding in or under that pile. Maybe if we leave it alone, it'll leave us alone ...
Last edited July 7, 2023 5:11 pm
Jul 7, 2023 5:13 pm
OOC:
Are there any other exits to this cave besides the one we entered through?
Jul 7, 2023 5:24 pm
Ro will smell around and see if she picks up any tracks.

Rolls

Raggy: Test DC: 5 - Adv - (3d6)

(436) = 13

Jul 7, 2023 6:27 pm
"Hopefully, it's not another undead like the ghoul we encountered up above."
Jul 7, 2023 7:15 pm
Vlax says, "I'm not a big fan of leaving things that can sneak up behind us, but let's asume they buried Alan... before he became something." He looks trepid and cautious. "As long as he can't claw his way out,I suppose.. Is there a way to ward it. Ilve heard that word but not sure how it works. If not maybe set a trap around ot? An alarm?". He shrugs.
Jul 7, 2023 7:43 pm
If no one has a magical way. I may be able to set a trap of sorts.
Jul 7, 2023 7:58 pm
The passage continues from the SW corner of this cave
Jul 7, 2023 9:53 pm
Obvious question, but I'll ask: If the weapons pile/grave is in the SW corner and the passage continues in the SW corner, are we going to have to go really close to the pile/grave to continue?
Jul 7, 2023 10:11 pm
The passage is over 10 feet wide. You will pass by the pile but do not need to get closer to do so.
Jul 8, 2023 4:21 pm
If we are worried about accidentally triggering it, we can always try to intentionally trigger it from a distance.
Jul 8, 2023 7:01 pm
"Feh. Let's just walk on the far side of the tunnel away from it. I'll go first."
Jul 8, 2023 7:11 pm
As Blorvid passes by, Skeeve and Vlax will be prepared to launch or ranged attacks on whatever it might be. If Blornvid doesn't trigger anything, we should all be able to pass on by.

Also, as a side note, Skeeve is keeping track of our movements and how the rooms fit together. It is not measured out. It is simply to note how they fit together, and what we found in them.
Jul 10, 2023 12:09 pm
You all move past the pile of assorted adventuring items without incident. Continueing in the direction Blornvid inndicates is west, dwarves being a bit better at tracking directions "inside" you continue on. After some time you hear the sound of running water and enter another cavern.
Room #1
A stream of water flows along a channel in the floor, and someone has scrawled "Reyny was here" on the north wall. The cavern curves sround and continues to the south.
https://i.imgur.com/lVTsq8W.jpg
OOC:
More to come tonight, off train in a bit and buisy day
Jul 10, 2023 4:48 pm
Vlax whispers, concerned about the echos of conversation that might carry in a place like this, Whomever was here really likes marking on the walls, journalling their travel. I don't think those Dero would have had a strong enough command of the language to pull that off.
Jul 10, 2023 5:25 pm
"Names are different too."
Jul 10, 2023 7:56 pm
Skeeve dutifully notes the room and markings. (He also noted the markings from earlier.)

He, of course, does his obligatory general scan of this part of the cave.

Rolls

Skeeve: Magic Scan - (2d6)

(23) = 5

Jul 11, 2023 2:05 am
The water is heavily mineral laden but otherwise seems potable. You poke around a bit and Skeeve probes for any magic but comes up with noting standing out. Finding nothing other than the small stream you continue on winding south, back east, then south again.

The passage opens up into a large cavern again. (5) This cave also has a high level of moisture but this time you do not see a clear source though there is a large pool of what might be water. It is hard to tell much about the cave be due to the thick covering of bright pink slime spread throughout the cave. The slime looks to be some type of mold, plant, or fungus and covers all surfaces making the entire area pink. The pool of, whatever, is similarly pink but the surface ripples and the reflected torchlight catches your eye as you move around.
[ +- ] map
Jul 11, 2023 2:29 am
OOC:
Any chance that Blornvid recognizes the pink stuff from his old days back home?

Is there any way around the pink stuff or do we have to risk touching the stuff to get to the other side?

Rolls

Blornvid: Test DC: 4 - Basic - (2d6)

(13) = 4

Jul 11, 2023 2:31 am
OOC:
Also, is it anything Skeeve might have seen on his travels with the fey?
Last edited July 11, 2023 2:31 am

Rolls

Skeeve: Test DC: 4 - Adv - (3d6)

(524) = 11

Jul 11, 2023 3:21 am
Blornvid has never seen it but Skeeve recognizes it is a simple organism that grows near mineral rich waters but normally it does not grow to this extent without another source of energy such as a thermal vent or dead animals. Though not deadly it has a slight numbing effect that makes those that eat or drink it thirsty. As animals drink the water it is lapped up and causes the animals to keep drinking the water thereby poisoning themselves and dying nearby.
Jul 12, 2023 3:14 pm
OOC:
So, to be clear, it poisons the water, but it itself is basically safe to touch and walk over?
Jul 12, 2023 3:30 pm
Vlax adds, "seems like a self-feeding type of organism. While it may seem benevolent, let's face it, it thrives on the flesh of the dead and creates a pool of water that attracts and therefore kills."

He makes sure to stay out of it if possible, searching for a way around, assuming the passage continues. "no more evil of intent than any other organism in the wild that feeds on others, like plants that eat bugs. He concludes.

Rolls

Searching - (2d6)

(21) = 3

Jul 12, 2023 3:44 pm
Skeeve recalls the slime is safe as long as it is not ingested or rubber into an open wound. As you look around you see something reflect the torchlight at the bottom of the pool. The thin layer of slime on the surface obscures it but the spear to be a couple manufactured items
Jul 13, 2023 1:31 am
Raggy reaches down and pets Ro, Skeeve says to not drink the water girl. Raggy pulled up his pant legs and searches his arms to make sure there is no cuts, then he makes his way to the reflective surfaces and cautiously reaches for them.

Rolls

Trap roll - (3d6)

(231) = 6

Jul 13, 2023 2:55 am
Blornvid reaches out to Raggy. "Are you sure it's worth it, lad? Risking your arm and your life for a couple of items that might not be worth spit? Maybe we can get some rope and hook it out with a noose."
Jul 13, 2023 4:19 am
Skeeve says it is safe unless digested, but if we want to try fashioning something we can do that instead.
Jul 13, 2023 7:57 am
OOC:
Skeeve wonders if the crossbow will work through water ...
Hold on. I have an idea. Skeeve takes his Stick and reshapes it into a long pole with a flat hooked end. That way he can use it like a take to scoop the items out of the pond.

Rolls

Skeeve: Drag Out Items - (2d6)

(55) = 10

Jul 13, 2023 12:09 pm
OOC:
Nice idea 👍
The rope shoots into the water and wraps around something. It seems about as effective as shooting a crossbow bolt into water. It is only effective at short depths. Luckily the pool is not that deep. However . . . As you pull on the rope the entire area around the pool explodes into motion startling all of you!

Two large pseudopod stretch out and slam into Skeeve and Raggy

Rolls

Attack vs Skeeve - (3d6)

(332) = 8

Attack vs Raggy - (3d6)

(555) = 15

Jul 13, 2023 12:11 pm
Skeeve already waryn jumps out of the way but Raggy is slammed by the protrusion and tendrils wrap around grasping him tightly.
1 damage to Raggy who is also stuck to the limb
OOC:
now in combat with a mimic
Jul 13, 2023 12:36 pm
Vlax reacts instinctively, firing a pair of arrows at the parts sticking up out of the water, then backpedeling. Draw it up and out, let's try to get out of reach, so it has to show itself more. Vlax yells.

Rolls

Arrow 1 - (2d6)

(16) = 7

Secret Roll

Jul 13, 2023 1:17 pm
OOC:
Huh. Must say that the idea of a mimic hiding here never even occurred to me!

Since I used the crossbow, I assume I haven't done anything with Stick.
Skeeve takes advantage of his good luck. He scampers back as quickly as he can (one Action), while retaining a hold on the rope the whole time. (He will slide it through his hands if he has to, but will maintain hold and control of his part of the rope.

The, he will do one of two things depending on whether the rope is still connected to the mimic:
1) If still connected to the mimic, he will pull as hard as possible to draw out the mimic.
2) Reloads and shoots the rope at Raggy, yelling, Let the rope attach to you! Hopefully, this will let us pull him back.
Jul 13, 2023 3:25 pm
Guess you were right Blornvid! Raggy pulls his bone knife off his necklace and stabs twice.

Ro will see Raggy in trouble and will attack wildly.
OOC:
Raggy is not proficient in light weapons which makes it disadvantage, but since this is his special magic item the perfectly separates meat and bone Im hoping that helps so will roll 2d6. Ignore the second die if needed.


Also, my first mimic!!!!!!

Rolls

Raggy and Ro: Test DC: 5 - Basic - (2d6)

(53) = 8

Raggy and Ro: Test DC: 5 - Basic - (2d6)

(55) = 10

Ro - (2d6)

(55) = 10

Ro - (2d6)

(43) = 7

Jul 13, 2023 6:09 pm
"Ha! But for all the wrong reasons." Blornvid swings his axe at the mimic tentacle choking Raggy.

Rolls

Attack mimic with axe - (3d6, 3d6)

3d6 : (242) = 8

3d6 : (325) = 10

Jul 14, 2023 2:34 am
OOC:
Sorry @Mnrtoler but the knife only helps with out of combat stuff. Still hit it nicely though
Vlax fires an arrow that sinks into the rising creature as Skeeve pulls on the rope and ends up extracting an crossbow out of the oddly thick and vicious fluid that is now clearly not water. Raggy pulls his knife, slashing at the beast to free himself by slicing deeply into the creatures arm(?). Ro snarls and sinks its teeth into the flesh that looks like stone but is clearly not. Then with a Whirl of his massive ax Blronvid severs the thick protrusion, freeing Raggy. Your attacks look to have severely wounded the creature.

The beast exudes a bubbling hissing noise of pain and anger as it rears up, the pool becoming a mouth and a new arm forming to attack again. As it lunges the massive maw closes on Raggy (1 damage) while the two arms wave about with one striking Blornvid solidly (1 damage)

Rolls

Bite Raggy - (3d6)

(245) = 11

Slam Ro - (3d6)

(333) = 9

Slam Blornvid - (3d6)

(364) = 13

Jul 14, 2023 6:08 am
OOC:
I kinda figured, but oh well lol.
Knowing he is a ranged attacker in melee with this creature, Raggy tries to slip away. Once away he turns and uses his second action to attack. Ro continues to attack with ferocity.

Rolls

Raggy Test DC: 5 - Basic - (2d6)

(56) = 11

Ro: Test DC: 5 - Basic - (2d6)

(12) = 3

Ro: Test DC: 5 - Basic - (2d6)

(22) = 4

Jul 14, 2023 12:10 pm
Now that it's in the open, Skeeve (still holding the rope), lets loose with a pair of magic bolts.

Rolls

Skeeve: Stick Attack #1 - (2d6)

(66) = 12

Skeeve: Stick Attack #2 - (2d6)

(55) = 10

Jul 14, 2023 1:46 pm
OOC:
As a complete side note, here's a little something I got myself on Prime day. Seems oddly topical ...

https://i.imgur.com/9nwLMxU.jpg
Jul 14, 2023 5:28 pm
OOC:
LOL. Nice, Daryen.
Blornvid will keep striking at the mimic now that it's determined to make lunch out of us.

Rolls

Attack mimic with axe - (3d6, 3d6)

3d6 : (462) = 12

3d6 : (524) = 11

Jul 14, 2023 6:33 pm
OOC:
Nice!
Jul 14, 2023 8:38 pm
The mimic recoils under your assault and turns to flee, only to be cut down by Blonvids hefty ax. At its death it collapses and looses all form causing some of the pool contents to spill out of its slightly gaping mouth. You pick up the easy stuff then work up the nerve to pry open the beasts jaws and dig out the rest.

10 gp; Alexandrite (50 gp), Sardonyx (25 gp), Zircon (25 gp);
Banded Mail (heavy), crossbow (magical)
As the excitement of the fight fades you look around cautiously. Vlax has gone missing. . .
Jul 14, 2023 10:08 pm
Once the group realizes that Vlax has gone missing, Blornvid looks up and down the tunnels while listening for a cry of help.
OOC:
I don't know if this applies, but I'll roll to find out if Blornvid sees or hears anything.

Rolls

See or Hear Vlax - (2d6)

(12) = 3

Jul 14, 2023 11:50 pm
Skeeve will also frantically look around for Vlax. I assume it is not focused, but advantage is still there.

He will also check the rest of the remaining team for injuries and broken skin. We still need to make sure the pink slime doesn't get us. No reason to win the battle, but still lose the whole effort.

Rolls

Skeeve: Search for Vlax - (3d6)

(634) = 13

Jul 15, 2023 12:22 am
Luckily the mimics arms merely pummeled you. Raggy however did get bitten and has a few puncture wounds. And with the pink slim covering everything, including the mimic and its pool like mouth, he has likely already been infected.

The search for Vlax only reveals some odd tracks through the pink slime where you came in. Your footprints are distinct but there was something else that leads out of the cave. (from 5 back towards 1) However the cavern stone floor soon make tracking it increasingly difficult.
Jul 15, 2023 1:26 am
To Skeeve: "Do ya think a healing potion will work on that pink filth, or do we need to go topside for professional help?"
Jul 15, 2023 1:42 am
OOC:
Would the antitoxin help? Or does it need to be more "cure disease"?
We probably need to get back. We don't want to risk the infection getting worse. Hopefully Baun will be nearby.

So, we'll take the loot and retrace our steps. Since it looks like. Lax headed back, this'll hopefully give us our best chance to trip across him, too.
OOC:
In case it is "too organic", Skeeve does NOT put the rope back in his pack. It stays outside and will be pitched if it is too cumbersome. Actually, can Spell Touched do the equivalent of Prestidigitation? If so, he will be sure to clean down everyone and everything once clear of the slime. Honestly, I figure it should be good for just about any Cantrip, if not some first level spells.
Jul 15, 2023 1:49 am
OOC:
It may be my D&D background but yes, I consider disease separate from poison. Though the antitoxin would prevent the growing thirst the infection causes form the toxins it creates.
Jul 15, 2023 1:55 am
OOC:
I'm completely cool with the distinction between "poison" and "disease". Do we know how long we have?
Skeeve does clean Raggy. If he starts exhibiting symptoms we'll use a healing position and an antitoxin to hopefully slow things down. He'll clean whoever and whatever else else he thinks needs it on the way back, but we gotta get moving because of the infection.

Also, when we get back to the gate, he will try to use the map to "call ahead" for Baun or another healer.
Jul 15, 2023 2:22 am
OOC:
I was going to say that I have a couple of potions of poison antidote as well, but it's effectiveness has already been answered.
Jul 15, 2023 3:31 am
OOC:
Oh no I’m diseased lol. Also I forgot about the crossbow so I would like to retract my statement about switching to light. That is unless Skeeve has better use for it since we now know it’s magical.
Raggy walks close to Ro as they walk and says loud enough for skeeve to hear, Now girl if anything happens to me make sure you take care of Skeeve for me.
Last edited July 15, 2023 3:32 am
Jul 15, 2023 5:23 pm
OOC:
Skeeve has no use for a non-rope crossbow. His magic attack is what he likes and he'll stick with it. The rope crossbow he likes because, while it is virtually useless in combat, is very useful otherwise. The new crossbow is yours.

And, yes, Skeeve will take care of Ro if anything bad happens. :) I'm sure that won't be needed, though!
Jul 15, 2023 6:06 pm
Retracing your steps you find the Dero are gone. You make it back to the gate and suspect the Dero came this way but when you get back to the guards there has been no problems. Baun quickly heals Raggy of the pink slime infection and you get your rewards looked over and identified. The crossbow is magical but the armor is only of superior material that prevented rust and decay.
[ +- ] Bow of the Eldritch Archer
Jul 15, 2023 7:21 pm
OOC:
Awesome so the curse just means I need to keep track of ammo and that it is destroyed when fired that’s it? Well that and the eldritch part.
Thank you for the heal. Consider the power of this crossbow I think it was a rewarding fight. Now to buy lots of bolts since when we get back to the store.
Last edited July 15, 2023 7:22 pm
Jul 15, 2023 8:12 pm
"I don't know if that thing was worth it, Raggy. And I hope that its presence doesn't mean that we're going to face anything eldritch in the caverns below." He shudders at the thought of it. "But I'm relieved that Miss Baun was able to rid you of that pink filth."
Jul 15, 2023 8:38 pm
OOC:
no real amo tracking in this game but you cant poison the bolts or anything like that
Jul 16, 2023 2:18 am
OOC:
Okay gotcha.
Oh definitely not worth it. Just trying to make the best of it. Raggy chuckles.
Jul 16, 2023 4:24 am
OOC:
If or when we are topside again Raggy will spend 2 gp for 40 crossbow bolts
Jul 17, 2023 2:40 am
OOC:
So, I assume we're done for the day, and we'll head back down the following day?
Once back to safety, Skeeve will meticulously clean his stuff so there isn't any chance of any creeping pink stuff. He'll clean the others' stuff, too. I assume it all came out with no issues.

He will inquire to see if Vlax made it back, too.

He'll then have a good dinner with friends, retire for the night, and be ready to go in the morning.
Jul 17, 2023 5:42 am
Raggy will spend time giving himself and Ro both a very good bath. After buying his crossbow bolts he will do some practice shots with his new crossbow.
Jul 17, 2023 12:48 pm
You questiobn the guards and learn the Vlax has not come back which raises some concerns. The guards inform you that Valpip plans to have the lock on the last door replaced tomorrow and you can get a key fro m the clerc in the morning so that you you can let yourselves in and out in the future. As the tunnel to the south and river cave are the last remaining unsecured access poinnts both with have additional security measures added but for now simpe locked doors will suffice.

The evening passes with a good meal as you discuss Vlax's dissapearance, with the dero being the likely suspects of choice. After the meal you retire to the barracks for a good nights rest. I the morning you get breakfast and the key along with other minor supplies, including amunition for Raggy's new weapon, and make your way back down to the tunnels.

https://i.imgur.com/OewYmD4.png

Where to next? South from #3 south-east or south-west from #5
Jul 17, 2023 2:27 pm
Skeeve would like to take the passage off of #3. Since we didn't see Vlax or his body on the way from the pink room (#5) back to the gate, the only alternative path is the one off of #3. So, let's go check it out.
OOC:
Of course the players know why Vlax is gone. But I figure the characters would like the closure of at least finding his body. Plus, I don't want to wade through the pink stuff again at the start of our day. And I am curious if this path will hook up #5.
Jul 17, 2023 5:14 pm
Raggy thinks that is a sound plan. When we get close Ro will try to use her tracker trait to find any clues.

Rolls

Raggy and Ro: Test DC: 4 - Adv - (3d6)

(142) = 7

Jul 17, 2023 6:11 pm
"Aye. Now that those blasted dero are gone, we can investigate that route.
OOC:
Other than the eldritch crossbow, shall we divvy up the rest of the mimic's loot? I don't see that we did.
Jul 17, 2023 6:38 pm
OOC:
No we didn’t. Just whatever you two usually do is good for me. I’m just along for the adventure haha. What about the heavy armor that give one hp right? Is that all?
Jul 17, 2023 8:45 pm
OOC:
For loot division, each of us gets a gem. I'd say just give the more expensive one to Raggy to help him 'catch up' a bit. Blornvid and Skeeve can each take one of the others. We each get 3GP, with the last GP being tossed into the team fund held by Blornvid. If the armor is heavy enough to give the 1HP, then you or Blornvid can have it. Probably Blornvid as he is our direct melee guy. But Skeeve already has his spiffy armor. Otherwise we can just sell/donate it.
Jul 17, 2023 10:30 pm
OOC:
Agreed.

3 gp to Blornvid and Skeeve. Let's give the extra gp to Raggy. So Raggy gets 4 gp.

The Alexandrite gem (50 gp) goes to Raggy.
The Sardonyx gem (25 gp) goes to Skeeve.
The Zircon gem (25 gp) goes to Blornvid.

I don't believe that Psybermagi said the Banded Mail was special, except for being rust resistant heavy armor.
Jul 17, 2023 11:21 pm
OOC:
@Psybermagi will have to say whether normal heavy armor gives you the extra ablative HP or not. I don't remember. Sure, its only extra HP per day, but it's still an extra HP!

Also, it has to be somewhat limited that way unless it is full-on magic. The Armor trait will give you three ablative HP. So, with no trait and no magic, 1 ablative HP seems reasonable. Now, magic heavy armor giving you the benefit of the full Armor trait is perfectly reasonable. But this isn't that.
Last edited July 17, 2023 11:24 pm
Jul 18, 2023 1:11 am
Heading south you wind your way though the cavernous tunnels for several minutes before reaching another large cavern. Ro emits a low growl as you enter the room
[ +- ] Map
Psybermagi sent a note to daryen,Mnrtoler
Jul 18, 2023 1:38 pm
Raggy whispers to Blornvid, She smells signs of recent fire so be on guard.
Jul 18, 2023 6:04 pm
"Aye," Blornvid whispers in response. "Could be the new derro camp."
Jul 19, 2023 1:14 am
As you stand at the entrance to the area lit by your torchlight you hear the twang of bow strring followed by the war cry that Blornvid and Skeeve recognize as of goblins. You see several figures firing on you from concealment away from you in the cave.

No enemies nearby, it will require rnaged weapons to attack or movement to close and attack.
Ranged attacks are at disadvantage due to a lack of visibility from low level light in the cave

1 damage each Blornvid, Raggy, Skeeve

Rolls

Goblin Attack B,B,R,R,S,S - (2d6, 2d5, 2d6, 2d6, 2d5, 2d6)

2d6 : (13) = 4

2d5 : (45) = 9

2d6 : (31) = 4

2d6 : (56) = 11

2d5 : (45) = 9

2d6 : (12) = 3

Jul 19, 2023 1:58 am
Hope this helps fellers. Raggy ducks out of the way and throws his torch near the goblins hoping to negate the visibility issue. He will use evade as his second action.
Last edited July 19, 2023 2:00 am
Jul 19, 2023 2:37 am
The flung torch spreads some light throughout the cave revealing more targets. Though not all the figures are illuminated there are now plenty of targets.
OOC:
Regular ranged attacks against 3 of the goblins
Does Raggy want to do something for his second action? Evade, move, load his bow?
Jul 19, 2023 2:53 am
OOC:
How long would it take Blornvid to close range ranks and engage? Would it take less time to find cover? Or is there no cover to be had?
Jul 19, 2023 3:02 am
Psybermagi says:
OOC:
Regular ranged attacks against 3 of the goblins
Does Raggy want to do something for his second action? Evade, move, load his bow?
Yes he will move trying to find coverage
Jul 19, 2023 12:32 pm
The rough cave offers sevreal options for cover and concealment. The closest goblins are about 30' further on (1 standard movement will get you within melee range) with the furthest looking to be about an additional 20'.
Jul 19, 2023 4:51 pm
OOC:
I am not going to be the guy who refuses to use his consumables because the time "isn't right". I am assuming all six goblins count as "being in the area", correct? If so, Skeeve reads his scroll. If not, then, delete this post and he'll start making some magic attacks after taking cover.
Skeeve attempts to read the scroll Hail of Thorns.

Rolls

Skeeve: Read Hail of Thorns - (2d6)

(56) = 11

Jul 20, 2023 12:58 am
Skeeve moves up a bit, just to make sure, and in a flash of green, pink, and yellow light the scroll vanishes as small wooden projectiles explode outwards and into the goblins. Three of the figure collapse, slain instantly while the others howl in agony.

Rolls

Goblin Save - (2d6, 2d6, 2d6, 2d6, 2d6, 2d6)

2d6 : (11) = 2

2d6 : (55) = 10

2d6 : (54) = 9

2d6 : (25) = 7

2d6 : (23) = 5

2d6 : (22) = 4

Jul 20, 2023 2:50 am
"Great work, lad!" Blornvid shouts as he rushes forward to engage the survivors.
OOC:
Melee this round or next?
Jul 20, 2023 12:58 pm
OOC:
You can move up, 1 action, and melee 1 attack
Jul 20, 2023 6:04 pm
OOC:
Cool. Wasn't sure if the distance that he had to cover was too much for one action.
Blornvid swings his axe at the nearest goblin.

Rolls

Attack goblin - (3d6)

(616) = 13

Jul 21, 2023 1:09 am
Blronvid fells another of the goblins.

The last two, bleeding and whimpering in pain turn tail and retreat to the south-west as fast as they can
Jul 21, 2023 2:31 am
OOC:
Didn’t even use my new crossbow haha. That’s what I get for being a team player lol
Jul 21, 2023 2:45 am
OOC:
I'm sure there will be other opportunities. :) Who knew that scroll was going to be so kick ass? I was expecting a protracted battle myself.
Jul 21, 2023 3:10 am
OOC:
I hope using it now doesn't bite us in the butt later. I just figured it was a full six targets and this gets us past something big-ish at the beginning of the day. It was pretty cool, though! Hope I can find another cool scroll!
Jul 21, 2023 3:41 am
OOC:
Definitely cool
Jul 21, 2023 1:17 pm
OOC:
Srolls are the most powerful portable magics in this system. If basic spell touched, beast speaeking, healing, etc are a level 1 then advanced magics, you can get after mastering one of the basics, are level 2, and scrolls range from 1 to 5 and include effects like fireball, resurection, polymorph, etc
Looking over the goblin corpses you find each has a short bow with a quiver of arrows, a long dagger or short sword (depending on your size), leather armor, and a few coins (total 18 siver, 21 copper). Each also caries a small pack. Poling their contents you find 2 50' ropes, 7 rations of meat and cheese, 3 water skins filld with an lightly alcoholic herbal drink of some kind, 2 sets of climbing gear, flint and steel, and a small tin pot.
Jul 21, 2023 2:27 pm
OOC:
I'm not sure how you play your goblins, as there are LOTS of different takes. I'm gonna assume the weapons are good quality and the food is good for non-goblin consumption.
Skeeve says, Well, let's take the money (obviously), and the food and drink. Since these are natural caves, we should probably grab the extra rope and climbing gear. We can pile up the rest of the stuff in an out-of-the-way corner and pick it up on the way out.

He pauses for a moment, then looks at the swords. Assuming they look to be in good condition, he says, Since I never took one of the other goblin swords, I think I'll take one of these for a good cutting tool. Do either of you need a backup weapon?
OOC:
No one is using a short bow, can wear/needs goblin leather armor, a flint and steel, or the pot. So, those can be left behind for later pickup (if we want to then).
Jul 21, 2023 2:51 pm
Already got one last time. Raggy helps create a pile.
Jul 21, 2023 4:02 pm
"Might want to have Ro take a sniff at the food. If it's bad, I'm sure she'll tell us."

Blornvid is looking at the bows, scratching his beard. "All I have is me axe. Maybe I should take up a bow."
OOC:
Does that count as a small weapon with regards to proficiency? Or will he attack at a disadvantage?
Jul 21, 2023 5:47 pm
Good idea. .

Ro will give the food a sniff.
OOC:
Bows are ranged so you would be disadvantaged unless you have proficiency in ranged.

Rolls

Ro food smell, Dc 4 - (2d6)

(42) = 6

Jul 21, 2023 6:28 pm
OOC:
Ahhh. Thanks Mnrtoler.
Jul 21, 2023 7:28 pm
The items of decent quality and are places in a small area out of the way, not tuely hidden. Gobins in genera are less civilized, most not caring for cities and those they create lacking order and longevity, but what they may lack in cilvility they make up for in craftyness. The rope, leather armor, and bows are of excelent quality but Blornvid deems the swords to bee a poor iron quality though passable craftmaship.
[ +- ] map
After getting what you want you continue on a bit and soon come to a split with one passage heading south-east and the other south-west
Jul 21, 2023 7:35 pm
Which way did the goblins go girl?



Ro sniffs around to determine which directions the goblins went

Rolls

Raggy and Ro: Test DC: 4 - Adv - (3d6)

(122) = 5

Jul 21, 2023 7:39 pm
Ro indicates south-west not needing to search for the fresh bloody trail
Jul 21, 2023 8:32 pm
Blornvid turns to Raggy. "Did you want to finish them off?"
Jul 21, 2023 8:44 pm
Skeeve is up for tying off loose ends ...
Jul 22, 2023 12:08 am
Normally I would say let them flee, but they may get reinforcements. I say we finish what they started. Lead the way girl. Ro begins that way. Raggy pulls out his crossbow and loads a bolt. He looks to Blornvid, After you.
Jul 22, 2023 1:25 am
Ro trots to the SE following the trail and passage is it winds a bit upwards before entering another large dimly lit cavern with a polished grey floor with spiral patterns worn into it that have a lighter marble like quality to them. (Room #8) To one side is a clear pool of water. The dim lighting originates from the pool of water and is a pale blue with ripple and wave patterns created as it dances over the surfaces of the cavern walls.
Ro indicates the goblin trail continues on west.
Jul 22, 2023 2:17 am
How close does the goblin trail come to the pool?
Jul 22, 2023 3:14 am
The trail passes strait through the the cavern and the pool is to the side of the cave 15 or 20 feet away
https://i.imgur.com/oescCBw.png
Jul 22, 2023 4:18 am
So either the goblins know to avoid it or it is of no importance to them. Can Raggy see anything in the pool?

Rolls

Raggy and Ro: Test DC: 4 - Adv - (3d6)

(415) = 10

Jul 22, 2023 5:13 am
Crystal clear water fills the pool. The bottom of the is covered with small smooth river stone. Not what you would expect to see here but that is the only odd thing about the pool besides the glow.
Jul 22, 2023 5:52 am
Weird I don’t see anything to make it glow. The thing you fought before we joined didn’t look like this did it? If we move on are we safe?
Jul 22, 2023 5:49 pm
I don't think it'll hurt to leave the pool alone for now. It didn't get them and it didn't get you when you looked.
Jul 22, 2023 6:38 pm
"Are you detecting any magic from it?"
Jul 22, 2023 8:06 pm
Ooo! Good point. Skeeve does his detect magic thing on the pool. No probing. Just detecting, so it shouldn't need a roll.
Jul 22, 2023 9:37 pm
The pool is magical and has some form of enchantment and conjuration magic

Rolls

Skeeve: Test DC: 4 - Basic - (2d6)

(25) = 7

Jul 23, 2023 3:21 am
"Well, that explains the light. At least it's not another mimic."
Jul 23, 2023 1:20 pm
If we're gonna track the goblins down, we need to keep going.
Jul 23, 2023 5:04 pm
"Agreed. Let's get to it. Ro, please lead the way."
Jul 23, 2023 6:24 pm
Ro advances following the trail.
Jul 23, 2023 10:58 pm
Bypassing the pool of unknown you continue eastwards through the cavernous passageways. By now somewhat experienced in crawling through the occasional narrow or low opening. You had previously had to retrace steps from occasional dead end passages but following the goblins allows you to reach the next cave without any back tracking.
[ +- ] map
(Room #9) This cavern is an intersection for several major tunnels, leading back north-west, south-west, north-east, and south-east that forks to the south and another to the east just at the edge of your torchlight. In the middle of the cavern is a large flattened area of black and white tile that forms a labyrinth pattern. Scattered about on the white tiles are unlit stubs of candles. Skeeve can feel traces of magic from the tile floor, feeling to him as if the floor tiles are spell components rather than an active enchantment themselves.
Jul 24, 2023 9:40 pm
Skeeve says, Ro, which exit did the goblins take?

He proceeds to inform the group of what he senses. I am guessing that if the candles are lit in the proper order, something will happen.
Last edited July 24, 2023 9:40 pm
Jul 25, 2023 2:35 am
"Well, that can't be good. Probably summons something to ruin our day."
Jul 25, 2023 4:37 pm
Ro indicates the goblins went south
Jul 25, 2023 6:06 pm
Skeeve says, Hold on a minute. He then takes out his mapping utensils and writes down the path they have taken thus far and which branches are where. It is abstract in that he is worried about the big caves and how they connect. He isn't worried about measurements, but how they connect together. This will slow them down some, but at this point it is necessary to make sure they get out.

He will check with the others to make sure he isn't misremembering. Then they can proceed after the goblins.
Jul 27, 2023 1:07 pm
You follow th goblin trail south and after sevral more minutes come to another cavernous intersection. The goblins seemed to know where they were going and did so in hast. Your continual efforts to track them are becoming icreasingly difficult.
[ +- ] map
The gobins are long gone. Roll tracking with disadvantage if you wish to continue following.
Jul 27, 2023 1:19 pm
Ro is beginning to act frustrated and sad.

What’s wrong girl? Are they gaining too much on us? What do you say gentlemen? Looks like we are getting farther and farther behind. They know where to go without thinking.
Jul 27, 2023 3:56 pm
OOC:
So, just following the trail of blood isn't working anymore. :-)
Skeeve says, Chasing these goblins is a loosing game. I think we should give them their win and start checking things out.

Let's go back and check the candle board and pool. Also, let's see if caverns 4 and 5 connect directly.


Skeeve tells Ro, You did great Ro! We just slowed you down too much. That was a great job!
Last edited July 27, 2023 3:57 pm
Jul 27, 2023 4:19 pm
Ro nudges and rubs her head on Skeeve to say thank you.


Yeah girl, sorry we slowed you down. I don’t know if I would call that a win Skeeves. That scroll hit them hard.
Jul 27, 2023 5:26 pm
"Aye. The mustiness and the damp probably got to be too much for even Ro's keen nose. We should head back some before we get too deep. We don't need any surprises cuttin' us off on the way back."
Jul 28, 2023 1:09 am
Skeeve updates his rough map as best he can with the kep of Blornvid who is the beest at navigating the tunnels. You make you way back to the checkered tile board after traversing the tunnels again.

By this time you have been exploring the caveerns for seveeral hours, most of that time spent climbing through the passageways. Besides the Dero, Goblins, and mimic you have noticed other life but it is scarce here deep under the ground From what Blornvid can tell though it seems a bit more common than most deep passageways where life tends to cluster around specific locations where plants or fungi gro and can support a stablee ecosystem. The pressences of the ocasional snake, lizard, insect and bat colony lead you to believe there are other, likely much too smll for you, passageways to the surface from these caves.

Ariving back at the tile floor you take a short break as you concider what to do next
[ +- ] Room 9
Jul 28, 2023 2:31 am
Does any of the pattern match your map Skeeve?
Jul 28, 2023 1:05 pm
That's a great point!

With that idea, Skeeve sits down near the floor tiles and "reaches out" to try and get a better "view" of the traces and patterns around the floor tiles. He also, you know, looks at the floor tiles to see if he can identify a pattern that matches either the map or anything he has learned in his life thus far.

I'll give two rolls: One for the looking and remembering, the other for magical probing.

Rolls

Skeeve: Perception on the floor tiles - (3d6)

(144) = 9

Skeeve: Magical probe on the floor tiles - (2d6)

(65) = 11

Jul 28, 2023 4:00 pm
The pattern does not look like the map no matter how you look at it but as you reach out with your magical senses the tiles feel unusually receptive, as is awaiting your command. With a bit of probing Skeeve is able to move a tile, causing it to slide so that the black and white trade places. However as he does so he gets feedback that the format is invalid and need additional changes to become active. He is sure once is is active he will be able to tell more.
[ +- ] Tiles
You can either explain a basic approach and make a couple roll for each attempt or suggest patterns, or just say you spend time until you get it active. If you want.
Jul 28, 2023 5:24 pm
When the tiles move, Blornvid says, "Whoa! What are you doing there, lad?"
Jul 28, 2023 6:57 pm
Without turning his head, he says, Eh, nothing ventured, nothing gained.

His first, obvious, attempt will be to make a chess board pattern with 1A and 6F black and 1F and 6A white, hopefully using the fewest moves. He will test this by moving the black tile at 5F to 4F and the black tile at 1F to 2F. If isn't contradicted, he'll then move 4A to 5A; 2C to 1C to 1D to 1E; 2B to 1B to 1C; 3B to 2B. (Thus the chess board pattern.)

Skeeve also adds, Sometimes the lazy ones will leave a marking or carved picture of what the design is supposed to be. Do either of you see anything like that in the cave?
Last edited July 28, 2023 7:18 pm
Jul 28, 2023 8:50 pm
Raggy looks for clues.

Rolls

Raggy and Ro: Test DC: 4 - Adv - (3d6)

(154) = 10

Jul 28, 2023 9:40 pm
Playing with the massive moving tile puzzle enchantment Skeeve sets the desired pattern after a few minte. During that time Raggy searches the time, perimeter, and area and notes that all the tiles themselves are perfectly smooth and free of dust or dirt. A thin trim surrounds the tiles, separating them from the rough cavern floor, which is covered in tiny rune that Raggy only notices due to a very faint glow when the tiles are moved by Skeeve.

As Skeeve gets the last 2 tiles in place he feels the board click and a slight shift as it activates. The magic he feels seems tied to some other thing. Not close. Beyond that he is guessing. Raggy shows Skeeve the glyphs, which stay lit but are growing dimmer. As best you can tell the platform is either a tool for harnessing and focusing magical energy and focusing it beyond what the mage can normally do unassisted. Most of the glyph's are for stability and storing power but there are others of Abjuration, Divination, Conjuration, Illusion, Evocation, and Enchantment.

The pattern you created appears to be one of several basic forms that do nothing, as far as you can tell, but help you become more familiar with channeling your energies into it. (something like a Tutorial level 1) More complex designs and transitions, you feel that more advanced forms require specific steps like most spells and enchantments, may reveal additional affect but will take time to figure out. While he was moving the tiles Skeeve had to continually focus on them and setting this simple pattern took a couple of minutes. You figure making anything more complicated would take even longer and more effort.
If you wish to figure out more, then I will need some rolls from Skeeve that will determine how long it will take. Otherwise you can propose other basic patterns and I will tell you how long it takes and the results.
Jul 28, 2023 9:41 pm
Blornvid looks for clues.

Rolls

Looking for clues in cave, focused - (2d6)

(14) = 5

Jul 28, 2023 11:20 pm
Nothing in the natural cavern appears to be altered save the tiles and runic border.
Aug 2, 2023 2:55 am
Most interesting patterns I can think of require a 20/16 split, not an 18/18 split. So, I'll let Skeeve do the work.

Also, how long have we been down here? Do we need to head back? Do we need to camp? Do we need to eat? I've kinda lost track and Skeeve doesn't want to take so long that he screws everyone over.

Anyway, assuming we have time, here are three roles. I'm gonna assume Focus and standard rolls. Use however many you need to.

Rolls

Skeeve: Magic Roll 1 - (2d6)

(45) = 9

Skeeve: Magic Roll 2 - (2d6)

(35) = 8

Skeeve: Magic Roll 3 - (2d6)

(36) = 9

Aug 3, 2023 4:23 am
You have been down for several hours, most of tht thing spent traveling through the connecting tunnels. Your best guess is it is after 4 in the afternoon at this time and it will take at least a half hour to return to the base.

Time : 1615

Skeeve spends several minutes and tries several more combinations. He discovers several valid arrangements. This leads the the additional discovery that not all valid combinations are active. He feels 2 should work but they miss something. It is not until he gets a third that he realizes the combination require another component to fully activate. Unsure what the first 2 word do or are missing he is confident the 3rd would create a connecting to distant point. This connecting could either be used as a means of communicating or transportation.
Aug 3, 2023 3:59 pm
Well, it probably isn't wise to open a portal to an unknown location while pulling an all-nighter. That just seems ... ill-advised.

However, Skeeve does make notes about the combinations he has found and what he senses about them, while explaining to the others. He makes fairly detailed notes, and includes the size of the board and pieces. He wants to take the notes back to Fiznik to get his advice.

Skeeve then says, I could spend another whole day trying combinations, but that'd be boring for the rest of you. Let's go check some more stuff out, then head back for sleep. I doubt we want to sleep down here for very long. How much longer does everyone want to go? At the least I would like to verify that caverns 4 and 5 connect. That way we can permanently avoid the pink cavern.

When we decide to go back, Skeeve wants to dump his waterskin and get a sample from the pool.
Aug 3, 2023 5:28 pm
"Aye, let's do that. It'll be the long way back, but that's fine. We can get a fresh start on the 'morrow."
Aug 3, 2023 5:58 pm
Agreed
Aug 4, 2023 5:10 am
Retracing your path back past the glowing pool you continue past and find your way further west, passing a fork leading to the south and pausing occasionally to update your map, until you find the pink cavern. Retracing your steps again you get some of the water from the pool. However, Skeeve notes that the water begins loosing its magic as soon as it is taken from the pool.
[ +- ] map
Tired after a long day exploring you make you way back to the base and enjoy a meal at the tavern before getting a good nights rest.
Aug 4, 2023 5:10 am
OOC:
Let me know what you would like to do the next day. Shop a bit, talk with NPC, stait back down, etc...
Aug 4, 2023 1:15 pm
Skeeve wants to talk with Fiznik about the magic slide puzzle. He will show his notes to Fiznik and not hide anything. Hopefully he has seen something like it before and can offer advice. He also asks for advice on how to detect better or if there are other things that should be noted.

He will also wants to ask Fiznik about the magic pools and if he had found anything about how to divine their function.

Fiznik

Psybermagi

Aug 4, 2023 1:53 pm
Fiznik
Fiznik recognized both the tiles and pool. Those tiles are from the dawn age. There is a class of spell caster that used the combination of them and even had portable versions, about the size of dice, they used for casting spells. Geomancers, they were called. Geomancers were best at defensive and divination rituals. By using the stones to create diagrams they could harness the ambient mana to power their spells as well as focus their own. The permanent installations were used as way points and could be used to power their spells allowing them to travel far and wide in safety.

Pools like the one you found are not all that rare and are a form of a natural array that channels magic granting specific benefits. Sometimes they work each time you drink, other times they only work once, and some affects plants only or items but not creatures.
With the age of this city and the proximity to the Geomancer ritual site it is likely a known and beneficial site. I would have to visit it personally to determine its properties. But you can try simply drinking it if you like. Should be safe enough. There may also be clues nearby that you can decipher. Otherwise wait a few days and I will have time to go and visit it myself and can let you know what I find.
and he talks a bit about the known types of springs including love, healing, growth, sleeping, scrying, cleansing, infusion, fertility, etc (standard magic or scent(Ro/Raggy) test to gain hints and/or test once with disadvantage it identify it)
Time: 9:00
Aug 4, 2023 2:21 pm
OOC:
As a player I want to drink it so bad now lol.
Aug 4, 2023 8:37 pm
OOC:
Let Skeeve and Ro check first. If that fails, I guess it can be drinkin' time! :-D
Having now talked with Fiznik, Skeeve is ready to head back down! Whether that includes a day delay or not is fine with him either way.
Last edited August 4, 2023 8:38 pm
Aug 4, 2023 9:55 pm
OOC:
The timestamp after Fiznik says 9:00, so it seems like Skeeve talked to him first thing in the morning. We should be good to head back down.
"Shall we head back towards the tiles, hang a left, and proceed through the northeast corridor? If yer gonna study them tiles, it would be good to know nothing is lurking nearby."
Aug 4, 2023 10:38 pm
I would like to explore the other caverns before truly settling down to testing the tiles. I also like the idea of starting with the passageway to the NE of the tile room.

As a side question, do we want to test the pool first, or save it for last?
Aug 4, 2023 10:45 pm
Well seems most of those pools are good things more than bad. Maybe we check it out first, but if we don’t get an answer refrain from further testing or drinking til later.
Aug 5, 2023 1:32 am
After restocking your supplies and gathering the information the party heads back down to the tunnels. You are getting a bit better at traversing the rough caves with experience and Blronvid's guidance. Though trained as a smith he has more experience living underground and grew up on the stories of his uncles and cousins about their difficulties mining. Making it back to the pool cavern.
Time: 10:00
Aug 5, 2023 4:03 am
Ro gives it a good sniff

Rolls

Raggy and Ro: Test DC: 4 - Basic - (2d6)

(42) = 6

Aug 5, 2023 4:37 am
Ro gets a vague sense of strong magic and water and something fishy but not fish. Skeeve tries again to divine the effects of the water and conferring with Raggy and Ro they come to the conclusion the water creates a magical bond to some kind of water creature.
Aug 5, 2023 8:45 pm
I don't think the pool or tiles are going anywhere. Let's check out the rest of the caverns and come back to these. If the water creature is not in this pool, then it is probably on the other side of the tiles. Let's make sure the area is relatively safe before researching these.

I agree with Blornvid. Let's try the NE passage.
Last edited August 5, 2023 8:45 pm
Aug 5, 2023 11:44 pm
Lead the way.
Aug 6, 2023 12:51 am
Moving past the tiled square you head north-east. The cavern remains wide and gets taller and taller till you can no longer see the ceiling. As you wal you spy something scratched into the west wall. Approaching for a better view Blornvid recognized them as dwarvis runes. They say "Never trust an elf". The cavern opens up further to the north west and north east. Shortly thereafter you smell a slightly fetid stench.
Suddenly Raggy feels a slight tug and is lifted into the air to everyone's surprise.
Save test for Raggy please before he acts
Aug 6, 2023 2:24 am
Uh oh

Rolls

Raggy and Ro: Test DC: 4 - Basic - (2d6)

(25) = 7

Aug 6, 2023 3:51 am
Raggy fails about as he is yanked up and his arm brushes a nearly invisible thread that is extremely strong and sticky.
Raggy can
1. Grab the thread and try to pull it off. This will likely glue his hand to the thread
2. Try and destroy the thread somehow. Cut, burn, etc
3. Let it continue pulling you up into the shadowy ceiling
Everyone else is free to act as they wish
Aug 6, 2023 1:33 pm
With his first action, Skeeve shoots a magic ball of light up to the ceiling to illuminate the attacker. I assume that requires an attack roll, even though it will do no damage. I also assume this is a normal attack roll because it doesn't have to hit the target, just get close.

His second action is an actual attack. Assuming the first roll succeeds, I will assume a normal attack roll. If the first roll fails, it is probably at disadvantage. I will make a normal roll; drop the second die if it is at disadvantage.

Edit: maybe the light got close enough even with a "near miss".
Last edited August 6, 2023 1:34 pm

Rolls

Skeeve: Light Roll - (2d6)

(43) = 7

Skeeve: Attack Roll - (2d6)

(43) = 7

Aug 6, 2023 2:28 pm
Raggy grabs his bone knife and starts trying to cut wildly.
OOC:
How high is Raggy? If he’s close enough Ro will try to bite his foot and pull

Rolls

Raggy and Ro: Test DC: 4 - Dis - (1d6)

(2) = 2

Raggy and Ro: Test DC: 4 - Dis - (1d6)

(5) = 5

Aug 6, 2023 3:47 pm
Skeeve is slightly startled by Raggy's sudden gift of flight. Though he manages to conjure a glowing orb it's flight is cut short as it strikes a drooping ledge. However the brief illumination reveals a ceiling of at least 60 feet and a thin shimmering thread pulling Raggy up towards the shadows above. Hints of a large form are all that is revealed of the attacker. Skeeve's second magical effect barely misses the thin strand binding Raggy to his vaulted assailant.

Raggy pulls his knife and begins hacking at the thread and finds striking it similar to attacking seasoned wood and only managed to cut part of the way through it as it continue to lift him up. I the mere moment since the attack began he has already been lifted over 15 feet. (assume 30' lift for each full round)
Aug 6, 2023 4:01 pm
There is a thread wrapped around me. I hit it with my knife, but it resisted the cut.
Aug 6, 2023 11:24 pm
"Some kind of spider or fisher." Blornvid curses to himself his lack of a ranged weapon. He thinks maybe he can throw his axe at the strand...
OOC:
Would that be possible, Psybermagi? Throw his axe at the strand well above Raggy's head. I really don't want to hit Raggy.
Aug 7, 2023 4:09 am
Blornvid gauges he has time for a single throw of his ax at the thead before Raggy is our of range and enters the shadows of the upper cavern. The torch light is not bright enough to illuminate the higher areas and Skeeve's spell flared only a brief moment.
Aug 7, 2023 4:30 pm
...and decides to give it a go. He focuses on the space above Raggy and throws...
OOC:
If focus is not applicable, then it failed.
Last edited August 7, 2023 4:30 pm

Rolls

Throw axe at strand - (3D6)

(144) = 9

Aug 7, 2023 6:12 pm
The heavy ax girls through the air and barely slices the translucent thread. Luckily between Raggy and Blornvid they caused enough damage so that the thread snaps under the tension. Raggy falls to the ground (1dmg)

Cave Fisher
The creature above hisses as it's prize is lost and a series of clocks can be heard indicating it is creating down the rough cavern walls above and it's vague form can barely be seen in the sun torchlight. With a thwip sound another stand is shot at Skeeve this time but misses as Skeeve steps out of the threads path.

Rolls

Thread attack vs Skeeve - (2d6)

(41) = 5

Aug 7, 2023 7:04 pm
OOC:
Assuming it’s our turn again
What the gods is that!

Raggy pulls out his crossbow loads it and fires. His bolt destroying midair and becoming energy.


Ro fetches Blornvids axe and bring it to him.

Rolls

Raggy and Ro: Test DC: 4 - Basic - (2d6)

(56) = 11

Aug 7, 2023 8:35 pm
Mnrtoler says:
What the gods is that!
"A fisher. It's like a giant spider crossed with a crab, but doesn't use a web. It goes fishing for its meal like we would a trout."
Mnrtoler says:
Ro fetches Blornvids axe and bring it to him.
"Thank you, girl."

Not wishing to risk losing his axe, Blornvid opts not to throw it at the creature. He'll wait for the creature to come down to strike it.
Aug 8, 2023 4:36 pm
Skeeve launches a pair of energy bolts at the now visible opponent.

Rolls

Skeeve: Attack Roll 1 - (2d6)

(11) = 2

Skeeve: Attack Roll 2 - (2d6)

(41) = 5

Cave Fisher

Psybermagi

Aug 9, 2023 12:45 am
Cave Fisher
The creature descends into full view on one of the lower outcroppings of the ceiling and spits a thread at Raggy again.

Rolls

Thread attack vs Raggy - (2d6)

(11) = 2

Aug 9, 2023 12:46 am
Raggy dodges teh thread this time and the fisher clicks and hisses as it waves its claws at the party.. Your up
Aug 9, 2023 1:19 am
Another bolt from Raggy. Ro takes evade action.

Rolls

Raggy and Ro: Test DC: 4 - Basic - (2d6)

(33) = 6

Aug 9, 2023 2:14 am
OOC:
Is it still too high for Blornvid?
Aug 9, 2023 2:31 am
The cave fisher sit on the cavern, 30' up, tossing its line in trying to snag a tasty morse. Blornvid can throw his ax as the creature does not seem interested in getting any lower. Though it is getting agitated at it's poor catch.
Aug 9, 2023 9:25 pm
Assuming it's time for my next try, here's two more bolts of energy.

Rolls

Skeeve: Magic Bolt 1 - (2d6)

(21) = 3

Skeeve: Magic Bolt 2 - (2d6)

(65) = 11

Cave Fisher

Psybermagi

Aug 10, 2023 1:28 am
Cave Fisher
Skeeve manages to pierce the fishers chittonous armor with one of his magical blasts.
Angered the fisher casts it's line at Skeeve and retreats dragging Skeeve along with it.
Skeeve has been lifted 10 feet up and rising. The fisher is retreating back into the shadowy heights of the cave.

Rolls

Fisshin line attacks Skeeve - (2d6)

(36) = 9

Aug 10, 2023 2:30 am
Raggy should have another pair of shots before the fisher gets too far.

Skeeve grabs the thread and produces fire to burn it. He'll do it twice if needed. Do I need to roll since he literally can't miss?
Aug 10, 2023 2:34 am
Blornvid focuses on the line and throws his axe at it.

Rolls

Throw axe at fishing line - (3d6)

(412) = 7

Aug 10, 2023 3:13 am
daryen says:
Raggy should have another pair of shots before the fisher gets too far.

Skeeve grabs the thread and produces fire to burn it. He'll do it twice if needed. Do I need to roll since he literally can't miss?
OOC:
Raggy only gets on shot because of range and he took it right after the fisher. Failed by rolling double 3s
Aug 10, 2023 5:13 am
OOC:
Skeeve needs to test to control the magic in any tense/combat situation where failure will have consequences. Raggy can shoot again as this is a new round
Blornvid hurls his ax and is able to partially cut through the tough thread over Skeeve's head.
Aug 10, 2023 12:57 pm
OOC:
Oh I see I misunderstood lol
Raggy will fire his bolt aiming for the thread to break it.
OOC:
Edit: Boom! That’s 2 points damage. @Psybermagi Question. The curse on the cross bow says that rolling 6 means the bolt passes through and hits an enemy within 10 behind the one I hit. Since I hit the thread, would the fisher itself count as a second enemy 10 feet behind the thread?
[ +- ] Exact wording
Last edited August 10, 2023 1:02 pm

Rolls

Raggy attack - (2d6)

(56) = 11

Aug 10, 2023 1:21 pm
OOC:
ok game magic at work. I mean throwing an ax at a cord to cut it is one thing. Shooting it with a crossbow is another. But that is a good roll so who cares 😁 The bolt will not kill the Fisher, so even if it hits it has no impact unless you try and hunt the Fisher down.
Skeeve raises his hands to burn the cord stuck to him only to find his hands now stuck to the sticky threads. As he attempts to channel magic to burn himself free an ax and crossbow bolt whirl over his hands and server the tether to the Fisher. With the sudden loss of tension the Fisher goes up and Skeeve fits down (1dmg)

The Fisher treats back up to the cave heights, hiding in it's gloomy crevices.

You can try and get to the Fisher or just ignore it for now as it is no longer attacking
Aug 10, 2023 1:24 pm
I say we run and mark this on the map!!
Aug 10, 2023 3:27 pm
Blornvid retreives his axe.

"Aye. Mark it on the map. I'd like to continue onward. Maybe we run through this space on the way back."
OOC:
How narrow is the cave here?
Aug 10, 2023 4:39 pm
OOC:
Ok, point taken on the roll. :)
Skeeve says, Thanks for bailing me out there guys!

After we get out of the immediate spot, he dutifully notes the additions on the map and indicates where the fisher is.
Aug 11, 2023 2:26 am
https://i.imgur.com/gqMDGvq.png
Keeping alert for any further "fishing" from above you look around. The cavern is about 50 foot across with access from the tunnel to the tile cave to the SW and another passage continuing to the north. There are a couple of large pockets int he cave to the east and west with lower ceilings and ruble strewn floors.
Aug 11, 2023 9:34 pm
Skeeve recommends checking the north opening.
Aug 11, 2023 10:11 pm
"Agreed."
Aug 11, 2023 10:29 pm
The northern opening leads to a long passage leading deeper into the earth.
Aug 11, 2023 10:40 pm
Blornvid grunts in disapproval. "No need to go deeper until we get this level fully explored."
Aug 11, 2023 11:00 pm
OOC:
Just a reminder the map is not to scale and the distances between most of the caves is stretched out to 100+ feet. The idea is this is a massive cave complex but the map only shows the interesting bits.
Aug 11, 2023 11:18 pm
OOC:
Thanks I was curious about that last time I looked at map.
Definitely. If we need to make a speedily escape I don’t want fishers or goblins cutting us off
Aug 11, 2023 11:49 pm
[ +- ] Updated Map
Aug 12, 2023 7:05 pm
I have no interest in going deeper, either. How about going back and trying the NE corner of the tile room.

(Basically, it's the next closest passage.)
Aug 12, 2023 7:48 pm
Leaving the NE passage for later exploration your move to the opening that leads east from the cavern with the tile. This tunnel winds and heads a but upwards. The air becomes less stagnant with increases in moisture and the smell of dank vegetation. Knowing there is a river bordered by swamps south and west of the base you assume you are somewhere under there. The passage reaches another cavern appearing to dead end. There are signs of small animal life in this cavern as well as smaller cracks and crevasse, most covered by a multitude of cobwebs that span most of the cavern walls as well as draping from the ceiling down to the floor. Slight wafts of air indicate there may be a way to the surface but it is not visible from your current vantage at the cavern entrance, one of the few areas free of the ever-present webbing.
[ +- ] cavern
Aug 12, 2023 9:22 pm
Blornvid tries to keep a lookout for giant spiders.
Aug 12, 2023 9:24 pm
If this leads to the outside, then we need to investigate where it comes out.

Skeeve smiles and says, Let's see how well these webs burn. I assume we can use torches in addition to magic.
OOC:
That picture, which is great, BTW, seems to imply a more obvious exit to the outside and some carved alcoves, which don't match the description. Is the picture meant to be more evocative than representative?
Aug 12, 2023 9:31 pm
a spider the size of me hiding in plain sight does not sound fun so I agree let’s light them up!
Aug 12, 2023 9:36 pm
"I just had a terrible thought. Do you blokes think that Vlax was caught by the fisher?"
Aug 12, 2023 9:52 pm
Oh I was hoping his brooding got the best of him and he just left, but that is a very possible result.
Aug 12, 2023 10:12 pm
"Well, I think it was more than brooding since the guards said that they didn't see him emerge from these here tunnels. He could've found another way out though."
Aug 12, 2023 11:12 pm
The cavern is illuminated only by your torchlight and the thick cobwebs cover every surface making it hard to tell but gauging by the air flow and darker looking patches there are multiple holes throughout the cave through at this point you can not tell how deep they may be. The size varies and is blurred by the webs but the dark spots close by range from head size to big enough to walk in.

The torch easily burns the thin web threads but they are so thick using just the torch will take some time to clear the entire cave.
OOC:
Who had the torch? Any one else helping clear the webs and if so how?
Aug 12, 2023 11:38 pm
OOC:
I'm pretty sure we each have a torch, even though we only use one at a time (and magic when needed).
Skeeve gives his torch to whichever isn't holding the existing torch. The existing torch should be able to light the second one. Skeeve then proceeds to use his magic to project fire at the more difficult to reach places while the other two burn the webs in their reach.

Skeeve also asks Ro to stay behind so she doesn't get burned, and to watch their backs while the webs are burned away.
Aug 12, 2023 11:45 pm
Blornvid takes the torch from Skeeve. Torch in one hand; axe in the other.
Aug 12, 2023 11:57 pm
The flames from two torches with the occasional gout of fire from Skeeve's magic starts melting away the webs when suddenly an odd keening sound is hear. First small and barely noticeable from nearby, but soon picked up elsewhere, then more and more, and soon fills the cave. Motion is seen throughout the entire cave.

But don't worry there are no giant spiders, just hand sized. Merely one, two, three, many. Yeah, many manys of spiders burst from the webs on and begin charging the party on all surfaces as well as on strands strung through the middle of the cave.
[ +- ] spiderrush
PC good to go!
Aug 13, 2023 12:06 am
OOC:
Can Skeeve make a wider blast of fire? Like a gout of fire towards the spiders? The idea is to make more of an area of effect than individually targeting. I imagine there are too many to target individually.
Aug 13, 2023 12:21 am
OOC:
This game allows more flexible narrative with simple mechanics. So, yes. Fire Bolt changed to Burning Hands
Aug 13, 2023 1:44 am
Ro uses one action to move to the group and then another action to attempt intimate or repel the spiders with a howl

Raggy loads his crossbow and starts firing
Last edited August 13, 2023 1:45 am

Rolls

Ro intimidate Test DC: 5 - (2d6)

(33) = 6

Raggy attack. - (2d6)

(23) = 5

Aug 13, 2023 2:07 am
Skeeve starts burning as many spiders as possible as quickly as possible.

Let's fall back towards the passageway! Hopefully that will restrict space enough to keep them from overwhelming us completely.

Tossing in a roll for his attacks. Only making one attack so he can also fall back like he suggested.

Rolls

Skeeve: Burning Attack - (2d6)

(12) = 3

Aug 13, 2023 7:30 pm
Blornvid falls back, waving his torch around at the approaching spiders. Those that get too close will be set ablaze.
Aug 14, 2023 12:40 pm
The swarm scurries after you not seeming to mind the crosbow bolt and whisps of flame from Skeeve's spell or Blornvid's flutterin torch that only crush or burn a few individuals. Not being limited to the floor the swarm scuttles along the walls and ceiling as well, moving fast to move arround to surround th party.

The swarm now has you surrounded on all sides though the magority of it is still pouring out from the cave you just left. Approximate swarm dencity : 1: behind, 1:walls, 1:ceiling, 4:cave
Aug 14, 2023 3:53 pm
Skeeve says, "I guess we'd better move faster!"

I realize we are cut off. But unless they are super thick, we should be able to push through them, even if we have to take a couple hits along the way.

If we are truly cut off and are facing a literal wall of spiders on all sides, then I guess we have to hope someone wants to talk.
Aug 14, 2023 4:00 pm
OOC:
you are surrounded but can simply run over/through them
Last round you moved and attacked they just used 2 moves to surround you
Aug 14, 2023 4:08 pm
Run girl! he yells at Ro. He runs as fast as he can behind her.
Aug 14, 2023 4:19 pm
Then we're gonna two-move it out of there!

Assuming we get past them again, Skeeve will say, "Let's see if we can find a fireball scroll or two when we head back up."
Last edited August 14, 2023 4:20 pm
Aug 14, 2023 5:00 pm
Agreed
Aug 14, 2023 5:52 pm
Mashing and crunching you way across the arachnid carpeting you run back down the tunnel and after several seconds the swarm breaks it's pursuit and schools back to their cave.
Aug 14, 2023 6:00 pm
Once we're back to the side of the tile room, Skeeve says, "Well, that was two disappointments. Ready to try the next door down?"
Aug 14, 2023 7:01 pm
Blornvid sighs. "Aye. Might as well."
Aug 15, 2023 3:49 am
Continuing your exploration of the caves you head south only to find a dead end after several minutes of travel (Room #16). The next set of passages connect to the room you had previously checked to the SW of the tile room(Room #13). Having spent much of the morning crawling through the caverns you decide to check one last cavern before stopping for lunch.
[ +- ] map
Moving to the SW you once again spend several minutes making your way through a passage that eventually opens up into a larger chamber. (Room #15) Standing at the entrance of this cave your torchlight reveals the floor to be littered with odds and ends. Bones, some coin, bitts of armor and old weapons.
Aug 15, 2023 4:09 am
Raggy will search the room for signs of life or movement.

Ro gets an unsettling feeling and begins to sniff the air for clues.

Rolls

Raggy Test DC: 4 - Adv - (3d6)

(365) = 14

Ro - (2d6)

(41) = 5

Aug 15, 2023 4:12 am
No motion can be seen and Ro reports the smell of death and decay.
Aug 15, 2023 4:31 am
I think we are safe to enter cautiously.
Aug 15, 2023 1:08 pm
Skeeve says, "Last time we ran into the smell of death like this, we got attacked. So let's stay alert."

Skeeve will also scan the area of magic, whether fair or foul.

Rolls

Skeeve: Scan for Magic - (2d6)

(54) = 9

Aug 15, 2023 3:18 pm
Skeeve senses a bit of magic from one of the piles on the floor
OOC:
fixed typo
Aug 15, 2023 6:56 pm
OOC:
Thanks!
Skeeve points at the specific pile and says, "I am sensing magic from that pile, but I do not know whether it is good or bad magic." He pauses for a second and then says, "I have an idea."

At that point, he takes out his Stick and makes it extra long. (Like a traditional 10' pole, but I imagine it is only 7 or so feet long.) While making sure everyone else is ready for anything, he then pokes the pile with his elongated stick. If he has to advanced past other piles to get there, he will carefully poke those, too, so as to hopefully prevent anything from jumping up behind him.
Aug 16, 2023 1:43 am
Skeeve moves a bit into the cave to be able to poke the pile with his pole. As the pile is disturbed it becomes quickly apparent that most of the pile consists of a set of scale armor is shades of dark dull blue with light blue sleeves and silver trim. Now surrounded by the scraps you can all smell the faintest hint of old rotten meat and a shiver runs down your spines.
Aug 16, 2023 2:09 am
Blornvid readies his axe. "What is this? Some undead apparition?"
Aug 16, 2023 2:59 am
Raggy stands ready and unmoving with the hair standing up on his back.
Last edited August 16, 2023 2:59 am
Aug 16, 2023 1:01 pm
Skeeve pulls his Stick back and reforms the end into a hook. He then reaches out to grab the armor and pulls it back towards him. Once he is sure he has it hooked, he pulls back to the entrance.
Last edited August 16, 2023 1:02 pm
Aug 16, 2023 1:28 pm
The armor is in remarkable condition considering the state of everything else in the area. It does show a bit of wear and tear as teeth or claws dug into the edges of it to dig out the chewy middle. The scattered remnants nearby, an od bit of cloth, cracked bits of bone, the odd coin would take considerable effort to reconstruct into anything large enough to be a threat. But something was obviously consumed here within the last week.
Aug 16, 2023 2:15 pm
How do Fishers devour their prey? Raggy says looking at the ceiling for anything, but too rattled by the feeling to focus.
Aug 16, 2023 4:57 pm
Blornvid rubs his eyes and grumbles, "My eyes are playing tricks on me."
Aug 16, 2023 8:58 pm
OOC:
How high up does the "ceiling" go?
Skeeve tries to "throw" light up to the ceiling again. Might as well try to see what's up there ...

(Once he pulls the armor in, of course.)
Last edited August 16, 2023 8:59 pm

Rolls

Skeeve: Throw Light - (2d6)

(56) = 11

Aug 16, 2023 9:26 pm
Skeeve throws the light up 30 feet to reveal a stelagtite covered roof only 10 or 15 feet higher. As this happens. Several of the "stelagtite" laying themselves directly at the party.

Rolls

Stelagtite drop attack vs Raggy - (3d6, 2dmg)

3d6 : (226) = 10

2dmg : () + 2 = 2

Stelagtite drop attack vs Ro - (3d6, 2dmg)

3d6 : (116) = 8

2dmg : () + 2 = 2

Stelagtite drop attack vs Blornvid - (3d6, 2dmg)

3d6 : (154) = 10

2dmg : () + 2 = 2

Stelagtite drop attack vs Skeeve - (3d6, 2dmg)

3d6 : (645) = 15

2dmg : () + 2 = 2

Aug 16, 2023 11:11 pm
Well, that didn't work out well.

Based on how things are in my head, I didn't fire the light up until after I had retrieved the magic armor. As such, he grabs the armor and his Stick and heads for the exit. We didn't go very far into the room, so we should be able to get back to the entrance (and out from under them) in just the one turn in reaction to their attack.

Once we get out from under them we can reassess as needed. How fast are these things? How many did we still see on the ceiling after the first set dropped?

EDIT: He will of course say, "Let's get back to the entrance so no more can drop on us!"
Last edited August 16, 2023 11:14 pm
Aug 16, 2023 11:45 pm
Ow.
Aug 17, 2023 1:39 am
OOC:
Ouch
Last edited August 17, 2023 1:41 am
Aug 17, 2023 2:36 am
What in the world was that?? Raggy says as he and Ro run back for the entrance
Aug 17, 2023 3:02 am
As you were already looking up to find a foe you note that these attacks are not straight down. As the apparent stone stalactites begin to descend they speed up and curve to slam into you. Only about half of the "stalactites" have fallen to attack you but so well were they camouflaged that you are uncertain if those that did not move are simply biding their time or simple stone.
https://i.imgur.com/Lo0ARop.png
As they fall you see long tendrils trailing behind with large flaps of skin between them The creature uses the webbed tentacles to aid it in its controlled fall and flipping over at the last second to slam into you broad end first with its tentacles digging into you with sharp protrusions like teeth or claws. You immediately begin withdrawing, trailing blood from the savage gashes. You quickly outpace the clumsy movement of the creatures that either crawl along the floor or hover awkwardly, flapping their fleshy tentacled wings to advance or gain altitude. The creatures obviously use some means of magic to assist with their flight for none of you have ever seen such ungainly flying creatures.
OOC:
Assuming everyone simply moved twice
A couple of the creatures attempt to give chase but as you withdraw into the smaller tunnel passage then give up and all begins floating up towards the ceiling.
Aug 17, 2023 3:17 am
Once they stop at a safe distance to catch their breath, Blornvid manages to say, "Rough day, lads. Three unsuccessful run-ins. If Vlax made it over to this here end of the cavern, he's surely done for."
Aug 17, 2023 3:24 am
[ +- ] map
Aug 17, 2023 4:51 am
Maybe back to the tiles or pool? Hopefully nothing from the ceiling will attack us.
Aug 17, 2023 3:05 pm
"Aye, we can stop there for lunch."
OOC:
Assuming that they brought a "bag lunch" and aren't returning to the surface.
Also 13 connects to 11. I don't recall exploring 11. And scrolling back through several pages didn't turn anything up.
Aug 17, 2023 3:43 pm
OOC:
We poked our heads in once to see if it joined the two adjacent rooms. We did that on our way out from the first time we found the pool and tiles.
Skeeve asks, "How is everyone doing health-wise. That last attack was pretty nasty. But, given that last attack, and Raggy and I getting dropped by the fisher, we're pretty banged up."
Last edited August 17, 2023 3:44 pm
Aug 17, 2023 7:38 pm
OOC:
Down to 6.
"I've had worse, but I've no objections to heading back up to get us all patched up.
Aug 17, 2023 8:26 pm
OOC:
3 for Rag and 4 for Ro
Hurts like hell but we will live
Last edited August 17, 2023 8:26 pm
Aug 17, 2023 9:59 pm
"I'd like to head back up and see if we can get some scrolls. I'd love some kind of "wildfire" scroll for those stupid spiders, and another Thorn scroll for those flying monstrosities. They suck! Plus I wanna see what the armor is."
OOC:
3 for Raggy is half-dead, and 4 damage on Ro has to be horrible. I'd rather not us die, so we probably need the healing. Hopefully anyone joining will have some healing abilities.

And to be clear, I'm pretty happy with the armor I already got. I'm just hoping it'll help for either of you guys. Every extra hit we can take gives us a little longer down here.
Last edited August 17, 2023 10:00 pm
Aug 17, 2023 11:09 pm
OOC:
No those are our current hps. But still half for Raggy
Aug 18, 2023 2:06 pm
OOC:
So you heading back topside?
Aug 18, 2023 2:38 pm
OOC:
Yes.
Aug 18, 2023 2:44 pm
You begin heading back to the surface. As you are making your way out of the tile chamber you hear a faint humming noise and looking back notice the tiles begin to glow. The light is quickly gathered from all of the tiles to the center of the area and form a line that stretches into a circular portal that expands with a flash leaving a small figure standing on the tiles.
https://gamersplane.com/characters/avatars/26921.jpg?1692368977
OOC:
@GeneralET welcome to the tunnels! Good luck on your quest
Aug 18, 2023 2:54 pm
Blornvid eyes the being who magically appeared with suspicion. It hasn't been a good day for the group, so he expects this to be another foul encounter. His muscles tense with anticipation of battle. "Who might you be?"
Aug 18, 2023 3:21 pm
OOC:
As this is the first time these characters meet a short description can clarify each character to the other players
Aug 18, 2023 3:45 pm
Not again!!!! Raggy says pulling out his crossbow ready to fire.

Standing before you is a tall black haired wolf man wearing clothes of green and grey. He is holding a horrifying eldritch looking crossbow aimed at you. Beside him is basically a large timber wolf. She bares her teeth and growling at you.


After a few seconds Ro( the wolf) lower her stance and starts sniffing. Her demeanor changes as she gets closer to the stranger and starts licking him like a friend. It’s almost like she can sense the spirits around the shaman and knows he a friend
Aug 18, 2023 3:55 pm
As the portal closes the goblin suddenly realises that he had been a fool.
He felt right into the trap and was now lost somewhere far from his tribe.
Reajusting his horned skull helmet, he shakes his animal skin rags and look around.

He jumped when he hears from not far away "Who might you be?".
Moving into a defensive position, he somehow knew he wouldn't make it out alive if he attacked the group by himself.
Parlay was the only viable option.

"I am Gardakhan pupil of Indruk the spirit-speaker. I was hunting a creature hauting my tribes when I got transported here. Unless you means harm to my tribe, I no reason to fight you"
Aug 18, 2023 5:24 pm
"I guess it depends on your tribe," Blornvid answers. But when Ro sniffs out the visitor and begins to lick him, Blornvid relaxes. "Well, Ro says you're alright, so we won't be fightin' you either." The dwarf lowers his axe, steps forward, and extends his hand. "Name's Blornvid. You've met Ro. Her companion is Raggy. And Mr. Wizard over there is Skeeve." He gestures towards the tiles. "How'd you get that thing to work?"
Aug 18, 2023 7:14 pm
Given that the situation has been diffused and he has been introduced, Skeeve, steps up and follows Blornvid's comments with, "Yes, how *did* you get those tiles to work!? And what caused the transportation if you didn't trigger it?"

Skeeve is a human young adult of medium build. He has a mess of brown hair and eyes with bright green irises. He is carrying a suit of armor in one hand and a long hooked pole in the other. He is wearing a snazzy suit leather armor with dragon scales, though it looks like it needs some work.

Skeeve says, "I need to try something ...". He then carefully puts down the armor and pole, reaches out his hands toward the tiles (without touching them) and try to magically "feel" for what happened. Specifically, he is trying to see if he can recreate it if needed. However, he is trying to not trigger it, just see how it is happening/has just happened. He tries to memorize the pattern in the tiles and will write it down after his magical scan is completed (success or failure). He then looks at the newcomer and says, "I apologize for being so insistent, but did you see what the tiles on your side looked like before you came here? Was it the same pattern as here or was it different? If different do you remember the pattern?"

Once this is all done, he will put away his writing tools, pick up his Stick and reform it around his waist, and pick the armor back up so they can go wherever it is decided.
Last edited August 18, 2023 7:21 pm

Rolls

Skeeve: Magic Scan - (2d6)

(22) = 4

Aug 18, 2023 7:49 pm
The tiles are as before save the residue of magic in them. Thinking back he recalls only that when he initially felt the tiles out they were totally dead, though the border has some traces of energy. Now all of the tiles have a bit of energy that is quickly fading away. The tiles are as before, a focus or conduit to amplify magical power. The proper arrangement coupled with the correct magical power should produce an enhanced effect.
Aug 18, 2023 9:14 pm
OOC:
Gotcha.

Skeeve just thought that if it had activated, it might give some hints on how to do so. Plus, if I rolled better, maybe I *would* have gleaned a clue or something.
Skeeve repeats his question to the newcomer, "Do you remember the tile pattern before you were teleported?" If he does, Skeeve will write that down. He doesn't bother with the current configuration since it is how he last left it.

He then realized how rude he has been and says, "I am sorry for your misfortune. I don't know how to send you back. Honestly, I am still just learning how to better use my magic, and this tile thing is much more advanced than my knowledge.

"We've just had our butts kicked three times, so we're heading back to our base to heal up and eat. You are more than welcome to come with us."
Aug 19, 2023 2:28 am
"Alas I cannot fully answer your question. Everything happened so fast. I recall a pattern different from this one though not exactly what it was. Then there was a big hummmm and a portal appeared and a combat broke out. When I purchased my ennemy on the tiles...

Suddenly he realized that the spiderlike creature was nowhere to be found. Gardakhan tries to feel if the creature essence was nearby.

After a moment where he seemed to have spaced out he adds while reaching for something in one of his pockets "I can take a look at your injuries if you need. These herbs will surely help"
OOC:
How do we proceed for healing test?
Once per character? A number of healing attempts per days?
Last edited August 19, 2023 2:29 am

Rolls

Spirit sense Test DC: 5 - (2d6)

(12) = 3

Aug 19, 2023 3:17 am
OOC:
I don't really requires rolls for actions without risk. And if I do ask for rolls of off combat you can add focus to all rolls unless I otherwise indicate.
All magic is at will, so at often add you like, unless otherwise stated.
In short you can heal them, it just takes time
Searching for the spider reveals nothing to the shaka sences. Shaken and disappointed at this setback Gardakhan calls a spirit of life who is able to quickly heal everyone's injuries.
Aug 19, 2023 3:19 am
OOC:
Back to full?
Aug 19, 2023 4:32 am
OOC:
I don't remember if we were also going up due to time. I seem to remember "one more room", but I could be misremembering that.
Even though I didn't explicitly mention it before, Skeeve has been continuing to map and take notes, so it shows the fisher cave (7), the spider cave (north of 7), the two dead ends (12 and 16) and the dark mantle cave (15).

If we're gonna stay for a bit longer, Skeeve would like to check and confirm that 13 links to both 11 and 15. In the latter case we'd work to not provoke the dark mantles this time.
Aug 19, 2023 1:50 pm
OOC:
I think it was "lunch time" and we were going to eat down here, but got attacked so then decided to get healed instead
Aug 19, 2023 2:26 pm
OOC:
Ok, sounds good. Let's lunch at the tiles and then fill in gaps in the map and choose our next passageway!

Edited for clarity.
Last edited August 19, 2023 8:48 pm
Aug 20, 2023 4:56 pm
OOC:
Mnrtoler is correct. We were stopping for lunch, and since we were banged up, had planned on going to the surface. But if Gardakhan can heal us at will, then I suppose we can chow here and get back to exploring.
Aug 20, 2023 5:13 pm
Ok, I'm that case, we can chow near the tiles. Skeeve offers to share his with Gardakhan.

While they eat, Skeeve says, You said something about nightmares and a magic spider. Can you go into more detail? And you said something about a healing spirit. That's not how my magic works. How does your magic work with spirits?

He also offers to explain what they know of this location and the expedition, figuring Blornvid and Raggy will add in details from their perspectives.
Aug 20, 2023 8:25 pm
After eating and resting a bit, during which time Garkakhan summons a life spirit to heal everyone, you set out and check a few nearby tunnels.
[ +- ] updated map
The south-west (room 14) was empty though it contained signs and a few remnant of serval camps including a corpse in front of an open chest surrounded by several candle stubs. Moving on to the north a bit you find a tunnels leading further west form a main cavern (cave 10). Near the tunnel entrance you find someone has scrawled "Joane's Marauders looted this place" on the wall, and a bent dagger nearby on the ground. The passage heads down at a steep angle and the air in that passage grows noticeably cooler the further you go. Deciding not to venture too deep you return to the main caverns. At this point the cavern that goes down and the passage beyond the cave fisher are the only areas of these caverns you have not explored.

Which way? Down, past the fisher, up to the base, other?
Aug 21, 2023 1:37 am
Gardakhan gladly share lunch with skeeves and explains his ordeal with more details.

"For a while now my tribe has been plagued with Nightmares. It puts everyone on edge. I have been tasked by my master to track the nightmare to its source. The spirits guided me torwards the cave where I found the tiles. I recall some stairs pattern then them hummed and a spiderlike creature appeared. It was the source of the Nightmare. Combat followed and when I stepped on the tiles I got sent here..."

He pause for a moment trying to figure out how to explains his powers. The best way would be to show it he decided.

"My magic as you call it is more about asking the spirits that inhabit the invisible world to manifest themselves.

As he explained this, he thought that perhaps the fire spirit he called in his fight could help him fill the gaps for the tile pattern.

Rolls

Gardakhan: Test DC: 5 - Basic - (2d6)

(54) = 9

Aug 21, 2023 2:18 am
Gardakhan calls the spirit and they commune for a minute. The spirit helps Gardakhan gain a better picture of his memories and he shares his recollections with the others.
The first pattern he saw the tiles set to had 2 groups of black tiles looking something like /_ a diagonal slash upwards from left middle to middle top and a block middle bottom to right bottom
The Second arrangement had the black tiles in a V pattern but there were a bit more to it than that
OOC:
If you want to experiment with the patterns each player can rearrange the tiles as they please and add a roll to stir Gardakhan's recollection or sence the magic feedback from the tiles
[ +- ] Arranging the tiles Tiles
Aug 21, 2023 2:18 am
Aug 21, 2023 4:43 pm
Skeeve first copies down the current configuration. Then he says, "So a V-shape you say ..." He concentrates and moves the tiles around to the pattern below. "This is just a simple V shape. How close is it to what you saw when you stepped on the tiles?"



When they've finished exploring the V shape, he continues, "And for the initial shape, something like this?"

OOC:
This is fun!
Last edited August 21, 2023 4:43 pm
Aug 22, 2023 1:07 am
After studying the tiles and considering things Gardakhan recalls the patterns being thicker and the V did not touch the top..
OOC:
Last free hint. Character need to perform test for further hints.
You can also involve the npc from the base or just spend more character time experimenting to get results
Aug 22, 2023 4:48 pm
OOC:
OK, I just realized that the above two patterns are impossible. They each have 16 black squares. They must have 18 squares as the mix must always remain 50/50. So I need to have 18 black squares. I understand they would have been wrong anyway, and the above is still the last free hint. That's all good. I just wanted to note that the first two I did were impossible and I will fix that for future efforts.

Also, I meant to chase down the "V" formation first, then do the "/_" formation only after that. So, I'm going to just focus on the "V" formation for now, then come back to the other one. I will do the next attempt at the "V" formation, with dice rolls, in the next message.

Finally, please let us know how the time is progressing. I don't want to end up stranding ourselves because I took us on too big of a tangent. Also, I am not meaning to overshadow anyone here. While Skeeve (and I) are having fun with this, neither of us want to bore the rest of the group!
Aug 22, 2023 5:52 pm
The original one was impossible, so it is what it is. Skeeve's first try after is to make the following. Since we know it should have "a bit more to it", we know it is still wrong. But, Skeeve is hoping to at least get some kind of "feedback" from the magic item. And at least this one is possible.



So, needing to add "a bit more to it", Skeeve moves two of the tiles down to the lower corners to break the idea of a "pure V" ...



However, looking at that, it looks more like a "Y" than "V". So, he makes another alteration ...



... which doesn't seem to actually help.

Each time he makes a change he is sensing as best as possible to see if he is hitting a "match" of some kind. Any input Gardakhan and his fire spirit can offer is always welcome!

Here are Skeeve's rolls for the three patterns.

Rolls

Skeeve: First Pattern Test - (2d6)

(34) = 7

Skeeve: Second Pattern Test - (2d6)

(56) = 11

Skeeve: Third Pattern Test - (2d6)

(41) = 5

Aug 22, 2023 6:22 pm
Gardakhan tries to keep up with skeeves but he has no recollection of a V-shape pattern.
The initial pattern however, rings some bells as he tries a pattern of his own.
Psybermagi says:
OOC:
No problem here had quite a busy day yesterday and did not find the time to play with the grid

Rolls

Gardakhan: Pattern Test - - (2d6)

(26) = 8

Aug 22, 2023 7:10 pm
OOC:
Just FYI: The above pattern isn't quite right because it is split 16 black and 20 white. Since we aren't flipping tiles over (therefore able to have any combination of black and white), but rather swapping tiles (therefore maintaining a fixed ratio of 1:1 or 18 of each color), the above pattern is "impossible". I do remember, when peeking at your original thread, that the first pattern had this mistake. So, if you are accurate on this pattern, then @psybermagi will need to let us know what it really should look like with two more black tiles showing.

I'm not immune. My first two tries here were also 16/20, not 18/18, so it's an easy thing to do!
Aug 23, 2023 2:31 am
All of this is just going over Raggy head. He and Ro keep watch as he ponders what it must be like to have magic and commune with the spirts
Aug 23, 2023 3:07 am
Playing around with the V pattern Skeeve feels things out as he moves the tiles around. Gardakhan mentions that the Dream Weaver spider was able to move from one pattern to the next in a few seconds, while Skeeve and he take that long to move a single tile one spot. In the midsts of trial and error Skeeve feels a reactions and after changing the tiles gets a reactions. The tiles lock into place and seem to hum for a moment.
Skeeve realizes this is the "Address" to use the tiles to travel to this location in the caves. If they can ever find another pattern then at least now they have a way back!
[ +- ] Tiles Back to the tunnels
Aug 23, 2023 3:31 am
Skeeve both works to memorize this pattern and writes it down studiously. He will make sure to provide it to Fiznik when we go back up. On the other hand, this sucks for Gardakhan. He says, "I am sorry, but the pattern that sent you here is a one-way trip. We have no idea what the pattern to send you back is."

To the others he says, "This does mean that the tile pad has just become much, much more valuable to *us* because we can now get back!" He continues and says, "Thank you both for being patient with us while we tried to figure this out. I know it has been pretty boring for you while we keep trying different patterns. I was hoping to be able to send Gardakhan back so he could help his village, but we don't seem to have the right pattern for that pad. What would you two like to do next since we have monopolized things to this point?"

We could try to find the other pattern, but again, I don't want to bore the others too long. They've been very indulgent to this point!
Aug 23, 2023 4:19 am
Gardakhan soon learns which spirit is best able to move the tiles, though he feels they react differently to the different spirits. His initial idea does not have a good reaction but thinking over it he feels that Skeeves attempt at the /_ pattern had the bottom half correct. The slash is in need of some fine tuning. After a bit more experimentation you get a reaction. The new pattern seems to resonate but you hold back from fully activating it.
[ +- ] Gardakhan's tile arrangement
With two patterns now, one to take you away and another to bring you back. You hope.
Aug 23, 2023 4:26 am
OOC:
Take your time. Life isn’t all about combat. You do your thing bud.
Maybe the fates have sent him here for our help.
Aug 23, 2023 12:37 pm
Experimenting with the tiles has taken some time. Though Skeeve and Gardakhan have become more proficient at moving the tiles it is still much slower than when Gardakhan saw the Dream Wever spider doing it. By time you have identified two valid pattens, HOME and UNKNOWN is has bee a couple of hours.
Time: 14:30
Aug 23, 2023 4:56 pm
daryen says:
"Thank you both for being patient with us while we tried to figure this out. I know it has been pretty boring for you while we keep trying different patterns. I was hoping to be able to send Gardakhan back so he could help his village, but we don't seem to have the right pattern for that pad."
"No worries, lad. It was a worthy endeavor."
daryen says:
"What would you two like to do next since we have monopolized things to this point?"
"Other than descending to the next level, I don't recall what we've left unexplored or unexamined."
Last edited August 23, 2023 4:57 pm
Aug 23, 2023 5:03 pm
OOC:
unexplored past the Fisher and they long tunnel down to the West
Aug 23, 2023 5:06 pm
OOC:
I was under the impression that both of those directions led down to another level.
Aug 23, 2023 5:42 pm
OOC:
West yes, pay Fisher no
Aug 23, 2023 8:34 pm
OOC:
Ah yes. That's right. But going past the Fisher brought us to the spider cave which was its own style of problem.
Aug 23, 2023 8:37 pm
OOC:
spiders are in room 12
Fisher is in room 7
[ +- ] updated map
Aug 23, 2023 8:49 pm
Psybermagi says:
The northern opening leads to a long passage leading deeper into the earth.
OOC:
That's from August 11 at 6:29PM EST, which is what I thought in the first place. So I scrolled up when you corrected me about it descending to the next level and saw that Daryen had mentioned the spider cave. I posted that and that was wrong, so I scrolled back and re-read back at the original encounter and found that quote. I interpreted "deeper into the earth" to mean descend to the next level. Is that not the case? I'm officially confused. :(
Aug 23, 2023 10:44 pm
OOC:
I guess I was confused, too, as I thought the spider room lead to the outside (or at least hinted at doing so). That's why I was interested in getting through the room until we realized we didn't have the right tools to clear out the spiders.

So, if the room past the fisher doesn't go down, did we get a feel for what direction it did go?

Even so, that means we have at least three options:
1) The opening past the fisher room.
2) The way down to the west.
3) Activating the tile pad with the unknown destination.

In theory, we might be able to get outside through the spider room, but we don't have a way through the spiders.
Last edited August 23, 2023 10:46 pm
Aug 23, 2023 11:02 pm
OOC:
Poor choice of words on my initial post for the tunnel past the Fisher.
Sorry for the confusion.
Daryen had it correct though there is an option, 4 go back to bar.
I assume Gardakhan would be anxious to learn how to go home due to his people's predicament.
Aug 24, 2023 12:36 am
OOC:
So, just to clarify, what is past the Fisher? Where does it go? I am pretty sure we peeked, but passed on it.

And thank you for taking the time to clarify everything so we can figure out what to do next.
Aug 24, 2023 1:39 am
OOC:
It is just another area of the cavern system. All the tunnels between the caverns (yellow slash between caves means there is a long passageway between the two) go up, down, and wind around. The only difference from the character point of view between the passage beyond the Fisher and the one to the West is that the western passage has a steading decline as it goes along dropping hundreds of feel in a quarter mile.
Aug 24, 2023 2:37 am
OOC:
Then I guess it's past the Fisher or call it an early day and ask around about how to deal with the spiders.
Last edited August 24, 2023 2:37 am
Aug 24, 2023 2:46 am
Gardakhan refrains from activate the portal although he is somehow relieved to have a way back to the spider thing cave.
Although he offered a good fight and injured the creature, he doubted he could destroy it by himself. Futher more would the creature still be in that cave.

"I have something to ask of you would you help me defeat the creature plaguing my tribe. It has powers I never encountered before and I alone would not be able to deal with it."

He pause for a moment to observe the reactions.

"Of course we barely know each other and would understand your reluctance. In which case I offer my help to your current endeavour. It will prove my good will and I can definitely learn a thing or two that will be useful. My tribe is rather peaceful and I'm not quite used to call the spirit in fighting situation"
OOC:
Gardakhan will tag along regardless of the decision. He will either attempt another fight with the help of the group or tag along hoping to gain combat experience and be better prepared for the next meeting with the creature
Aug 24, 2023 12:46 pm
OOC:
I'm just going to steer the story to finish out these caves so off to the Fisher and beyond
You chat a bit as you make your way to the Fisher cave. Watching for the fishing line yo uspot it in a different location this time and easily avoid it, making your way down the next set of cavernous passages. The cave forks left and right but you find the left dead ends quickly and to the right you find a large pile of bones before a narrow passage that is oddly smothe and inclines upwards. The bones are piled in a small depression at the base of the incline and look to be the remains of many creatures, several of which are humanoid. Looking at the odd stone walls and floor you are unable to tll if it is man made or perhaps a lava tube? Odd as there have been no othe smothed tunnels but if it was made then someone spent an odd amount of time smoothing it out though not flatening all of the surfaces. (room 6)

[ +- ] map
Aug 24, 2023 1:07 pm
I will help you protect your tribe. Sounds like a peaceful tribe being tormented by a horrible evil. But as the day is going towards late and it has already beaten you once I suggest you stick with us and get some experience. You said you have dreams about it so if they get worse let us know and we can expedite our return with you.
OOC:
So we got the "key" for both Gardakhan’s origin and back to our tile both right?
Aug 24, 2023 1:10 pm
OOC:
2 "destination" keys, 1 is for this cavern set you are unsure where the other leads.
Aug 24, 2023 1:11 pm
Psybermagi says:
OOC:
2 "destination" keys, 1 is for this cavern set you are unsure where the other leads.
OOC:
okay thanks
Aug 24, 2023 1:54 pm
Blornvid nods in agreement with Raggy. "Aye, I'll help. But it may well be that we need help from others more powerful than ourselves. We had an encounter with a being way too powerful for us a few days ago in the level above and did just that."

As for the tube...

He turns to Raggy. "Does Ro smell anything in the tube?"
OOC:
What's the rough diameter of the tube?
Last edited August 24, 2023 1:56 pm
Aug 24, 2023 2:19 pm
"Come on girl what do you smell?".
Turning back to Blornvid, "I’ll take a look too"

Rolls

Ro: Test DC: 4 - Basic - (2d6)

(24) = 6

Raggy Test DC: 4 - Adv - (3d6)

(115) = 7

Aug 24, 2023 3:21 pm
Gardakhan is pleased to have found allies and follows the group.

Near the tube he calls forth a spirit of light and slowly move it within the tube to see how far it goes.
Aug 24, 2023 3:27 pm
Then upwards tube is 8 to 12 feet in diameter. Ro detects an oddly clean (?) smell from the bones and tunnel. Other than being polished smooth somehow nothing in the tunnels stand out.
Aug 24, 2023 4:19 pm
Skeeve says, "I can put a magic light on something that can be thrown or shot down the tube ..."

He turns to their new friend and says, "How vulnerable are your spirit friends? So, for example, if we ask your fire spirit friend to lead down the tube and there is something nasty in there, can it be killed or harmed? Or would it just dissipate and reform later?" Skeeve figures if there is no danger to the spirit, then it is not a bad thing to ask. But if it can be harmed, then it isn't worth the risk to the spirit.
Aug 24, 2023 4:29 pm
OOC:

That would be some questions for the DM. We have not discussed spirit health.
I assumed that when a spirit is called what we see is a manifestation of the spirit on the 'real' world.
It is not not the spirit itself.

But I could be wrong...
Aug 24, 2023 5:12 pm
OOC:
Gardakhan can call a spirit into the world for an extended period of time by helping it create a body that lasts 10 minutes
Any damage at all will simply destroy it's physical body.
Aug 26, 2023 1:32 am
Skeeve says to Gardakhan, If it won't hurt your spirit, can they scout down the tube a little for us?

If that doesn't work or if it doesn't find anything, Skeeve gives his "light bolt" trick a try. He fires a bolt of light as far up the tube as it can go.
OOC:
I am figuring that fighting whatever is up the tube in the cavern will be a better option than fighting it in the tube. If nothing reacts, I guess we take our chances.
Last edited August 26, 2023 1:33 am
Aug 26, 2023 1:49 pm
Crap! Forgot to add the dice roll! Here we go:

Rolls

Skeeve: Fire light up the tube - (2d6)

(23) = 5

Aug 26, 2023 2:23 pm
Gardakhan calls forth a light spirit and asks it to venture into the hole while he follows from afar.
OOC:

I thought I already did that. Sorry if it slowed things down.
Quote:
Near the tube he calls forth a spirit of light and slowly move it within the tube to see how far it goes.
@DM is there a max range to those spirits?
Aug 26, 2023 4:44 pm
Quote:
When a spirit of summoned they take the shape of a particular animal— no larger than a medium-sized dog—that is visible to anyone. Despite being able to be seen by anyone, they cannot speak, and instead communicate telepathically with their master while within 50 feet. Roll a Save Test each minute they are out of contact with their master. If they fail they become distracted and forget what they are doing and return to their master. They have a movement of 30 feet and are able to remain manifested for 10 minutes before another test is required to help the spirit hold its form.
The summoned spirits forms are illusory and this are unable to physically interact with objects. The bodies will take damage when attacked and can not pass through solid objects or creatures but can squeeze through small openings. When summoned, they have 1 Hit Point, and if hit by any attack they disappear.
Aug 26, 2023 4:56 pm
OOC:
Tests at times like this, when you can simply retry until you get it, are not required by me but do add input for commentary about the results
The spirit and flickering magical light source head up the tunnel followed by the party after 50 feet. The tunnel goes up for over 80 feet when suddenly Gardakhan gets a mental alarm from the spirit who then promptly disipated as it had been attacked by something. Ät the same time Skeeve's spell is disrupted growing dimmer.
Psybermagi sent a note to GeneralET
Aug 26, 2023 5:38 pm
As the link to the spirit gets cut off abrubptly, his face changes suddenly.

"There is something there. It... It ate the fire spirit. It even burned it. We should get out while we can."

He then starts to back off the tube.
Aug 26, 2023 7:35 pm
OOC:
Is Raggy able to see anything that happened to the spirit?
Last edited August 26, 2023 7:35 pm

Rolls

Raggy and Ro: Test DC: 4 - Adv - (3d6)

(545) = 14

Aug 26, 2023 7:53 pm
Skeeve says, Let's get back to the cavern for the fight. Hopefully it isn't too much for us!

I assume that we hurry back to the cavern. Skeeve does, but he won't abandon the team.
Aug 26, 2023 8:15 pm
Agreed just trying to see what is coming
Aug 27, 2023 6:01 pm
As Blornvid has a higher tolerance to heat than the others, he lets them leave the tunnel first, and he brings up the rear, relying on his darkvision to keep an eye out for pursuit.
Aug 27, 2023 6:39 pm
Gardakhan begins heading back as Raggy peers up the slope towards the dim glow. All he can see is an odd distortion to the light. The light looks as if he is looking at it though an old thick glass window that has started to warp and distort. These distortions are changing and moving around then the light disappears. Skeeve tugs on Raggy and they follow Gardakhan with Blornvid bringing up the rear. Glancing back Blornvid can not tell what causes it but a slight hissing sound precedes something vague, like a curtain or thin mist?, in the tunnel moving closer.

With Blornvids promting you all pick up the pace and reach the cave at the base of the tunnel. The tunnel is to the north and you currently stand in the depression at the mouth/bottom of the tunnel.
https://i.imgur.com/BY71sDe.png
I need everyone to describe where you move, what you do, or anything else as you leave the tunnel
Aug 27, 2023 9:14 pm
Blornvid stands at the first open square to the right of the grey circle. So it's the fourth square above #6 on the map. He readies his axe to strike at whatever comes out of the tunnel.
Aug 27, 2023 10:05 pm
Skeeve moves down two squares and one to the left (to his right). There is a defensive curve to the rock wall there (two squares down from the tiny, tiny camera icon) and he'd like to take up a defensive position there. He's then ready to blast with his bolts.
OOC:
As an aside, Skeeve left the armor in the tile room as there is no point in dragging it everywhere.
Last edited August 27, 2023 10:07 pm
Aug 27, 2023 10:52 pm
Gardakhan tries to take cover by the right side of the cavern (from 6, 2 tiles NE). As his spirit felt burnt, he tries to summon a water spirit and ask it to send a hard jet of water at whatever comes out of the tunnel.

Rolls

Gardakhan: Test DC: 5 - Basic - (2d6)

(55) = 10

Aug 28, 2023 3:57 am
You all get into position and watch the tunnel. Skeeve holds the torch aloft and after a moment you all hear the noise just before a strange mass exits the tunnel and stops in the depression. It has no distinct form or color and is nearly transparent.

Whatever it is begins withdrawing back up the tunnel. Before it gets far the spirit summoned by Gardakhan appears and begins spouting a thin stream of water at it that cuts into the mass, cutting a chunk off that falls Inti the depression.
Aug 28, 2023 1:56 pm
Raggy will stand at the six crossbow in hand with Ro directly in front of him.

Is it gone? Can we see what fell off it?
Aug 28, 2023 3:59 pm
The translucent mass, a slime or ooze of some sort?, It's slowly making its way back up the tunnel. The section cut off by the water stream has filled the bottom of the depression with a brackish fluid
Aug 28, 2023 8:23 pm
OOC:
OK, to be clear, the ... whatever is still heading back up the tube even after being hit by the spirit?

Assuming so ...
Skeeve whispers, "Uh, guys, if it is leaving us alone and retreating without actually seeing how much of a threat we are, we should probably just let it go and avoid this cavern. Especially since it it isn't even retaliating from the spirit's attack."
OOC:
If my assumption is wrong, then just delete this post and I'll try again.
Last edited August 28, 2023 8:24 pm
Aug 28, 2023 9:45 pm
"Aye. Not sure if Valpip has got anything that'll work on that thing. Keepin' it sealed into its tunnel, that is. Then again, this deep down, he might not be bothered unless it's an immediate threat to the surface."
Aug 28, 2023 9:47 pm
Skeeve says to Blornvid, "Hey! Remember that ooze/elemental thing that scared us but ran away? Think maybe it's part of that thing?"
Aug 29, 2023 12:17 am
The creature is quite similar to the ooze you fought only much bigger and more translucent. It slowly continues and up the tunnel. You are certain it came down much faster
Aug 29, 2023 12:24 am
"Oh yeah," Blornvid strokes his beard. "That one was water-based, and this one seems fire-based. That can't be a coincidence. Can it?"
Aug 29, 2023 12:49 am
Hey didn’t we think the pool controls a water elemental?
Aug 29, 2023 12:52 am
While it would be cool to see what is up,top, Skeeve is not sure it is worth trying to kill a presumably powerful creature that isn't a threat. He notes, It seems to be going back slowly. I wonder if it is being cautious, or is just injured.

To Raggy, he says with a grin, I dunno. Are you willing to take the slurp to find out?
Last edited August 29, 2023 12:53 am
Aug 29, 2023 1:00 am
Thinking a bit more, Skeeve says, Hmm ... Do you think that trident would help with any of this? We found the other ooze/elemental trapped outside the room with the trident.

Too bad none of use know how to use a two-handed melee weapon. :)
Aug 29, 2023 1:24 am
OOC:
Justa a clarification
You realize after looking over the remnant left in the depression. The ooze is very acidic, Likely the 'burning' feeling of the familiar refered to being enveloped and eaten as this is a comon ooze tactic and one quite frightening considering the size of the one in the tunnel.
Aug 29, 2023 2:13 am
OOC:
Taking GM's clarification and gaming it.
Blornvid sniffs the remnant. "Smells more like acid burn than charred from fire. There goes our elemental idea."

To Gardakhan, he says, "Nice work with your uhhh... water spirit. Did I get that right? Anyway, it did quite the number on that beast."
Aug 29, 2023 1:49 pm
Sure I’d be willing to take a drink, we determined they are usually good things, but if Blornvid thinks it’s acid not fire then maybe not the right play.
Last edited August 29, 2023 1:49 pm
Aug 29, 2023 2:42 pm
Gardakhan nods at the mention of the spirit nice work and looks at the puddle with a slight shiver.

"I for one would not drink that." He tells Raggy.
He takes a small part of his ration and throws it in the puddle of 'ooze' to observe the reaction.

"We got lucky this time"
Last edited August 29, 2023 2:43 pm
Aug 29, 2023 3:10 pm
No not that, there is a magical pool in another cavern. It is supposed to bestow some kind of good effect
Aug 29, 2023 5:20 pm
"So shall we go see that pool of wonder? I'd rather not dwell near that beast or worm or elemental or whatever it was
Saying thanks to the summoned spirit, he dissmisses it for the time being.
Aug 29, 2023 6:41 pm
"I'm good to go."
Aug 29, 2023 7:46 pm
Skeeve says, "I'm good to go, too. Let's keep an eye out for that stupid fisher's line, though."

Before leaving, Skeeve adds this to his map and takes a few notes about the tube and its occupant.
Last edited August 29, 2023 7:46 pm
Aug 31, 2023 12:28 am
You tavel through the caves without further incident. You have mapped the entire cavern system save a passage filled with some kind of massive ooze and another that lead down into the underdark. All challenges have been cleard save teh cave of spiders, teh ooze, and the cave fisher.
OOC:
Not su2rre where you are heading. The magical pool in room 8?
Optoions for next adventure
1. The Under Dark
2. Traveling theTiles - I can FF roling and problme solving and get you a few "addresses" with the help of the NPC
3. Go back to base and check in with the expedition for any further jobs
[ +- ] map
Aug 31, 2023 1:29 am
OOC:
We didn't clear out those dark mantles, or whatever the falling/flying creatures were, either. But, in each of the cases, the un-killed creatures seemed to be content in their cavern, so shouldn't cause issues in any other caverns.

Also, I'm curious about the found magic armor. While Skeeve is actually pretty content with his armor, he is hoping it'll be useful for Blornvid or someone else.

Well, two main things pop to mind.

First, trying something outdoors sounds kinda nice as a change-up. That said, the swamp just sounds like a dungeon of a different name. That said, checking out some of the relic structures could be cool.

Second, we can go tile-portal-hopping. I figure Gardakhan should be wanting to save his tribe, so we should be trying for that, I would think. We have a mystery pattern to try and who knows if Fiznik has any for us to try. Then again, I don't know if you've thought out all the portal stuff or if that's the direction you want to go as the GM.

That all said, I'm up for the Underdark, if that's what the others want.
Last edited August 31, 2023 1:32 am
Aug 31, 2023 2:17 am
OOC:
I think we check with the folks upstairs about the armor and updating them. Beyond that I figure Blornvid and Skeeve may want a change for the caves, but also we need to help Gardakhan
Aug 31, 2023 2:41 am
OOC:
Well the key on helping Gardakhan is, did Psynermagi ever mean for Gardakhan to save his tribe, or was that just a setup to get him into the main setting? If the former, then, yes, let's go stomp the evil spider-thing and save his tribe. If the latter, then he simply knows his tribe's time ran out and he's on his own now. Just need a little GM guidance on which the situation is. I want this to be fun for him, too!
Aug 31, 2023 3:09 am
OOC:
Gardakhan would definitely want to help his tribe but he understands he needs to grow before. And that won't happen in a few hours time. Given that its already late (I think) I see no problem going to the nearest town/village to get that armor checked and continue some of your investigation. We can always get back to the spider thing in a few days
Aug 31, 2023 3:10 am
OOC:
I was also wondering if we we’re supposed to follow that plot line or meta it out as just an introduction
Aug 31, 2023 3:38 am
You make your way back to the base. The guards are a little alarmed at the addition of a new member. Looks like a goblin to me one of them mutters. They insist he be "escorted" to see the priest to divine his trustworthiness. Gardakhan is guided to the shared temple and the guards talk with Felspar before being sent off for the map.
Lord Felspar
Lord Felspar is a kindly yet firm aging man who retains much of the strength of his youth and only grown in power with the passage of time. Gardakhan can feel a strong spiritual presence from the man that is filled with a bit of divinity. While waiting for the map Felspar has you all sit and explain the situation to him and he asks a few pointed questions of each of you (Gardakhan and Skeeve are aware of a mild magic that permeates the area). With your story told and the map at hand all take a look.

clerk
The clerk came and explains a bit about the map and known areas beyond its borders.
We know there are frozen windswept tundras to the far north and the Wolfpine forest to the west is vast. South east of the human nations is the great dessert and to the North east of the dwarven nations are the Drow. Beyond those lands we know little.
Gardakhan recognized the Wolfpine as a name used for the wooks his people dwell in, though he is not quite sure where they might be in relations to this map. Felspar declares Gardakhan has no ill intent and the clerk issues his a day pass that will allow him access to all public facilities.
[ +- ] map
Valpip
After talking with the priest and clerk you head over to Valpips shop and show him the armor and ask him about the tiles. The armor is quickly identified.
Valpip is excited by your find of the tiles and offers to accompany you to them on the next day along with Fiznik, whom he assures you will also be interested in examine this recent find. I will discuss with Fiznik a suitable reward for your assistance in locating and studying these tiles. They are an ancient form of structured magic that bridged the gap between rituals, runes, and the spoken spells we mostly use today He ask many detailed questions about the tiles as he makes notes on a scroll before allowing you to leave for the night.
[ +- ] Windswept Wyvernmale
You end the evening at the tavern where the cheery atmosphere and good food does much to ease the pains of the days trials.
Aug 31, 2023 3:46 am
Psybermagi says:
You end the evening at the tavern where the cheery atmosphere and good food does much to ease the pains of the days trials.
"Aye. There'll be an extra pint or two after this day."
OOC:
What size is the magic scale mail?
"Well, if we ain't helpin' Gardakhan get back home just yet, then I wouldn't mind bein' outdoors for a bit. I could use the fresh air. I s'pose Ro wouldn't mind some room to run either."
Aug 31, 2023 3:54 am
OOC:
armor is one size fits all - low stress, simple life, easy system to the win :)
You leaned from your talk with Valpip the tiles can be used to teleport you various places and likely with the collapse of civilization during the Shattering many if not most of the tiles, that still work, would likely be in runs deep within the wilds. Gardakhan explains that though his tile's were similarly underground the cave lead to his tribes woods.
Aug 31, 2023 4:54 am
"I got this last, Raggy taps the crossbow," "one of you should take this. Anyone think they have more need to be quiet?"


Ro wags her tail and excitedly barks at the mention of outside running space.
Aug 31, 2023 2:08 pm
Skeeve points to Blornvid, saying, I'm good with my armor. I think Blornvid deserves this set.
OOC:
Does this new armor also provide an ablative HP, too, or just the other special abilities?
Skeeve is excited at the prospects of bring Valpip and Fiznik down to the tiles. He will definitely be trying to learn everything he can. He also shows that they have the return pattern and an unknown pattern, giving their new companion full credit for his efforts to recall and discover them.
Last edited August 31, 2023 2:10 pm
Aug 31, 2023 2:09 pm
Gardakhan feels a little homesick seeing how far he has been transported from his tribe. The good news was he had a quick way of getting back there.

To Blornvid he ask:
"Do you have an objective in mind when you talk about outdoors. Anywhere worth our attention?"
OOC:

Haven't read the whole thread before joining, what is the group position within the expedition?
Do you have active duties/plans already in motion or it's just let's go see what's over the hills?
Aug 31, 2023 2:10 pm
GeneralET says:
Gardakhan feels a little homesick seeing how far he has been transported from his tribe.
Part of him is afraid of his predicament but one other part he did not know until then was quite excited to see what it was like in the outside world.
The good news was he had a quick way of getting back home if need be.

To Blornvid he ask:
"Do you have an objective in mind when you talk about outdoors. Anywhere worth our attention?"
OOC:

Haven't read the whole thread before joining, what is the group position within the expedition?
Do you have active duties/plans already in motion or it's just let's go see what's over the hills?
Aug 31, 2023 2:14 pm
OOC:
The group is a random collection of troubshooters and contractors working for the Expedition. Our original charter was to clear out the tunnels below the warehouse. We did that, then expanded the charter to clearing out and investigating the adjacent caverns. We've now done that, too. So, at this point, we're ready for something new.

Skeeve is very much for checking out something in the outdoors, but the prospect of helping Valpip and Fiznik investigate the tiles is too much for him to resist. He definitely wants to go do that first.
Sep 5, 2023 2:28 am
OOC:
OK, before the GM gets back, let's discuss what we wanna do.

First, we lost Raggy, unfortunately. Hopefully he's wandering around in the background in the camp.

Second, if Valpip and Fiznik are coming down to check out the tiles, Skeeve really, really wants to be there for that.

Third, after that he's willing to do whichever style of mission the others want to do.

Either of you have other ideas on what you want to do?
Sep 5, 2023 2:56 pm
OOC:
Let's accompany Valpip and Fiznik to the tiles so we can protect them and learn more along the way.
Gardakhan would not turn down an occasion to make sure he can get back home if need be.
After that, we could go check out some ruins or what is left of the city?
Sep 5, 2023 3:34 pm
OOC:
I'm good with watching Valpip and Fiznik dabble with the tiles. After that, ruins could prove interesting.
Sep 5, 2023 3:57 pm
OOC:
Investigating some ruins after the tiles visit works for me! Thanks!
Sep 5, 2023 5:32 pm
After some good food and a decent rest you lead Fiznik and Valpip, along with a pair of guards, down into the tunnels. Unfortunately Raggy to stay back this time and focus on training a bit more with his weapons and Ro. Leading the wizard and artificer beyond the rooms and into the natural caverns beyond the base cellars you recount all you encountered along the way. After about an hour of scrambling through the tunnels you arrive at the tiles.

Fiznik and Valpip consult with Skeeve and Gardakhan again on all they know of the tiles before setting about on several experiments that take up the rest of the morning. At the end of the time they share their finding with the party.
OOC:
I will start using these tiles to expand the game play area beyond the expedition. I have added them to the Tiny Notes sheet for tracking.
[ +- ] Tile patterns
Fiznik
After careful study of these tiles we agree with you initial assessment but would like to test them further. Besides the two patterns you identified we were able to identify 3 more. For these to work a magic wielder must stand on the stones and pour energy into the tiles after arranging them to the proper pattern. The first two are like the ones you had already discovered and are likely used to transport individuals on the tiles to other locations. The third is a form of defense that protects those on the tiles, and the tiles themselves, from outside forces and even detection. Unfortunately these tiles require great amounts of energy for most functions. While you two together will be able to activate the Cloaking Shield it will take more power for you to use them to take you there and back again.

Valpip
We prepared 2 items for your use if you are willing to help is investigate these tiles. The first item is a crystal to hold magical energies that will allow you to activate the tiles 3 times for transportation before you will need to bring it back to us to be recharged. One charge to take you to a destination, one to bring you back, and a third. charge just in case.
The second item is like the maps we used before. However this links two small tile boards. Besides allowing the tiles to be rearranged and reflected on the other tablet they also can be used to show the direction and distance to the other tablet.



Fiznik
We would like you to test the tiles for us. Are you up for a bit of an adventure?

Regardless of your decision in thanks for your assistance with this we prepared another item for your use. We think it should be quite helpful in your line of work.

What do you say?
[ +- ] Gem of Spell Storing
[ +- ] Tile Tracker Tabler
[ +- ] Clockwork Homunculus
Sep 5, 2023 8:41 pm
Skeeve looks at the other two and says, "Well, it isn't necessarily a set of actual ruins, but do you want to try 'riding the tiles'? We have three patterns to try out and the way to get back home. We can't try them out all at once, but we can still give them a go! I doubt all of them are going to have an entire cavern of spiders between the tiles and outside.
OOC:
To be clear, Valpip or Fiznik keeps one of the Tile Trackers and we use it to communicate back and forth, correct? (Plus they can always send us a new pattern or something, and we can always send back the new patterns we find.) Can it be used to quickly transfer a pattern to a tile platform?

On the homunculus, it only works when wound up and only works when someone is explicitly controlling it? It cannot operate independently, correct? Also, if it takes two hit points of damage, is it outright destroyed, or can it be repaired? (Obviously, if the rip-cord is used, it turns to dust and is permanently destroyed. I'm asking if we don't use the rip-cord yet it still takes two points of damage.)

Also, also, neither of them mentioned the homunculus. I assume its primary function is for scouting? (Obviously, it is also meant as a single-use backup in a nasty fight. I was meaning for general use.)
Sep 5, 2023 9:19 pm
OOC:
[ +- ] Q&A
Sep 5, 2023 9:32 pm
daryen says:
Skeeve looks at the other two and says, "Well, it isn't necessarily a set of actual ruins, but do you want to try 'riding the tiles'? We have three patterns to try out and the way to get back home. We can't try them out all at once, but we can still give them a go! I doubt all of them are going to have an entire cavern of spiders between the tiles and outside.
"Sure. Maybe we'll find something that Gardakhan can use to help his people."
Sep 5, 2023 10:55 pm
Valpip and Fiznik excitedly begin preparations handing Skeeve the Gem and tablet while Blornvid is given the homunculus.
Fiznik
Any preference on which of the three patterns you wish to use? If not then we will simply send you to the first one we discovered. the wizard asks/explains as he begins shifting the tiles as Valpip sets up a few instruments dozens of feet away.
OOC:
I will move the group through the tiles tomorrow. You can post any preparations you wish to make including purchases from the base tonight and your first post tomorrow.

Thanks to picking this as it will let me easily get the three of you to meet the other daily posting newcomers so there is a group of you and so fewer threads for me to juggle. :)
Sep 5, 2023 11:37 pm
OOC:
GMs love it when their plans come together. ;)

I thought Blornvid was going to wear that magical scale mail that we recently discovered, but I don't see it anywhere over the last couple pages of this thread. Did we get to keep it, or does the town need it (I know they have first dibs on stuff).
Sep 6, 2023 12:30 am
OOC:
@ForeverDED, I think the armor just got lost in the shuffle. I hoped it would be useful for Blornvid. I'd just list it in your inventory and wait to be corrected. :)

@Psybermagi, also, does the banded armor provide an extra ablative HP, too, or just the powers that were listed?

As for prep, Skeeve wants to make sure everyone has a couple days of rations, in case we want to explore a bit. Can Gardakhan's healing ability work on poison or disease? Regardless, Skeeve would like to get at least one anti-disease potion. Other than that, he thinks he's ready.
Skeeve says, "I think we should try the pattern that Gardakhan saw first."
Sep 6, 2023 12:40 am
OOC:
The healing ability let Gardakhan cure poison, diseases and non-magical ailments. We should be good.
Gardakhan will make sure he has a few days ration and plenty of water.
This so feels like SG-1 😅 I love it.
Let's get these chevrons engaged and explore the planet
Sep 6, 2023 12:42 am
OOC:
Armor bonus is as listed.
The bonus HP is a specific feature for the other one

Garthakan is a full healer so he can heal damage, disease and poison
Sep 6, 2023 2:40 am
OOC:
Found it. I thought that "Windswept Wyvernmale" was the name of a place. Silly me. :)
Sep 6, 2023 3:02 am
OOC:
Great! Thanks!

We should be good with healing and anti-toxin with what we have, then. We still need the potions we do have so that we can make sure Gardakhan is healthy enough to fix us all up. :) But what we have now should be good enough.
Sep 6, 2023 4:26 pm
OOC:
FYI, given the discussion in my character thread, Skeeve will work to make a couple scrolls to take with us on our adventure. One will be a two-word fireball because of his experience in the spider cave and how well the Thorns spell worked. I'll make rolls for how much money that costs when we finish the discussion in the character thread. This is just to note he will make some scrolls for the adventure.
Sep 7, 2023 1:52 pm
Stepping onto the tiles you wait but a moment for Fiznik to finish with the tiles. A surge of energy, familiar to Gardakhan, temporarily blinds you. As you blink back your sight you see a dim, overgrown, and dilapidated chamber.
[ +- ] Pattern 1
Story moves to Exploring the Shattered Matrix.

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