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Discussing the inscription and the first door

From: Derek

Subject The inscription

OOC: Are there any insights that can be gained by comparing the riddle in the different languages? i.e. 'right key' could have a double meaning (the kind of trick that's pulled often in riddles), but that sort of homonym is almost always unique to the specific language. In a translation, you would either have to pick one of the meanings, or write both meanings seperately if both are implied. Basically I'm wondering if some of the more conspicuous words like 'doors', 'keys', 'right', 'floors', or any other words have a double meaning that we need to be aware of, and also if any of the other languages shed more light on what 'mores' are.

Allistair paces slowly as he considers the wording of the riddle. The first line suggests that 11 of the doors should be locked, but only one is. Since the locked door also appears different from the others, he will make that assumption that it is the exit. If 11 keys are necessary, where are they? And where are the 11 locked doors? But the second line suggests that all are not necessary, some kind of a choice is required. And he would guess that the pit they encountered earlier is a good indication of what 'beware the floors' would mean. It sounds like they will have to traverse some kind of a labyrinth, with trap doors and pits and such along the way to distract them, and several monsters they will no doubt have to slay to get past. He isn't so sure about the meaning of 'mores' yet, it's an uncommon word, but his guess is that there is treasure to be found along the way too. Frankly though, Allistair is more concerned about fulfilling the 'if still alive' portion of the riddle.

OOC: Also, Allistiar wonders what the 10th language is that no one can understand? Is it at least written in a character set that he recognizes?



From: Mark

Subject The inscription

I will deal with the language thing on the next turn.

The 10th language is not written in a character set any one understands, but it hurts the eyes of Ragnar and Harp just to look at it.



From: Porter

Subject The inscription

It hurts the eyes of Mund to look at any of the writings.



From: Kevin

Subject The inscription

I hate these "infernal" riddles



From: Porter

Subject The inscription

It's a good thing that Mund doesn't get that joke.



From: Karl

Subject The inscription

Salix is just listening. He's out of his element completely, this being a totally non-natural construct. (Can he even sense the greensong here?)



From: Mark

Subject The inscription

No, he can not. In fact, he has never been so aware of it's abscence before. Other than the materials, this is the most unnatural place he has ever been.



From: Mark

Subject Surin

Jake has some personal problems and will likely be handing Surin over to some one he know who has expressed interest in running Surin. I am in the process of contacting this person and working out the details. I will be playing Surin in the mean time.



From: Jason

Subject The inscription

We all missed them (the comments about the greensong) because they weren't

sent to the list originally, but asides to individuals.

Although Ragnar isn't big on riddles and word puzzles, he will check the dwarven (and orcish, if present) versions of the riddles and let Allistair know of any inconsistancies he finds. If that turns out some important clues, he has a comprehend languages blessing available he could use to read the 10th language as well (although I expect that will not be necessary.)



From: Mark

Subject The first door

"Ragnar, would you and Allistair please take a look at the inscription and see if any other information can be gained from it? The rest of you take a look a round and see if you find anything that might give us a hint as to how we should go on." The next 10 minutes is spent searching the room from top to bottom while Ragnar and Allistair compare notes on the inscription. When Harp checks back in they give their report. "It looks to be in a total of 10 languages, however, we are not sure what one of them is. Ragnar's guess is that it is Infernal, but that is only from a feeling he gets while looking at it. We have compared the common version with the several languages we know that are also on the wall and find nothing that would lead us to any more of an understanding."

Harp grunts. The search of the room had turned up nothing either. All of the doors except the one in middle of the north wall seemed to be unlocked.

Does anyone have any suggestions on what order to try on the doors? My first impression is, without guidance to the contrary, to start with the one closest to where we came in. : Until we get an idea of what lies behind them, I am going to suggest the following:

Mund and Ran, you stand opposite the door with your bow and crossbow ready. Allistair and Salix will be behind you. Ragnar and I on either side of the door, along with Kal and Surin. I will push open the door. If there is something threatening behind it, you two shoot at it, and then those of use at the door will take over. I want it to come to us in here, if possible, where we have some room to fight. My fear is close quarters fighting in a hallway like we just came through - no room to move and no way to use ranged weapons. If there is nothing immediately on the other side, I want you to give us a quick recon of what we are entering. Questions or concerns? If you have any other ideas, speak up now."

Mund seems a bit unhappy to not be the one opening the door, but for the moment, he follows his orders. The party lines up as ordered, two on either side of the door and 4 lined up about 20 feet away, missile weapons ready for action. Harp signals for Kal to lift the bar on the door and pull it open. Everyone stands there, waiting for a monster to rush them. Unfortunately they are disappointed. On the other side of the door is another hall way. It goes about 40 feet west before it looks to turn north.

OODM: Ok what do you guys want to do?



From: Porter

Subject The first door

Turn north, of course!

Hallway questions

From: Josh

Subject the first door

Kal says: "We should try to find these keys they're talking about. They said we should beware the floors if we don't have the key. They don't necessarily mean keys to the doors. The riddle seems to suggest otherwise, actually. What floor would we be wary of if we couldn't get past the doors?

If we can't find the keys, we should at least send someone experienced with traps to check our route."



From: Kevin

Subject The first door

OOC: Mark how wide are these corridors?

Assuming 10' wide -

IC: Harp looks down the corridor, nothing obvious to his untrained eyes. He thinks for a few minutes, then says to the group - "change of order - Surin I would like you to take the lead with Mund. You two seem to have a better sense for the unexpected. I will follow with Kal, then Allistair with Ran and Ragnar with Salix.

My guess is that there are keys kept at the end of each of these doors and that we will need all of the keys to make it through the locked door. The only way to find that out is to try this doorway.

lets move out.

Down the hall, Surin takes a listen

From: Mark

Subject Turn

I have just returned to work for the first time in 5 weeks. I am in the process of getting caught up with all the crap that has built up during that time.

I will try and get a turn out this evening.

If anyone wants to RP anything please go ahead.



From: Mark

Subject Hallways

Yes the hallways are 10 feet wide and 15 feet high, unless otherwise noted.



From: Porter

Subject The door

Huh. Perhaps I've misjudged the orc ponders Mund.

"OK, Surin, let's both keep our eyes open, but if anything happens, get behind me fast."

"Harp, I'm going to have all of my attention focused on what is in front of us. You watch my back, OK?"



From: Kevin

Subject The door

"Don't worry, Mund, if there is something to fight, I will end up next to you, not behind you.

Lets be careful and move out."

Harp will have his sword drawn and suggest to the others that they do so as well.



From: Porter

Subject the door

"Don't be too eager to be part of the fight. If I die because you are swinging a sword instead of healing my wounds, I'll be... annoyed." :)



From: Mark

Subject Surin takes a listen

At Harp's order Surin moves to the front of the party next to Mund, the little halfling a bit ahead of the larger human. He holds his hand up, letting the party know that he will indicate when he thinks it is ok to move. Surin takes a few seconds to scan the hallway and slowly walks down the stone path in front of them. As he scans the floor and walls for any sign of traps, he notices that there is almost no dust on the floors. The walls look like they were just laid in place yesterday.

When he gets to the bend in the hallway, Surin takes a quick peek around the corner. All he can see is that the hallway takes a quick jog to the west again after about 10 feet. He makes another quick peek around and sees that the hallway ends in an iron bound door. He approaches the door as quietly as he can (Move Silent, 8+14=22 vs, Listen check 11+?=?), and places an ear on it, trying to see if he can hear anything on the other side.(Listen check, DC15, 18+12=30, success). On the other side of the door he can hear guttural sounds. The language/tone of voice is familiar. He thinks for a second and remembering, scampers back to the rest of the party.

"Ogre ahead, only 1 from what I can tell. None too happy." the halfling reports.

OODM: Ok let me know what you want to do. The hallway went 40 feet west, turned north for 10 feet and then west again for 10 feet.



From: Kevin

Subject Surin takes a listen

OOC: I am open to suggestions, guys. My first gut feeling is - single ogre - have the fighters rush in and surround him, using only brute force. I would like to save our magic as much as we can as we hit more difficult challenges - and I am guessing that they will get more difficult. However, I am very open to other, more creative ways to do this.

Send some ideas and and lets discuss, or if you want to hack away, just say so and I will have Harp set that up.



From: Jason

Subject Surin takes a listen

Well, Ragnar isn't much of a strategist, so I don't think he would have any great suggestions. But I do have a map of what we've seen so far. I believe I've interpreted the description correctly. 10 feet north means 10 feet in which both the west and east walls are going north, which means the corridor is (from a certain point of view) 30 feet long?

Ragnar is actually kind of eager to fight an ogre. What little training in fighting he has came from his dwarven kinsmen, and they had taught him special techniques to use against much larger opponents




From: Mark

Subject Hallway info

No the corridor would be considered 20 feet long. Basically it is just a 10 foot jog to the north and then it turns west again.



From: Kevin

Subject Surin takes a listen

OOC: Jason, assuming for discussion that we decide to use a brute force attack, make sure Ragnar mentions to Harp about his special training. Harp is not familiar with that and would otherwise suggest Harp, Mund, Ran and Kal be the ones to do most of the fighting.

If anyone else has some interesting idea (I know Mund will want to hack and slash, but I want to hear from Randy and Karl as well) please send them on.



From: Jason

Subject Surin Takes a listen

*Assuming the consensus goes the way Harp is suggesting*

IC: Ragnar listens to Harp's suggestions, not really having much to add by way of tactics. But when Harp starts to look to see who will go in first, he feels he should speak up.

"The dwarves have battled against ogres and giants for generations beyond imagining. Through the years, we've picked up on a few of the common points in their fighting styles. My kinsmen taught it to me during the short time that I studied the martial techniques of my people. There are certain telltale signs that an experienced observer can use to guess where they will strike. As the most heavily armored and (probably) the only one who has received this instruction, I volunteer to go in first if need be. Certainly the first to enter will receive a powerful blow simply because of the length of the brute's arms. After that, I have no doubt that the others, more trained in the general techniques of the warrior's art, will be much quicker in bringing him down.

OOC: (Just to be clear, Ragnar is talking about the +4 dodge bonus he gets as long as he's not flatfooted when fighting giant type monsters.)

Mund takes the lead

From: Karl

Subject The plan

Let's kick some Ogre butt!



From: Kevin

Subject The plan

OOC: Mark, how high are the doors? Remembering that this is a magical construct, how easy would it be for the ogre to leave (or be led) from the room out of the door?

Guys, what if we have our fastest character open the door, make a rude noise or otherwise challenge the ogre, get the ogre to chase after that one character back into the larger room, where we can have people on both sides of the door to surprise it? Lead it to us instead of us charging into its room.

Comments to the general idea? If this does not sound exciting, then we can still go in and beat the crap out of it.



From: Mark

Subject Doors

Doors are about 10 feet high, with the hallways being 15 feet high.



From: Jason

Subject Ogre

I'd bet that having someone shoot it with a crossbow would be enough to make him chase us. Someone fast.



From: Kevin

Subject Ogre

OOC: Maybe have Harp and Mund go up to the door, Harp opens it, Mund shoots it with his composite long bow, they both run back up the corridor, through the door, in to the room with all the doors. They get 10 or so feet in and turn to attack. On either side Ragnar, Ranthir, Kal (and Surin if he thinks he can get behind the thing) could be standing to flank it as it enters the room. Salix and Allistair would be across the room waiting to provide support when and if needed.

I think we may get an surprise round, some AOO, and flanking bonuses.

Anything I am missing??



From: Derek

Subject Ogre

OOC: I've got an ogre-slaying knife! It's got a +7 against ogres!!!

Allistair's more than content to let the warriors hack away at this thing, but he's ready to provide spell support if needed.



From: Josh

Subject Ogre

Kal speaks up:

"I agree with Harp. We've got no idea what's in that room, traps and otherwise. We're best off fighting on familiar ground if we can. Ogre's are pretty dumb. I suggest we just shoot it and yell at it until it gets mad enough to chase us.

Surin: You have a ranged weapon, right? You and Ragnar should try to lure him out. No offense, but the Ogre will probably be much more likely to charge against a single dwarf and halfling than against someone who looks like Harp. The rest of us will wait back in the first room, try to lure him there.

If you guys get in trouble, just yell out for us, we'll be waiting right at the beginning of the corridor."

Kal looks to Harp to approve the plan.



From: Kevin

Subject Ogre

"Kal, the same thought crossed my mind, but my concern was that Surin and Ragnar might be slower than the ogre and might get caught before getting back to the room. I know from experience that Mund and I would be able to at least stay ahead of the beast. I know that this is not that long of a run, more of a dash, really, but I want to be careful - we have many more obstacles to overcome. And, I think that Mund's big bow there is more likely to get its attention than Surin's daggers.

How about this instead - Surin goes with Mund to try to open the door as quietly as possible. If he can get it open, he can start on his way back while Mund has target practice with the ogre. I will wait at the first turn to back Mund up if he needs it. If he does not, and the creature comes after him, I will join him as he goes by, and we are back to where we need to be. if things do not go well, I can pull Surin out of the way and Mund and I can retreat, leading the creature back to the doorway.

We could stand here all day discussing. Unless anyone sees a serious flaw in the plan, I think it is time to do and be tested."



From: Porter

Subject Ogre

Mund pulls out his bow and says "Agreed. Let's go."



From: Mark

Subject Ogre

If every one is on the same page, leading the ogre back to the first room I will write the turn up tonight.



From: Mark

Subject Mund takes the lead

The party takes Surin's information into consideration. Mund is all for charging in and attacking the monster where he is. Harp suggest a more restrained view. "Mund, how about this. You and Surin go to the door since you two are fairly quiet. Surin can open the door for you and you can take a pot shot at the beast with that wicked bow you carry around. Hopefully that will entice the creature to chase after you. You run back into this room and turn to fight. We will be waiting here besides the door and will be able to surround it and hopefully take it down quickly. We have fought ogres before and while they are not too difficult to fight, they can cause massive damage if they hit. I would like to get through this with no injuries if at all possible."

Harp looks around the group to see if anyone else has any input. Ragnar speaks up. "You know, my people in the mountains have had generations of learning how to fight beasts like this. I think I could be of use in the front lines of this battle. Maybe I should be the one to draw the creature?" Harp looks a little uncomfortable at this and tries to let the dwarf down softly.

"Brother Ragnar, I know your heart is in the right place, but I have seen these beasts move in combat. They are quick, even if they are large. My fear is that you would get caught in the hallway, where we would not be able to surround the creature. How about this? You can be just in front of the door so that you are the first thing the beast sees when he comes through the door?" Ragnar nods a bit glumly, but goes to his place as asked.

The party takes their places. Harp and Ran on one side of the door, Salix and Kal on the other. Ragnar takes his place in the middle of the room. Allistair takes his place in the northwest corner, hopefully out of the way of any conflict. Surin and Mund start working their way back down the hallway. When they get to the door, Surin looks at the latch and with a deft move, opens the door to the room just a little bit. Mund sets an arrow to the bow and motions the little halfling to head back to the rest of the party.

Taking a deep breath and wondering why he did not ask for any back up, Mund kicks the door open and looks for the ogre he knows is there. There it is, at the far side of the room, about 50 feet away. There is a startled look on the creatures face as Mund releases his arrow. (AC16, 15+8=23,hit, damage 7) His shaft flies true and buries itself in the thigh of the brute. It turns and howls.

Initiative for next round, Mund 6, Ogre 6.

OODM: Ok what do you do next Mund? Also the room is 40 feet E/W and 50 feet N/S. Mund has entered on the East wall in the 11-20 foot section.

Mund on the run, over before it begins

From: Porter

Subject Mund takes the lead

Could you give us a map of the current situation?



From: Mark

Subject Map

Jason has been doing the map, but the room is 40 feet across and 50 feet high. The ogre is about 45-50 feet away from you, against the far wall and a little to the north. The door you are in is in the east wall, in the second 10 foot section north of the south wall.



From: Porter

Subject Mund takes the lead

OOC: I assume that Mund has initiative, since his DEX is probably higher.

IC:

Mund lets out a mocking bark of a laugh at the stuipid expression on the Ogre as he notices a brand new arrow in his thigh. He then sprints back to the far end of the room where his companions are waiting.



From: Mark

Subject Mund takes the lead

Actually they are tied, but Mund goes first due to his higher DEX score, correct.

So he is dashing back through the hallway back to the starting room? Coward. :)

I had bet Kevin that Mund was going to try and take on the ogre by himself



From: Porter

Subject Mund takes the lead

Not being bright is not the same thing as being stupid. Mund can recognize good, simple tactics.

Also, Mund isn't that dim-witted anyway.



From: Mark

Subject Mund takes the lead

In the grand scheme of things Mund actually should be able to handle this on his own, if he did not mind taking a little damage. But he does not, which is understandable.



From: Mark

Subject Turn

I have a Cub Scout meeting I have to run after work today and then a show or two that I always watch so it will probably be later tonight before I get the next turn out.

Although it might just be Mund running and screaming like a little girl. :)



From: Josh

Subject Mund takes the lead

That's a dare if I've ever heard one.



From: Porter

Subject Mund takes the lead

I just realized that I didn't make it clear, but Mund also draws his weapon and prepares to split the ogre in two while his companions flank it.



From: Josh

Subject Mund takes the lead

I just realized that I didn't make it clear, but Mund also draws his weapon and prepares to split the ogre in two while his companions flank it.



From: Mark

Subject Mund on the run

When he sees the ogre turn and howl at him, Mund figures he has done his job. He lets out a short bark of a laugh and turns to run back to the first room. As he moves he slips his bow back over his shoulder and loosens his battle axe. He can hear the brute behind him following. Mund makes the quick zig zag to the right and can see the open door ahead, Ragnar standing about 20 feet into the room ahead of him. "The plan worked" he shouts ahead of him. Mund skids to a stop next to the dwarf and as he turns he readies his shield.

Initiative. Everyone has initiative 6 since they are holding action until the Ogre enters the room. Order will be determined by DEX score. Kal, Surin, Ran, Mund, Harp, Salix,Ragnar, Allistair, Ogre.

As the creature burst into the room, the party strikes just as planned. Weapons flash and the battle is over almost before it is begun. Kal strikes, swift like an adder, and draws blood. (AC16, 8+10=18, hit, damage 4). Ran, stepping up from the other side, tries to take advantage of the creatures confusion and swings wildly at its side. However, Ran tumbles off balance and misses. (AC16, 1+10=11, miss). Mund howls a challenge in orcish and swings his axe at the creatures gut. (AC16, 5+11=16, hit, damage 8.) He opens up a wide gash in the creatures belly.

Harp takes a quick step around Ran and swings his sword with all his might. He connects between the hide armor and the neck, the blade cutting deeply into the spine of the beast. (AC16, 20+11, hit, possible critical threat, AC16, 5+11=16, hit, critical hit, damage 22) The beasts head flies from its shoulders and lands at Allistair's feet 20 feet away. Ragnar looks at Harp and says "Hey, you took all the fun out of it."

OODM: Fight is over. What do you do?



From: Derek

Subject Mund on the run

Allistair disdainfully prods the head with his foot. "Well, that was fast. Too bad I don't need any Ogre brains for any spell components."



From: Porter

Subject Mund on the run

Mund laughs at his brother's joke.

"Actually, I know a recipe..." he says with a wink.

What the ogre had

From: Josh

Subject Aftermath

Kal checks over the Ogre's body, specifically looking for a key, but watching for anything.



From: Kevin

Subject Aftermath

Harp sees the effect of his swing, grateful that the combat had ended so quickly.

"That was certainly less painful than the last time we faced one of these brutes" Harp says to the group.

"Is any one hurt?" Getting a negative, he will say to the group

"That was done just about perfectly. Our enemy down, no one hurt. Mund, thank you for taking the risk as our bait. You performed admirably.

Surin, go with Mund, Ragnar and Allistair and search the room where the ogre was. Traps first, then for a key, of course. The rest of us will search the ogre. If you find something, send someone to get us. We will eventually want to drag this corpse back into its room, but not until we have had a chance to search it."

Harp will join Kal, Ran and Salix in searching the ogre.



From: Karl

Subject Aftermath

Salix stands with his scimitar readied when suddenly there was no reason for it. He will assist in searching the body.



From: Randy

Subject Aftermath

"I didn't think ogres had brains" Ranthir adds with a laugh."

Ranthir listens as Harp gives his orders. As the group prepares to split up Ranthir pulls Harp to the side and speaks in a quiet tone.

"Not to question your leadership Harp, but do you think we should split up at this point? That seemed too easy a challenge for the Key and I fear that something more sinister may be awaiting us in the room. We could just as easily search this beast quickly and then proceed as a group into the room. I will defer to you in this but I feel that we need to be careful."

Ran then proceeds to start going through the Ogres pockets.



From: Jason

Subject Map

You know, I was wondering why you wanted BMP files. I guess you never actually said that, I've just always associated paint with bitmap. Here's the JPG version of the map I sent out 10/20 with the subject line New Map.




From: Kevin

Subject Aftermath

Harp listen to Ranthirs suggestion, both chagrined that he had not considered that fact, and heartened that his friend was will to give him advice without attempting to undercut his authority in front of the rest of the group.

"Ranthir, thank you for your advice. You are right, of course. I was so excited by our victory - I should be more careful. From Mund's description, though, it seemed the room was empty of obvious threats. Surin, Mund, Ragnar and Allistair are well equiped to detect any other traps. However, there may still be danger, and I am not sure I want to whole group in that rooms until it has been checked out. Why don't you take Kal and stay at the doorway to the new room while the others check it out. If something attacks them, you can help. If something disasterous happens, we are not all taken in one fell swoop. Salix and I will check over out friend here, and be with you shortly."

With that, Harp will start to search the body of the ogre.



From: Mark

Subject What the ogre had

"That was certainly less painful than the last time we faced one of these brutes" Harp says to the group." he says.

"Is any one hurt?" Looking around the party he sees that everyone is unhurt

"That was done just about perfectly. Our enemy down, no one hurt. Mund, thank you for taking the risk as our bait. You performed admirably."

Turning to the halfling he says "Surin, go with Mund, Ragnar and Allistair and search the room where the ogre was. Traps first, then for a key, of course. The rest of us will search the ogre. If you find something, send someone to get us. We will eventually want to drag this corpse back into its room, but not until we have had a chance to search it."

Surin and the others nod and head off down the hallway. Ran pulls Harp aside.

"Not to question your leadership Harp, but do you think we should split up at this point? That seemed too easy a challenge for the Key and I fear that something more sinister may be awaiting us in the room. We could just as easily search this beast quickly and then proceed as a group into the room. I will defer to you in this but I feel that we need to be careful."

Harp is a bit taken aback when he realizes the possible outcomes of what Ranthir is saying.

"Ranthir, thank you for your advice. You are right, of course. I was so excited by our victory - I should be more careful. From Mund's description, though, it seemed the room was empty of obvious threats. Surin, Mund, Ragnar and Allistair are well equipped to detect any other traps. However, there may still be danger, and I am not sure I want to whole group in that rooms until it has been checked out. Why don't you take Kal and stay at the doorway to the new room while the others check it out. If something attacks them, you can help. If something disastrous happens, we are not all taken in one fell swoop. Salix and I will check over out friend here, and be with you shortly."

Ran nods and goes to collect Kal. The two follow the other four towards the room where the ogre was. Harp and Salix kneel down next to the dead ogre and make a quick search of it's body. Tucked into the creatures belt is a sack and in the sack is a fair amount of gold and a shield made out of some odd material. It looks like wood but is very light. The shield is obviously sized for a man and was too small for the ogre. Other than that all that the two find is a large set of hide armor.

When the two join the rest of the party in the second room, Surin gives his report. "Nothing to find oh great, tall leader" he says with a quip "except this copper key I found over in the corner over there." The halfling points to the north east corner. "It was strange" he continues "it was just lying there on the floor."

OODM: OK what next.

More of what the ogre had

From: Mark

Subject What the ogre had

Did everyone get the turn from last night?



From: Porter

Subject What the ogre had

"Then writings said we gotta find a bunch of keys, right? Well, it looks like we're on the right trail. Let's keep going and find the rest."



From: Randy

Subject What the ogre had

"Perhaps the Ogre was our only obstacle for this key after all" Ranthir says, a little surprise showing in his voice. "I expect that the coming challenges will not be so simple. This place is set up to protect something after all and a lone Ogre, or even 11 of them won't stop much."



From: Derek

Subject What the ogre had

Allistair looks around the room the ogre was in. He is curious as to how exactly the ogre lived in this place. Where did the ogre get his food? Where did he sleep? Was there a place that he relieved himself? Can he make any estimate as to how long the ogre may have been living here? If he doesn't see anything obvious, he explains to Salix what he is looking for and asks him if he as any ideas as to how the ogre was living in this room. After that, Allistair checks the hinges on the door, checking to see if its recent use had sheared off pieces of rust, a sure indication that it hadn't been used in a long time.

Allistair also asks to see the copper key to see if it's tarnished green or not, and if it looks old and well-used or if it appears new with sharp corners. Either way, he also casts detect magic to determine if the key, or anything else in the room, is magical.

Allistair has some theories about the nature of the place they are in, but wants to make these observations first to check them against his ideas.



From: Kevin

Subject What the ogre had

As Harp and Salix join the others in the room the ogre was in, Harp will bring along the shield and the gold (OOC: Mark, how much is a large amount?). He will mention their findings to the group, and take a look at the key.

"I doubt that the rest of these challenges will be so simple. Allistair, have you been able to determine anything about this room and its occupant that may be of use to us?"

While Allistair does his "magik" stuff, Harp will ask Mund to help him drag the corpse of the ogre back into the room. Once any discussions are done, Harp will suggest that they move onto the next door down the wall in the main room. He will ask that group treat the next door just as they had the first - there may very well be another corridor behind the next door, but it would be bad to not be prepared if it is otherwise.

"This may seem to get monotonous - but if I have learned anything from the Order, it is that planning and consistency have their time and place. Until we have reason to modify it, I am going to keep with this plan."

OOC:Mark, I am basically saying that as we open each new door in the main room, we have Mund and Ran opposite it to use their bow and crossbow, Ragnar, Harp, and Kal will be on either side of the door as Surin opens it, Allistair and Salix back a bit ready to use magic if needed. It may seem repetitive, but unless someone suggests a better plan, I would like to stick with this. We will still see what is behind each door before moving onto the next one, possibly utilizing the same tactics we just used. If it worked once, it may work again.

Boy, Harp sure seems to be making the progression toward lawful.



From: Mark

Subject What the ogre had

Is that what you were trying for. I swore is was that new alignment, Booring Good.



From: Porter

Subject What the ogre had

"Harp -- if you're just gonna be carrying that shield, do you mind if I use it? It's interesting, and I wouldn't mind trying it out."



From: Mark

Subject What the ogre had

So Mund is asking for the unidentified shield to use? :evil grin:



From: Porter

Subject What the ogre had

Yup.



From: Kevin

Subject What the ogre had

Harp looks at Mund somewhat surprised. One of the things Harp had learned with the Order was to be suspicious of those things found while adventuring, at least until someone was able to identify what it was. Stories of acolytes and trainees suffering terrible suffering and pain after inadvertently using an item were well documented.

"Mund, you can have it if you want, though I would suggest having Allistair check it first. Your brother may be able to tell you how this shield is special or if it might cause you harm instead. But, do as you wish with it. It is rightfully yours given your actions in our last encounter."

Harp will give Mund the shield, though if he gets a chance, he will suggest to Allistair that he check it out.



From: Porter

Subject What the ogre had

"I ain't claiming it or nothing -- there will be plenty of time to claim stuff later. I'm just interested, and if you weren't gonna do nothing to check it out, I'll try it out myself."

Listening at the second door

From: Mark

Subject The second door.

The party seems relived to have at least found a key of any sort and the fact that it is copper is just icing on the cake. As some of the members are counting the gold that they found on the ogre, Allistair is wondering around the room looking intently at the floor. He asks Surin and Salix a few questions and when he gets their answers he seems satisfied. Harp, Ran and Mund finish counting the gold and report that it totals 273 g.p. Mund asks if he can use the shield.

Harp looks at Mund somewhat surprised. One of the things Harp had learned with the Order was to be suspicious of those things found while adventuring, at least until someone was able to identify what it was. Stories of acolytes and trainees suffering terrible suffering and pain after inadvertently using an item were well documented.

"Mund, you can have it if you want, though I would suggest having Allistair check it first. Your brother may be able to tell you how this shield is special or if it might cause you harm instead. But, do as you wish with it. It is rightfully yours given your actions in our last encounter."

At the mention of his name Allistair calls for the parties attention. "I have found some thing strange. Or to be more precise, I have not found something and that is strange. If you look around this room, you will not see anything that the ogre could have eaten. You will not find anything that looks like a camp or a place where is slept. You will not find any offal. Nothing. Other than the key and the ogre the room was empty. Also, if you notice, there is no way to open the door from the inside. From this side the door is almost a secret door. I find this very interesting. Now, if you do not mind, let me take a look at the key and that shield."

Allistair chants the cantrip he knows to detect magic and is disappointed with the results. The shield is not magic and he does not recognize the material.(Spellcraft DC15, 3+11=14, fail). He hands the shield over to Salix to see if he might know what material it is made out of. Salix looks a the wood for a few moments and then whistles lowly through his teeth. (Knowledge-Nature, DC15, 10+9=19, success) "This is very rare. This is a darkwood shield. It is as strong as the strongest oak, but much lighter." With that the druid hands the shield back to Mund, who straps it to his arm, getting used to the lighter weight.

Harp then calls the groups attention. "I think that went very well and I would like for us to try it with the next door, and keep using that same plan until something forces us to change. I expect the challenges to increase in difficulty as we go along, so we should all be prepared. Now, Mund, would you please give me a hand dragging that ogres body back into this room while the rest of the party prepares for the next room.

A few minutes later the party is set up outside the second door, Surin and Mund in the lead again. Surin opens the door on the west wall and as they look in the see another short hallway. This hallway goes 30 feet west and stops. On the north wall, at the far end, is another door. Surin motions Mund and the rest to stay where they are and he moves forward to investigate. When he gets to the door he spends some time looking for traps and such but finds nothing. He then listens for noises on the other side.(Listen check, 6+12=18, success.) On the other side he hears several indistinct voices speaking in a language he does not understand. He thinks that there are at least 4 and maybe as many as 8 people or creatures talking. He heads back and reports in to the rest of the party.

OODM: Ok does this info change anything for how you want to handle this?

Ideas on the second room

From: Kevin

Subject Ideas on the second room

OOC: Any body have any suggestions other than the same plan as last time? It seems that the creatures have no way of leaving the room unless we open the door. Do we want the more intelligent members to go listen to see if they recognize the language? Try that first to see if we can recognize what we are up against?

If anyone has any clever idea of how to get any more surprise on these creatures, lets hear them.

IC: Harp listens to the halflings report. 4-8 opponents this time. It would be harder to take them down in one furious attack. Oh well, it was to be expected if it could not be avoided. Heironious would give him the strength to overcome, especially with his companions. Harp speaks to Allistair "Was it your impression that the creatures on the other side of the doors would not be able to open them - they could only be opened from our side? Maybe we can have those of us who know other languages move down the hallway as quietly as they can and see if anyone recognizes these creatures language. I would like to know what they are before we face them. Those creatures we met on the way back from rescueing Rochelle were an unpleasant surprise. I want to know as much as we can safely."

More ideas on the second door

From: Derek

Subject The second door

Allistair nods. "That was my impression, but I still think we should be careful. I'd be willing to go down and listen at the door, as long as Mund or yourself went with me. Salix or Ragnar might want to try and listen also, as they also know additional languages."

"As for a other ideas on tactics, there is another possibility we could try since this is a straight hallway. We might be able to tie a rope to the end of the door and open it from a distance. That way we wouldn't potentially endanger someone by making them the bait. We could simply hide around both corners and surround them when they come out. Or if they come out one at a time, all the more easier. If you really want to make things easy though, we could again open the door with a rope, and then I could immediately shoot a fireball into the room. Those that weren't killed outright would be severely weakened."



From: Kevin

Subject The second door

Harp looks at his clanking plate mail and says "I think Mund would be better "suited" for that task. Knowing my luck, they can probably hear me out here.

Your fireball idea is not a bad one. Have Surin open the door, toss a fire ball in their midst, close the door before they know what is happening, they all get toasty, then we open the door again and go after them.

Does anybody see any weak points in this?"



From: Karl

Subject The second door

When Allistair mentions the lack of food or other amenities in the first room, Salix responds, "That is indeed very interesting. Perhaps the creature has been kept in some sort of magical stasis. Or perhaps the creature was summoned or teleported into the room recently. It's possible the room itself had no creature in it until we triggered something. Perhaps even by simply opening the door, don't you think? As the ogre is dead, I guess we can't find out from him."

At the mention of using a fireball in the next room, Salix replies, "I would like to try and see if I can understand their language, first. I fear acting rashly against creatures with which we might communicate. I wonder how such an action might be viewed by creatures capable of creating this test. After all, we have not been told that all the tests are to grade our prowess in battle. To win a prize hidden by Gods, isn't it very possible they will be testing our wisdom as well?"

If no one objects, Salix will walk quietly down the hall and listen at the door, trying to understand what is being said.



From: Porter

Subject The second door

OOC: Shame on you, DM, for not letting foolish Mund wander around wondering if his possibly cursed shield was going to turn him into a hermaphrodic dwarf. :nono:

IC:

Allistair nods. "That was my impression, but I still think we should be careful. I'd be willing to go down and listen at the door, as long as Mund or yourself went with me. Salix or Ragnar might want to try and listen also, as they also know additional languages."

"Sure thing, little brother. I've got your back."

"One thing we might want to do. As Alli said, this is a powerful strange place. If the ogerr was alive, I'm sure I could get him to talk. I say we try to capture one of these folk. When three are down, we all tackle the last one."



From: Josh

Subject The second room

What if there's something we want/need in the room that's flamable?



From: Mark

Subject The second room

Randy or Jason,

Do either of you two want to add anything?



From: Jason

Subject The second room

Well I haven't thought of anything Ragnar would add to the discussion, he'll just follow orders. But in the interests of role-playing...

While Allistair and Salix are busy searching the room and tossing out theories to explain the unnatural environs, Ragnar begins to examine the area around the door. He pays particular attention to the hinges and the opening mechanism. Though he has none of Surin's talent for finding hidden traps and unlocking doors, locks have always interested Ragnar and he can remember every lock he's ever seen opened (not that it has ever helped him any.)

As the group discusses their options for entering the next room, Ragnar hangs back. He won't volunteer to go listen at the door (though he will do so if asked) since he figures "the dwarf breathes so loudly" he would let everything in the room know he was there.