Episode 2

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Mar 4, 2019 10:47 am
"The Pitt is a wide expanse, a collapse of the floor in a natural cave that must be as old as the world itself," Elam says with dire seriousness, drawing with chalk on the stone plates of the floor "and around this, men now forgotten built magnificent and terrible structure. And into these constructions, they invited unearthly edimmu."

He looks up at Kray and Bryn, bringing gravity, "It is not wrong to say that the room that we enter is alive. At least that is way I attempt to understand The Irons."

Elam goes on to explain the chamber of The Pitt and The Vault. To those who listen on, it seems fantastical. And terrifying.

DMJ

Mar 4, 2019 10:59 am
More Ancient Cave, Less Man-made Structure

Beyond the Snake Door is a set of natural caves. These preexisted the city of Gelshemish. When everyone speaks of the area, they break it up into 2 chambers: The Séance Chamber and The Chamber of the Pitt. In truth, these are not really separate room but two different openings in the cave system that are separated by a narrow passage that has had some structural change to look like a throughway.
OOC:
This natural structure and odd shaping is going to make it tough for me to build the right kind of maps. Something always difficult to convey on 2-D maps in the case of natural caves is the irregularity of height of the ceilings, unevenness of walls, the ups and downs of the floor, etc. For the sake of the game, I'm going to give a shot at map making later in the week, but would want you guys to not let it blow the theatre of the mind. This place by sensory would be very odd and difficult to have clarity on every last distance, nook, cranny, dip, and turn. I know on mechanics, the ideal is exaction. I know as players, you want every detail. On this one, that's going to be hard to deliver. We'll go with something that works, but I'll tell you ahead of time that depending on what goes on, there may be some unknowns and some curveballs that could emerge on lack of understanding about details of the room. Just as if you went spelunking into a giant-ass underground cave it would be likely to surprise you if things start jumping out of the crevices and if movement around certain places became more difficult or even impassable from what you thought at a quick glance.

DMJ

Mar 4, 2019 11:07 am
The Dread of The Pit

Over time you can get used to it, but at the first encounter of The Pitt can be overwhelming to any man. It is unnatural. It leads to another world. There is something unnerving about it, even maddening. This is not only a feeling inside one's mind, it is the presence of the edimmu, the spirits, most of whom are unseen yet still they dwell in and around The Pitt.

The closer to The Pitt you move, the more that reality will bend. The rules of nature close to The Pitt are not always in effect. They either change or they are suspended. Weight. Temperature. The breath of air. The brightness of light. Speed of movement. All of these things are fragile and malleable at the area closest to and over the terrible abyss.

Maximum caution must be made at all times when being close to this great hole in the earth. Transversing it or moving around its edges is extremely dangerous. If you fall in, there is no hope of recovery. You would be gone to another world. Death is likely, but even that is unknown. If anything, it could be something worse than death.

DMJ

Mar 4, 2019 11:15 am
The Irons

One of the most uncanny, unnatural, and mysterious parts about the Chamber of the Pitt, high in its ceiling are bolted long chains of differing sizes. They are made of a course and gritty unknown metal. Most of them have a reddish dull mat color. At their ends they have various hooks, loops, handles, pivots, and claws. Hanging down from the darkened ceiling, they look like instruments from Hel.

In fact they are. What is worse, The Irons are alive. As Elam understands it, ancient edimmu were placed inside of these chains in a bygone era. Those who can speak the secrets of the edimmu can learn how to move the chains into motion. This is definitely possible, but sometimes the chains move on their own accord.

Having the right strategy to defend against The Irons will be a key to success. They cannot reach everywhere in the chamber, and Elam will later explain how they can and will be used as tools, but throughout the time everyone must keep one eye to the ceiling to guard against the mischief if not malice of these living chains.

DMJ

Mar 4, 2019 11:16 am
OOC:
that's probably all I can do today. will try to catch up later in the week.
Hope you are doing well, Players' Club.
Mar 4, 2019 12:03 pm
[ +- ] Private aside between Kray and Bryn
So, what's up your sleeve, Treasure Hunter? Team In Hel on Earth could use an edge. A nasty one, at that.

Open up your book and serve up a tall ass glass of fuck you for Suter Set? Hell, at this point a Dixie cup would do.
Last edited March 4, 2019 12:26 pm
Mar 4, 2019 1:04 pm
Ryhim nods to Kray "Whatever you can lend would be most helpful." He nods again before turning when he hears his common tongue. He smiles and responds back
[ +- ] Zuturan
Mar 4, 2019 1:26 pm
"Well, this is... Kray paused briefly, remembering the immaculate Mercon armories, "or was an armory. Given the circumstances, however, I'm sure you could find something useful for the interim. Is there something specific you desire from your personal belongings?"
Mar 4, 2019 6:05 pm
Ryhim smiles but there is a hint of sadness this time "Something useful is all Ryhim requires for the time being. As for my personal belongings, everything is replaceable eventually; save for a note. If we do not find it now, Ryhim does wish to find it if time becomes less of an essence."
OOC:
Is there equipment in this room?
Having food and water in his body, Ryhim gets a better look of the room and retrieves a kukri, the short bow, the leather armor, and the medium shield. He nods "Ryhim will make do."
OOC:
Removing his robes to don the armor then putting the robes back on after the armor is equipped.
Last edited March 4, 2019 7:14 pm

DMJ

Mar 4, 2019 6:30 pm
HypCo says:
...
OOC:
Is there equipment in this room?
OOC:
Armory inventory here.

Bryn takes the ranged ammo here.

DMJ

Mar 5, 2019 11:56 am
The Platform and its Stone

As much of the ground has collapsed into The Pitt, The Platform is an outcropping of smoothed flooring atop of a stone formation that still hangs securely on the east wall of The Pitt.

On this small section of level floor (estimated 15' by 20'), there is a podium-like menhir stone. Ancient symbols and markings are etched into it. It has metal-trimmed portals and hollowed out openings at various places on the top. The Platform Stone is definitely a Halonian build. Iz-Jeddriss and Suter-Set both say however that the stone itself is even older than the Halonian Empire.

Elam does not know the workings of the Platform Stone, but Suter-Set now and Iz Jeddriss before him were both fascinated by it. Suter-Set is seen meditating before it, even talking to it, for hours, sitting there on the precariously perched Platform. The same was true with Iz Jeddriss before he lowered himself into the Pitt years ago.

The way that both sorcerers get to The Platform for their meditations is by the manipulation of The Irons. They have the hanging chains carry them across The Pitt and set them down upon the small island of ground that hangs over the Abyss itself.

Somehow, Suter-Set manipulated the Platform Stone to open the Vault for the first time a couple of years ago. Since then, that ritual is known and can be duplicated. Elam knows how to manipulate the Platform Stone to open the Golden Door of the Kings, the door that seals the Vault.

Elam expects Suter-Set to be perched there, sitting on The Platform over The Pitt, when the team invades the chamber. From there, the Sorcerer will try his best to use The Irons and whatever other edimmu he can harness to defend himself and assault the group.

DMJ

Mar 5, 2019 12:08 pm
What must be the general plan

Move through the Séance Chamber and into the Chamber of the Pitt.

Resist the frightening and maddening effects of The Pitt.

Defend against any Edimmu.

Avoid the clasp of The Irons.

Defeat Suter-Set on The Platform, either by ranged attack or assault on The Platform.

Use the Platform Stone to open The Vault.

Hopefully...use the Platform Stone to lift the hexes and holding curse upon the Palace.

DMJ

Mar 5, 2019 12:13 pm
OOC:
Again, probably all I can get on the board today.

I'm working on moving things along, still struggling quite a bit on availability.
Mar 5, 2019 6:08 pm
Good stuff. The strategy session on a slow drip (or your version of a slow drip, J... big, splashing drops!) works. Gives time to brain storm. Take your time.

Speaking of, I'm curious on how Elam thinks we could use The Irons. Maybe to assault the platform?

Team, regarding the plan:

It's imperative that Thorn and Maeriks are in reserve on this one. Anything else is a death wish. Putting them to good use, for the better of the entire team, will be a question of timing their joining the battle.

If we go the ranged option, T and M would be good support to help finished weakened assailants on our position, with Kray and Elam making up the front.

I see potential for sneak attacks at range, perhaps combined with an assault by Kray and Elam on the platform, depending.
Again, timing. We might be better served to hold a position at range and defend it for a bit, launching assault when the time is right, leaving Bryn, Ryhim and Iasu for ranged continuity.

Of course, we have no idea what Suter-Set is packing as far as combat options. We know he does summoning. I'd be curious as to ranged magic, especially AoE. Last thing I want is the team fireballed.

And remember, expect the unexpected. J hinted at it via Elam, and another reminder can't hurt.

I like CB's idea with fire. I think we bring as many torches as possible, for light. The enemy won't give a damn about fire damage, I think.

Any other ideas, team? We've got some time to hash it out, which is ideal since a TPK seems possible here.

J, regarding Suter-Set's combat magic, Kray would peel Elam like a clementine for this info, anything he knows.
Last edited March 5, 2019 6:10 pm
Mar 5, 2019 8:05 pm
OOC:
Ryhim doesn't have any ammo for his bow, so he only has the potential for range.

How are Thorn and Maeriks on HP wise? How much wiggle room can we afford? We have to account for error we can't plan for. Like a forementioned fireball, or this ceiling chain fuckery, or traps.
Mar 5, 2019 11:09 pm
HypCo says:
OOC:
Ryhim doesn't have any ammo for his bow, so he only has the potential for range.

How are Thorn and Maeriks on HP wise? How much wiggle room can we afford? We have to account for error we can't plan for. Like a forementioned fireball, or this ceiling chain fuckery, or traps.
Maerik's current HP is 45 in total:
OOC:

HP: 17/34 (wildshape) 26/77

Ez, I agree that the enemy is mostly going to ignore the fire, but if there is another gel we'll want to ward it off. Light is hugely important too, of course. I like the idea of taking as many torches as possible.

Another thing we will want is to prevent the door from closing in on us after we enter, trapping us and becoming an anvil for Suter-set's hammers. Every battle down here thus far has involved the doors being closed behind us in one way or another. Let's bring with us a ton of the weapons from the armory, tying them into bundles if possible. We can dump them in the doorway to prevent it from being completely closed.

The pit may be a great asset to us tactically. I think we'll be able to wait near the door and assail Suter-set with ranged attacks. As he sends his creatures to attack us, we can work as a team to force many of them over the edge of the pit. If bull-Maeriks reverts back to human form, he can bump up our chances of success in a strength/shoving contest with the guidance cantrip. Couple that with someone using the Help action and shoving could work well.

Ez, your trip maneuver may also be really useful when used with ranged attacks against flying opponents to knock them out of the air. I'm not sure what ranged you have, but please take some extra daggers if anything so you have something to throw.

Here's my General Plan of Action™ for initial engagement:
Person A: Ready an action to shove any creature prone that comes within reach.
Persons B & C: Ready an action to melee creature after person A's shove attempt.


[ +- ] Maeriks Mac Mahan Mac Hannoc
Mar 5, 2019 11:51 pm
Great idea on that door. We should put a giant Macgyver wedge in it for sure. And Maeriks is in better shape than I thought.

Kray doesn't have trip maneuver; that's more Thorn's style. Kray is built more for D (Parry, Evasive), accuracy (Precision), and support (Commander's strike and Rally).

The one part I disagree with is the shoving. I'd rather reliable and consistent damage with Kray. Shoving is unreliable, with the opposable dice roll, depending on the muscle. I can se it in certain situations, though. Like shoving something into The Pitt.

Of course, the edimmu are flyers, so that won't matter or them. A non-flyer, on the other hand, is a different story.
Mar 6, 2019 6:42 am
OOC:
Commander's strike can be pretty useful to put the pain on. What's our strongest single attack? Bull-Maeriks does +7,2d6+4.

Along those lines, If we can get advantage on a target the Commander's Strike could enable our rogues to make a second sneak attack, likely making that avenue the best possible use of CS. Does Kray or Thorn have Distracting Strike?
Last edited March 6, 2019 6:43 am
Mar 6, 2019 11:28 am
OOC:
Ryhim can do +9, 3d6+4, 1d8 at 320 feet, with the option to take a -5 to attack for +10 to damage. Giving a range of 8-30 at +9 or 18-40 at +4. He has a +10 to stealth so barring any weird temple mishaps or low rolls, advantage should be pretty possible for him.

Edit: Possible as long as there are places to actually hide. He just needs arrows and Ryhim will make do.
Last edited March 6, 2019 11:34 am
Mar 6, 2019 11:53 am
Got C-Strike pretty much to line it up with rogues' sneak attacks; at the same time, using it will depend on the situation.

Also, if I do pull C-Strike Hyp, no need to reduce the chance to hit going for that additional +10. In fact, given the option Ryhim has to do so, it seems more advantageous to throw that C-Strike to someone who doesn't have that option.

There are other factors, of course. Context, timing. As far as sneak attacks from range, do any of our rogues have abilities to compliment that? Don't remember what it's called, but I know there's one that allows the PC to stay hidden when shooting from range.

Jabes, Ox: I definitely want to know who our crack shot sniper assassin is. If and when I use C-Strike I'll want to hit as hard as possible, especially since it'll cost Kray an attack and a bonus action.

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