sakeriver.com

Late turns, on-line auctions and a fight in room 5

From: Mark

Subject Turn

Sorry I did not get a turn out last night. We thought we might have had a gas leak in the house so we spent a couple hours outside waiting for the gas company to show up. No leak but it looks like an animal decided to die in out hot water heater vent flue.

I will try and get something today. However I have to run an auction for my company this afternoon.



From: Mark

Subject turn

Guys

I am sorry it is taking so long. I have the turn started but our auction took longer than I thought. The good news is that we won the auction and it is for about 5.5 million in business.

I will finish the turn tonight after Survivor.



From: Porter

Subject Turn

*AFTER* Survivor?

:pirate:



From: Josh

Subject Turn

We all understand.

We all get a little of the profits from that contract for our troubles though, right?

:-D



From: Jason

Subject Turn

How exactly is that good news? That just means more work for our DM!

More seriously though, congratulations on getting the business.



From: Mark

Subject Turn

Well it is not guarenteed yet but it gets us to the table so that our sales force can seal the deal.

I am working on the turn now.



From: Mark

Subject Fight in room 5

Round 1

Initiative: Surin (25), Harp (25), Kal (23), Ragnar (19), Allistair (11), Mund (9), Beetles (8), Ran (6), Salix (5)

After several long minutes of discussion about tactics the party decides to use the bottleneck of the room door to assist them in using archery to destroy these creatures. At Harp's suggestion Ragnar distributes the healing potions he has been carrying. Mund and Ran pick up a few extra quivers of arrows and bolts and the party moves down the long hall way to where the door is. Mund and Ranthir take up their places opposite from the door and prepare their bows. Harp has a torch lit and ready to throw into the room. Kal is next to Ran, Mund's everburning torch in one hand, his rapier in the other.

Harp looks around making sure every one is in place. He hopes that if the creatures can squeeze through the doorway, it will slow them down enough so that the party can shift places and retreat the way they had planned. Everyone is in position and Harp nods, releases the catch on the door and pushes it open. He tosses the torch a few feet into the room and Surin opens the shade on his bullseye lantern. The hallway fills with an eerie half light, enough for the elves and half-elves to see quite clearly. The humans can see ok, but the dancing shadows are a distraction.

In the sputtering light of the torch Mund and Ran can see the hulking forms of two beetles. At the sound of the door opening and the light being tossed in the two creatures scuttle towards the door. The larger of the two (B1) pushes the smaller out of the way and crashes into the doorway as Ran and Mund release their shots. Ran is startled by how fast the creatures move and his shot goes wide (AC19, 4+10=14, miss) but Mund's shot goes right down the gullet of the thing (AC19, 20+8=28, hit, critical threat, critical threat roll, AC19, 19+8=27, hit, critical hit, damage 24). The creature chitters and backs away from the door, trying to get a claw on the thing that is causing it pain.

The other beetle scuttles forward and tries to get through the door. It's pincers and feelers waving in front of it, Mund and Ran can smells it's fetid breath. It looks like the beetle(B2) will just be able to get them when it runs out of space. Not two feet from the two fighters the mandibles clack uselessly. Mund shouts a laugh and launches a couple of more arrows at the beast (AC19, 18+8=26, hit, 12+8=20, hit, damage 13) Ran's second shot bounce off the carapace but his third bolt finds it's mark (AC19, 13+10=23, hit, damage 7). With that the second beetle backs away as well.

During the next minute Mund and Ran continue to pour crossbow and longbow fire into the room. The beetles help them by scurrying around and providing them with targets. However, Mund has no luck. All of his arrows either miss or bounce harmlessly off the armored skin of the beetle (AC19, 8+8=16, miss, 7+8=15,miss, 9+8=17, miss, 10+8=18,miss, 1+8=9,miss, 4+8=12, miss, 3+8=11, miss)

Ran has a little better luck. His next two shots miss but then he finds the range and hits with five shots in a row (AC19, 4+10-14,miss, 2+10=12, miss, 12+10=22, hit, 10+10=20, hit, 11+10=21, hit, 20+10=30, hit, critical threat, critical threat roll, AC19, 16+10=26, hit, critical hit, 13+10=23, hit, B1 Damage 12, B2 damage 6,critical hit on B2, damage 6).

OODM: Ok that is the end of the first minute of combat. Let me know if you want to make any changes to what you are doing and I will run the second minute.



From: Jason

Subject Fight in room 5

With a start like that, what's to change? I'm sorry I doubted Mund.

Well, not really, but a good plan nevertheless.



From: Porter

Subject Fight in room 5

How injured are the critters?



From: Porter

Subject Fight in room 5

:lol:



From: Kevin

Subject Fight in room 5

OOC: Agreed. While the magid types might want to step in, I think keeping them for later and using up arrows and bolt is a VERY cheap way to beat these guys.

Porter, great idea. Thanks for bearing with me until it finally sunk in.

Mark, take it until we run out of ammo or get too tired (or they die).

Also, why does Ran get such absolutely terrible initiative rolls? His last 203 have been TERRIBLE.



From: Mark

Subject Fight in room 5

It is hard to tell for several reasons. \

First, there is not great light, especially for Mund. Second, vermin like this have a very spread out nervous system. Even when they are dead they twitch and stuff. Mund's first shot obviously hurt the thing and they have been peppered with bolts and arrow. They are obviously hurting but still seem to be moving around just fine.

Room 5 fight cont.

From: Ashley

Subject Room 5 fight

Sounds like the creatures' reach is too much for the range of Surin's weapons, so he'll continute hanging back and let the archers handle the situation, cheering them on in his mind with each hit, and wincing at each miss.



From: Porter

Subject Room 5 fight

Perhaps we should switch to missiles that aren't destroyed upon use. It would be lame if we lost all our arrows here.

Mund's got two daggers on him. He's also got a sling, but no bullets.

Heck -- we could throw anything at them. Improvised weapons do some damage.



From: Kevin

Subject Room 5 fight

OOC: Salix has some bullets.

Maybe Mund could tie a rope to his axe, throw it, pull it loose, and then throw it again?

I tried that once with some darts, pulled it out of the board, it flew back and hit me square in the neck. No real damage, just darn painful.

I am not all that worried about using our arrows and bolts. Harp has more and he will rarely use his crossbow - he is not very good with it anyway.



From: Randy

Subject Room 5 fight

OOC: I know! Ran seemed to always get wicked initiative in the first campaign and so far in this one it has sucked! Hopefully the rolls will improve.

IC:

Ranthir will continue to fire the bolts until the creatures are dead unless it looks like the beetles have scurried away into a corner or something. If that happens, he will voice his concern that killing them while they cower in fear or pain seems a little dishonorable to him and that Surin or someone else may be able to get into the room and find the key without further violence. If nobody agrees with that, Ranthir will allow someone else to take his position and finish the creatures off.



From: Derek

Subject Room 5 fight

OOC: That's what happens when you lose the mantle of leadership... Now Harp steals the glory and the good initiative rolls.

Allistair was really impressed with Mund's first arrow, but it seemed to have just been a lucky shot, seeing how all his other arrows bounced harmlessly off the beetle's thick carapace. He's more than ready and willing to throw in a magic missle or even a fireball if needed, but he'll wait for Harp's command decision before using any magic.



From: Karl

Subject Room 5 fight

Salix will follow Harp's command.



From: Kevin

Subject Room 5 fight

OOC: Harp commands you to get on your knees and pray to Grummush.

Caught you. Didn't say "Simon Says".

Shooting beetles in a barrel

From: Mark

Subject Shooting beetles in a barrel

Round 1

Initiative: Surin (25), Harp (25), Kal (23), Ragnar (19), Allistair (11), Mund (9), Beetles (8), Ran (6), Salix (5)

The two fighters take a deep breath and continue their aerial assault on the beetles. Ran first shot hits a beetle (B2) (AC19, 15+10=25, hit, damage 4) while Mund's arrow again goes wide (AC19, 6+8=14, miss). Both of their next shots go wide (Mund, AC19, 2+8=10, miss, Ran, AC19 2+10=12, miss). Mund's third shot also bounces harmlessly off the armored creature but Ran's third bolt finds chink in the armor (AC19, 14+10=24, hit, damage 5) of a beetle (B1). Mund's fourth shoot is a miss fire as the arrow breaks just as he releases it (AC19, 1+8=9, miss). Ran however is able to place a shot in the the eye of one of the beetles as it scurrys past the doorway (AC19, 19+10=29, hit, critical threat, AC19, 16+10=26, hit, critical hit, damage 13).

Both archers miss in with their next shots (Mund, AC19, 7+8=15, miss, Ran, AC19, 3+10=13,miss). Mund's sense of frustration starts to grow as he misses for the ninth time in a row. It has now been almost a minute since the barbarian has hit anything. Ran just concentrates harder and is rewarded with another hit (AC19, 17+10=27, hit, damage 3) on one of the beetles (B2).

Luck seems to leave the archers for a while. Each one takes three shoots and hit nothing (Mund, AC19, 7+8=15,miss, 3+8=11, miss, 6+8=14,miss, Ran, AC19, 7+10=17,miss, 8+10=18,miss, 7+10=17, miss). Mund is almost beside himself and is just about ready to drop the bow and charge the creatures. He has one arrow left and finally connects with it (AC19, 15+8=23, hit, damage 4). His anger is mollified a bit when his last arrow drops one of the beetles in its tracks, the creatures clawed feet waving a bit in the air.

Ran sees one of the beetles drop and shifts his aim to the other. He sites and releases the bolt. It slams home (AC19, 19+10=29,hit, critical threat, AC19, 6+10=16,miss, no critical hit, damage 4). Ran's bolt case and Mund's quiver are now empty.

OODM: Ok guys what do you want to do. The last beetle looks the worse for wear. And Mund is pissed at only hitting 4 shots out of 20, which if he had his smarter brother figure it out is a lousy 20% hit rate. Ran hit 11 out of 20 which is 55%.



From: Derek

Subject Shooting beetles in a barrel

Allistiar has a quiver full of bolts and a light crossbow that he will most likely never use, Ran or Mund are free to use it. Or I could MM the remaining beetle a few times.



From: Karl

Subject Shooting beetles in a barrel

Salix will step up and use his sling.



From: Kevin

Subject Shooting beetles in a barrel

Harp looks at the empty quivers, dodges a look around the door frame, sees the beetle moving back and forth, and looks back at the rest of the group.

"I think one full charge from all of us will kill this thing. Mund, Ran, Kal, Ragnar lets go."

ooc: Any one interested in the above scenario? If so, let me know.



From: Ashley

Subject Shooting beetles in a barrel

Sounds good, el capitano.



From: Josh

Subject Shooting beetles in a barrel

Sounds good.



From: Jason

Subject Shooting beetles in a barrel

Ragnar's all for it. Hope its within 40 feet though :)



From: Porter

Subject Shooting beetles in a barrel

"Whatever."



From: Porter

Subject Shooting beetles in a barrel

Also, Mund will not rage for this.

Archery rolls and going in

From: Mark

Subject Shooting beetles

With Mund's attrocious archery skills you would think he would be ready for some hand to hand. :)

Porter, I have truly never seen such lousy rolls for "to hit" rolls before.



From: Ashley

Subject Going in

Are they still getting penalties from the darkness?



From: Porter

Subject Archery rolls

Hey, *you* rolled them, not me. :p



From: Karl

Subject Going in

Harp's in charge. Salix will follow his lead.



From: Karl

Subject Archery rolls

So was it Mund's poor archery skills or our DM's poor rolling skills? ;-) s



From: Kevin

Subject Going in

OOC: to paraphrase my brother, his rolls are just a reflection of the abilities of the character he is currently working on.

I agree that I thought Mund would have been all over dropping his damn bow and plowing in with his axe.

IC: Harp hears most everyone respond with a yes, so he says "Draw you weapons, and on three, follow me."

With that, Harp takes hi sword, turns the corner, and will charge the remaining beetle (OOC: Mark, you can work out the movement limitations here. I would like to get Ran, Mund and Harp at least to charge the creature and Ragnar if he can make it around the corner before he charges.)

Charge! and cleaning up

From:Randy

Subject beetles in a barrel

Ranthir will join the charge, sword drawn.



From: Mark

Subject beetles in a barrel

No. They threw a torch in and the everburning torch was near the front so they had enough light to see.



From: Porter

Subject Charge?

So, when do we get the charge round?



From: Mark

Subject Charge?

Working on it now.

Should be out with in the hour.



From: Ashley

Subject Charge?

Surin will keep his axe readied just in case something goes terribly, terribly wrong, but he doesn't forsee needing to use it any time soon



From: Mark

Subject Charge

Round 21

Initiative: Surin (25), Harp (25), Kal (23), Ragnar (19), Allistair (11), Mund (9), Beetles (8), Ran (6), Salix (5)

Harp looks at the empty quivers and then back at the beetle. It is stumbling around a bit, arrows and bolts sticking out of the carapace in several places. Turning to the group he gestures and says " I think one charge from the fighters will take it out. Who is with me?" Seeing nods from everyone, or what seems to be a nod from Mund, Harp draws his sword and tries to time their charge so that they can all reach the creature.(Hold action until creature is with in charge range of whole party) Harp, Ran, Ragnar, Kal and Mund all step through the door while the creature is down at the other end of the long room. Their movement gets its attention and it charges the party.

Harp's warrior training serves the party well. At just the right moment he shouts "Charge!" and the five party members surge forward, weapons flashing in the half light of the everburning torch. The five spread out a bit so that they can all get to the beast and just as the creature gets to them they strike, almost as one (AC19, Harp, 17+12=29, hit, damage 10, Kal, 18+12=30, hit, critical threat, Critical threat roll, AC19, 1+12=13,miss, no critical hit, damage 4, Ragnar, 2+7=9, miss, Mund, 10+11=21, hit, damage 8, Ranthir, 13+8=21, hit, damage 8) The axes and sword hit with devastating power and the creature is butchered before it can strike back.

Harp looks around for any other foes in the room but sees none. "Ok, in pairs of two, Kal and Ragnar, Salix and Surin, Mund and Allistair, Ran your with me; separate and search the room. You know what we are looking for." The next 10 minutes is spent looking the room over. Nothing obvious is found.

OODM: I have attached a new map. Let me know what you want to do.




From: Kevin

Subject Looking around

OOC: Assuming that our characters have been able to keep an accurate map.

IC: Harp is a bit confused. There are no other doors like before. There should be a key. He thinks for a moment, then calls over Allistair, who has been making notes about their travels through this "testing ground". He asks " Are you keeping a map or drawing of where we have been?"

Allistair pulls out his parchment and lays it down, Harp holding Munds torch close by so any who want to see can. It seems obvious to Harp, and probably anyone else in the group, that there seems to be a dead space behind the angles wall just to the left of where they entered the room.

"Surin, would you and Ragnar and Kal take your lantern and search this wall more closely. Ran, would you and Mund make sure our friends over there did not eat the key. Salix, will you help me scour the floor for any arrows or bolts that we may be able to salvage. Allistair, would you take a moment and see if you can see any pattern behind these encounters, anything that may give you a clue as to what we may encounter next."

With that, Harp will start looking over the floor for bolts and arrows. If they find any that have minor damage, he will save those to be able to use a Mending on. Later he will offer Ran the use of his remaining bolts, since Harp is very ineffective with that weapon.



From: Porter

Subject Looking around

"Maybe the key is inside one of these critters. Salix -- you know a lot about nature's critters, eh? Wanna help me sift through their innards?"

Searching room 5

From: Ashley

Subject In room 5

"Surin, would you and Ragnar and Kal take your lantern and search this wall more closely. Ran, would you and Mund make sure our friends over there did not eat the key. Salix, will you help me scour the floor for any arrows or bolts that we may be able to salvage. Allistair, would you take a moment and see if you can see any pattern behind these encounters, anything that may give you a clue as to what we may encounter next."

"Will do, then," Surin responds, pointing the lantern toward the angled wall, feeling out gently with his fingers and toes for any possible traps or doors. He's grateful for the bright light that lets him see at all what he's doing, but with the party all run out of arrows with this last scuffle, he's feeling the need to conserve whatever resources he has. He isn't gonna let this lantern go any longer than it needs to, not once this or any room has been cleared out. He didn't much like the darkness, but he wasn't about to get himself caught against some invisible threat unprepared. Still, he enjoys the illumination as long as he can while doing the task at hand.



From: Jason

Subject In room 5

Ragnar nods as Harp gives out his instructions and heads to the end of the wall opposite Surin. As he walks, he reflexively takes out the rag he uses to wipe off his sword, then grimaces and puts it back, seeing that his sword needs no cleaning from this encounter. Hopefully nobody noticed in the poor lighting, he thinks. Reaching the end of the angled wall, he stands in the darkness and examines the wall in front of him. Noticing that Surin frequently reaches out to touch the wall, he occasionally does the same, but doesn't really know what he's looking for. Mostly he relies on his innate sense of how stonework should look, and searches for any inconsistencies.

If he finishes before Mund and Ran (or Salix or whoever is helping him) he'll move on to search the north wall as well.



From: Karl

Subject In room 5

Having received orders to do otherwise, Salix casts a questioning glance at Harp.

{OOC - If Harp nods, Salix will help mund. If not he will reply, "I have other orders, but once I'm finished salvaging arrows I'll be happy to help.)



From: Karl

Subject in room 5

Just to clarify, Salix is helping Harp find arrows (unless Harp releases him to help Mund). It is SURIN who is checking the wall. The confusion probably comes from Ashley mistakenly swapping names in her second paragraph.



From: Ashley

Subject In room 5

It's the A-name debacle all over again >.<.

Sorry about that. :)



From: Derek

Subject In room 5

Allistair looks for a moment at the map and paces back and forth while thinking. He agrees with the prediction that there may be a hidden door of some sorts on the diagonal wall. Allistair asks Ragnar if he can provide any additional information. "I do not know the specifics, but I seem to recall that Dwarves have a particular affinity for direction and such while underground. Can you sense how thick the wall is here, and whether there may be a room or chamber beyond?

As for Harps question on patterns and such, after some more thought he replies. "I think you have summed it up the best yourself when you said that these are testing grounds. I think we can expect each room to be filled with creatures of increasing size, strength, numbers, and/or magical abilities.

From the variety of creatures we have dealt with so far, I feel safe in assuming that there will be no similarity in what types of creatures we may encounter, only that we can assume each encounter will be more difficult than the last. Also, judging by the small bits of information we gathered from the ogres, and from the grimlock creatures before the conversation was cut short, we can be pretty certain that all these creatures were magically transported to these chambers for the purpose of the test itself when the gate initially opened. We could presumably wait for all the creatures to simply perish of thirst or whatnot, but I don't beleive we have the luxury of time on our hands, and what do we know but that creatures in subsequent chambers may be undead, or of other magical nature such that sustanence isn't even required? So I also think that Harp has taken the best strategy by keeping us moving from chamber to chamber as quickly as possible."

"However, looking at the situation here, in order to make our acquisition of the keys as fast and safe as possible, I might suggest some other possible strategies. My first suggestion is on the premise that each subsequent chamber will contain creatures that are increasingly difficult to deal with. If this is so, then might it not be most prudent to deal with the most difficult creatures first? That way we could more freely use our offensive magic, and after defeating it we could rest assured that at least it wouldn't be as difficult as what we had already done. This may simply be a matter of psychology though, since we probably have time to rest a time or too te rejuvenate our magic should the need arise."

"My other possible suggestion is a bit more radical. Since all the chambers seem to contain a more-or-less random assortment of creatures, beasts, and whatnot, we can assume that they have no common purpose or allegiance. Certainly the beetles, scorpions, and cockatrices are nothing but beasts, albiet of a giant or magical nature. Accordingly we can assume that the ogres and grimlocks had nothing in common except that they were ill-fated to be caught up in these 'testing grounds' that we are in.

If that is so, then why don't we simply open all the doors and retreat back to the entrance for a while? The creatures/beasts would probably kill most of each other off, and then we could come back and deal with the rest. The initial opening of the doors might be a little dangerous, but between fast feet, invisibility, and perhaps Surin rigging up something to open the doors from a distance, we could probably open the doors, retreat behind the initial pit and return to the entrance for a day or so, and then return. If what is left is intelligent, we could perhaps let it back through the entrance in exchange for the keys, and if it is a creature we could simply slay it if necessary. This course of action was suggested earlier, I believe, but I think it may warrant some extra thought."



From: Porter

Subject In room 5

I like the idea of tackling the big dogs first. Let's get it out of the way."



From: Jason

Subject In room 5

OOC: I really like the idea of taking on the one or more of the harder groups earlier. Right now we're still more or less at full strength, so it would make sense to go ahead with one of the more difficult challenges. Unless the order we go through the doors doesn't matter, and we fight them in an order predetermined by the tester, but I don't think that's the case. (The first two doors only had room for one encounter, the next have had 2.)

IC: Ragnar shakes his head at Allistair's questions. "Certainly, we may be less likely than most to get lost underground, but I'm afraid I can't tell you anything that isn't already on that drawing of yours. I do hope to notice some inconsistency in the stonework that will allow me to detect a hidden door, however."



From: Mark

Subject Searching room 5

Harp looks surprised when the party does not turn up the key they all expected to find. "Well, maybe those things ate the key? Or," he thinks "maybe there is something behind this strange wall. Surin, would you and Ragnar and Kal take your lantern and search this wall more closely. Ran, would you and Mund make sure our friends over there did not eat the key. Salix, will you help me scour the floor for any arrows or bolts that we may be able to salvage. Allistair, would you take a moment and see if you can see any pattern behind these encounters, anything that may give you a clue as to what we may encounter next."

The party breaks into the groups. The three searching the wall take their time and inspect all of the stone work very carefully. After about an hour Surin and Ragnar have come to a conclusion. There is a secret door in the middle of the wall and Surin is fairly sure he knows how to open it.

Mund and Ranthir, in the mean time, have had the fun of dissecting the beetles. Every now and then they ask Salix for advice on what some organ is and whether or not a key might be found in it. It is a dirty job and Mund is none too happy at being selected. Even more so when nothing is found.

Harp and Ran find several undamaged arrows and a few undamaged bolts(7 arrows and 4 bolts). Allistair spends his time thinking about the encounters they have had. When Surin, Kal and Ragnar report their findings Allistair also gives his report.

"I think you have summed it up the best yourself when you said that these are testing grounds. I think we can expect each room to be filled with creatures of increasing size, strength, numbers, and/or magical abilities. From the variety of creatures we have dealt with so far, I feel safe in assuming that there will be no similarity in what types of creatures we may encounter, only that we can assume each encounter will be more difficult than the last.

Also, judging by the small bits of information we gathered from the ogres, and from the grimlock creatures before the conversation was cut short, we can be pretty certain that all these creatures were magically transported to these chambers for the purpose of the test itself when the gate initially opened. We could presumably wait for all the creatures to simply perish of thirst or whatnot, but I don't beleive we have the luxury of time on our hands, and what do we know but that creatures in subsequent chambers may be undead, or of other magical nature such that sustanence isn't even required? So I also think that Harp has taken the best strategy by keeping us moving from chamber to chamber as quickly as possible."

"However, looking at the situation here, in order to make our acquisition of the keys as fast and safe as possible, I might suggest some other possible strategies. My first suggestion is on the premise that each subsequent chamber will contain creatures that are increasingly difficult to deal with. If this is so, then might it not be most prudent to deal with the most difficult creatures first? That way we could more freely use our offensive magic, and after defeating it we could rest assured that at least it wouldn't be as difficult as what we had already done. This may simply be a matter of psychology though, since we probably have time to rest a time or too te rejuvenate our magic should the need arise."

"My other possible suggestion is a bit more radical. Since all the chambers seem to contain a more-or-less random assortment of creatures, beasts, and whatnot, we can assume that they have no common purpose or allegiance. Certainly the beetles, scorpions, and cockatrices are nothing but beasts, albiet of a giant or magical nature. Accordingly we can assume that the ogres and grimlocks had nothing in common except that they were ill-fated to be caught up in these 'testing grounds' that we are in. If that is so, then why don't we simply open all the doors and retreat back to the entrance for a while?

The creatures/beasts would probably kill most of each other off, and then we could come back and deal with the rest. The initial opening of the doors might be a little dangerous, but between fast feet, invisibility, and perhaps Surin rigging up something to open the doors from a distance, we could probably open the doors, retreat behind the initial pit and return to the entrance for a day or so, and then return. If what is left is intelligent, we could perhaps let it back through the entrance in exchange for the keys, and if it is a creature we could simply slay it if necessary. This course of action was suggested earlier, I believe, but I think it may warrant some extra thought."

OODM: Ok how do you want to handle the secret door?



From: Jason

Subject Searching room 5

ooc: In all fairness, Mund was all ready to volunteer for the job. Not that that would make most people happier about having to do it.



From: Kevin

Subject Searching room 5

Derek, I have thought alot about this place, but I NEVER thought about what you suggested in your last paragraph.

Now I am going to be thinking about that all night.

That just mean.



From: Porter

Subject Missing e-mail

I didn't get the email that you are quoting. Could somebody send it to me?



From: Kevin

Subject Searching room 5

OOC: Guys, I am not sure I want to release all of the creatures at one time, but Dereks (and others) idea about trying some of the harder rooms first is not a bad idea, but we have taken some damage during these first few rooms. I think we should go ahead and deal with this secret door (we are here, lets "get ur done"). I think we should explore the other entry hallway, just to get an idea of what is out there. Maybe do one more "easy" room", heal up, bed down for the night and have everyone at full strength tomorrow to start with a hard room.

I do have a concern with this approach, but it is enough out of the box that it would make for interesting game play.

Mark, did Surin hear anything behind the secret door?

If yes, what? If no, Harp will give his bolts to Ran, and set the group up as they have before for opening doors (Ran with his crossbow away from the door, Harp and Mund on either side, Ragnar and Kal at their sides, Salix, Surin and Allistair behiind and to the side of Ran.



From: Porter

Subject Searching room 5

OOC: I really like the idea of doing the hardest ones first.

I say that we keep fighting until we *have* to stop to rest. We don't know how long we really have -- time might not work the same here, and there might be some Narnia affect.

Why waste eight hours right now if we don't have to?

We are still almost at full strength. We don't need to pussyfoot it in an easy room. Once we get down to the point where we are close to needing to rest, *then* we can come back to these easier rooms.



From: Kevin

Subject Searching room 5

OOC: Porter, I have a similar desire, but Harp is likely going to be more cautious. He will be unwilling to go into the hardest room unless they had full spells and were all healed up (he is just anal that way). He will be willing to do the hardest room after we get back to that level. So, he will likely suggest checking out the secret room, maybe doing one or two more, then exploring the rest of the hallways to get an idea of the layout of this place. He main desire is to do what it takes to overcome these things, and rushing in is not what he sees as the way to do that.

It will just add to the dramatic tension created by the bug cutting.



From: Porter

Subject Searching room 5

What a coward.



From: Jason

Subject Searching room 5

For what its worth, Ragnar will add his (in character) support to Allistairs idea. He'll point out that he still has 100% of his higher level (2nd and 3rd) spells. If Harp seems reluctant, he'll suggest going into the 2nd or 3rd hardest corridors. Otherwise, our last day here we're going to have to wipe out the second hardest, then go short of spells into the hardest, then go even shorter of spells on to whatever happens when we get all the keys. Of course, if Harp is "just going to be anal that way" Ragnar will respect his decision.

How are Allistair and Salix doing on spells?



From: Jason

Subject Searching room 5

Ragnar would only expand on that last point. If we keep going easiest to hardest, then with each battle we fight the enemies get harder but we fight them with less available resources. Which means that at some point we will either be overwhelmed because we don't have enough resources, or we will be overcautious and take too long. Mund covered the rest pretty well.



From: Porter

Subject Searching room 5

OK, let's assume that this turns into a character discussion.

Mund will point out that Harp is being far too cautious because:

we still have almost all of the offensive spells uncast

Even if half of them were cast, we really can't cast that many at one time

so far in this campaign, I don't think there has *ever* been a case of healing anybody until after the battle, so we don't need healing spells terribly much to *enter* into battle -- we just need to be fully healed beforehand, and have some healing available in case something goes wrong it it looks like somebody might die

everybody is pretty much at max hit points

Harp is risking *COMPLETE FAILURE* if we take too long to clear out this dungeon.

Secret door, secret room and a map

From: Karl

Subject Secret room

Salix is overcome with a feeling of confusion. At one point he seems to be both searching for arrows *and* checking the walls for secret doors, then suddenly he's doing neither and *Ran* seems to be two places at once. Salix leans against one wall, his suddenly aching head in his hands. :-D



From: Mark

Subject Secret room

My thought was that Mund might have done it gladly under his own volition, but to have Harp order him to do it woudl piss him off.



From: Mark

Subject Secret Room

Surin did not hear anything behind the door.



From: Kevin

Subject Secret room

OOC: Alright, I get the idea. You are getting tired of killing critters, and want something more challenging. Harp can be convinced.

Let's get the key from the secret room, go back to the main room, get organized (any arrows and bolts redistributed, etc) and then we can try one of the doors on the other side of the room. That should be where the harder challenges are. Of course, the testing grounds may make each room hader, and we will have no control over it, or we may get what we hav wished for, and encounter a 5 headed pyro-hydra.

IC: Harp looks at the group after hearing from Surin that there is a secret door, and that it is quiet behind it. He looks at Mund and says "If you get your torch, we can go on in".

When Mund is ready, he and Harp will open the door and look in.



From: Porter

Subject Secret room

REady



From: Mark

Subject Secret room

The mass of activity comes to an end and several of the party members are relived at the relative peace that follows. Allistair has given a thought provoking analysis of the situation and the companions take a few minutes to think about it. They have a lively discussion as to how to handle the rest of the testing grounds. Mund and Ragnar both heartily support this and it also appeals to Harp's more basic instinct. "Let' s finish getting this key and then regroup back in the main room and look into taking on one of the harder rooms. Does that suit everyone?" Not hearing any disagreement Harp orders the party to prepare to open the secret door.

The party lines up in the usual manner and Surin shows Harp how the door opens. Harp presses the release on the door and it swings open and into the room. From the light of the everburning torch the party can see the south wall just 25 feet away. The room looks empty except for a door in the south wall next to the east wall. The fighters move into the room carefully, looking for any foe. They find none and at Harp's command form up on the next door.

Surin investigates the door and again finds nothing. "Door is not locked, as far as I can tell and it's not trapped either." As the party gets ready to open the door Ragnar stops them. "Harp, I have a strange feeling about this (Spellcraft check, DC20, 19+5=24, success). There is something about these walls and this door that feels "different" to me.

OODM: I will let Jason know more of what he senses and he can report



From: Mark

Subject Map

I forgot to send this.


How to deal with the room

From: Jason

Subject How to handle the room

Seeing that he has the parties attention he continues "When I was living among the dwarves, a powerful undead creature began terrorizing some of the outlying caverns. It was especially dangerous because it seemed to have the ability to disappear into the very walls of the caverns, and those who survived its attacks said that their weapons seemed to pass right through it. It had no physical body, but was more of a spirit. Finally a number of our clerics were able to confront it and, though they were unable to destroy it, they were able to contain it within a small cavern until the high priest of Moradin was able to come personally and destroy it.

"Being somewhat drawn to the clerical path already, I took the opportunity to go see the cavern in which it was held. The enchantments were powerful enough that even without training I could sense them.

"These walls give me the same feeling as that cavern did. I believe that whatever awaits us inside will be a spirit without physical body."

ooc:By spirit Ragnar don't necessarily mean undead, just something that can't be touched with your hands. Feel free to ask him questions, though truthfully he doesn't know much more.



From: Porter

Subject How to handle the room

Mund doesn't like this talk of fighting a creature that cannot be touched.

"Um, maybe we should do something different here. All of you magickers -- do any of you have any way to discover if there's a key in that room or retrieve it without going in and getting it?"



From: Randy

Subject How to handle the room

Ranthir echoes Mund's response and suggests that the non-clerical folk form the back line, the wizards next, and those with any ability dealing directly with the undead in the front lines.

"I don't have any ability to fight that which is not physical. If it comes to that kind of fight, perhaps the best approach will be to draw the being out of the room and have one of us go in to try to find the key. Once found, we can try to return the creature to its prison if that is what this is, or defeat it in some other manner."



From: Porter

Subject How to handle the room

"If we are going to try to lure it, let me volunteer to be the bait. I am by far the fastest runner here"



From: Derek

Subject How to handle the room

Allistair thinks for a moment. "I do know of magical methods that could be used to do what you describe, however I do not posess those abilities. I do think though, that my magical bolts or fireballs would damage it, unless it also posessed some type of magical resistance. Releasing a fireball could be dangerous in these close quarters, however.



From: Kevin

Subject How to handle the room

Harp thinks about Ragnars words. "This concerns me as well. There is some grace I can ask from Heironious that will protect me from direct physical attacks for a short time, and my guess is that Ragnar would be even more capable of that than I. However, that grace was not one that I asked of him this day. Brother, unless you prayed for the Battle Lord to be able to provide you sanctuary if needed, then we may have to delay in attempting this room. I hate to leave it, but I think we can try another challenge, and come back to this one when we are better prepared, unless all of you want to try and fight something that can't be touched?"

After al little more thought, Harp turns to Ragnar and asks "Brother, I remeber from my studies hearing about asking Heironious to bless us with a weapon formed from his might. Would this "spirit weapon" be able to damage a creature like you have mentioned?"

OOC: Harp is thinking of the Sanctuary spell - it does provide an attacking creature a Will saving throw, but if it fails, it cannot attack the person so blessed. Thought - have Ragnar cast it on Mund (or Harp) have him run into the room, get the key, and then run out and we shut the door to the secret room. Unless, of course, it is the magic door that keeps whatever it is in there. I was just trying to think of way to protect someone. The other option is Spiritual Weapon from both Harp and Ragnar. They have a limited time frame, but if they were to plan ahead, they could have 3-4 of those ready to go.

Ideas? Harp is OK with trying another room and coming back to this one after a nights rest and having some time to reselect his prayers.



From: Porter

Subject How to handle the room

OOC: Are people not all of my emails? Mund had an idea earlier.

If it's mostly the magic people that can hurt it, Mund volunteered to be the "bait", keeping it occupied with him while everybody that can actually hurt it gangs up on it.



From: Jason

Subject How to handle the room

ooc: The short version is, spirit weapon would work beautifully. The long version is, I'm not sure how much Ragnar really would know about incorporeal creatures. He recognized the spell containing it, not necessarily anything about the creature. That being said, it does seem reasonable that Ragnar would expect the spiritual weapon to work pretty well. Also, I have magic circle against evil. I can't guarantee that it would work, as it might not be evil, but it seems likely, and Ragnar would expect it to as well.



From: Kevin

Subject How to handle the room

OOC: I think we got it Porter, we are just trying to see what us magik people can use on it while it chases you. I don't think Mund would be happy to have it chase him and then have us find out we have nothing that will affect it.

Mark, from Harp and Rangar's training as clerics, would they "know" that their spiritual weapons would deal some damage to a creature without a body? I would think they would have been given some guidance (even spiritual guidance) on how and where this grace would work. Would anyone in the group have some knowledge on this type of creature? I know Ragnar got his check on the door, but does not know much more. Do Allistair or Salix have any idea? Or am I grasping and we should just open the door and get it over with?

Porter, we may use Mund as the rabbit, but just not yet. Spell casters never have the right spell you need right now. We can go kill some other things, rest for the night, and come back to this one fresh the next morning.



From: Porter

Subject How to handle the room

That's cool.



From: Jason

Subject How to handle the room

ooc: Well we've determined that Ragnar doesn't in fact know any more than what I've said; all he knows is that the spell placed on the walls in front of us feel very similar to the spells used by the dwarven clerics to lock up the incorporeal creature years ago. With luck, Allistair might know more about incorporeal creatures. I'll stand by my assessment that magic circle against evil will be useful though, mostly since I don't know any better than Ragnar in that case :)



From: Jason

Subject How to handle the room

Ragnar replies thoughtfully. "Honestly, I'm not entirely sure how succesful we will be at harming it. If it *is* undead, Heironeous can grant me special protection from it, and the rest of us as well. But there may be a way to retrieve the key without directly confronting it, though we won't avoid going in...

"I have a spell that will keep evil creatures at bay. What if I were to cast it standing in the doorway, and then cast that spell there. Then Mund could enter the room, grab the key, and run back out. I can give him a similar blessing, with a smaller range, that would protect him from any of the more dangerous effects such a creature might have, such as charms or compulsions. Then we close the door and move on to the next challenge. What do you think" he asks, looking to Harp and Mund.



From: Porter

Subject How to handle the room

"It seems kinda risky, but I'm game if we can't come up with anything better."

"But if we do this, maybe we should first open the door and see if the monster is able to come out. There's no use in my jumping around in there avoiding him if he just follows me out and we have to fight it anyway."



From: Derek

Subject How to handle the room

Allistair speaks up during a pause while they are discussing what to do about the room beyond the secret door. "As to the spiritual source of what is beyond that door, I cannot say anything more than Brother Ragnar. However, I can discern it's magical nature. Whatever is beyond that door is incorporeal and doesn't posess a physical body, at least not on this plane of existence. It's touch can be quite deadly however, so great care must be taken in dispatching it. Physical objects and weapons will simply pass through it without effect. Most magical attacks will affect it though, including magical weapons, if any of the warriors posess such and the magic is powerful enough. It (or they) will seem almost invisible, and as such will be very difficult to see. Additionally it makes almost no discernable sound. Exposure to direct sunlight though, will render it helpless, although I doubt that bit of knowledge will prove very useful."

Making a plan

From: Kevin

Subject Making a plan

OOC: All right, time for a vote. Those in favor of opening the door and trying to deal with what comes out with Harp, Ragnar's, Allistair, and Kal's spells, while Mund runs in an looks around Say Aye,

Those who want to go back to the main room and try a harder room and come back to this when the spell casters can be sure they have the right spells to deal with it, Say Nay.

Mark, when Sakeriver updated, I lost the spells I had memorized for "today" did you print that off?

If so, who had what? Or do we get a Muligan on the spells?



From: Karl

Subject Making a plan

Salix still has Call Lightening. Does he know if that would work against incorporeal creatures? What does Salix know about such things at all?

(Salix will ultimately go along with whatever the group decides, unless a knowledge check gives him something pertinent to add.)



From: Jason

Subject Making a plan

Does call lightning work indoors?



From: Derek

Subject Making a plan

OOC: I'm for getting it now while we're here, but first, what kind of magic pluses doe the warriors have on thier weapons?



From: Kevin

Subject Making a plan

OOC: Kal and Harp both have +1 weapons, so could do some damage (there is some miss chances, but they are better than those with the normal weapons). Harp (and Ragnar) also has spiritual weapon and Kal has Magic Missle, as does Allistair.

Here is a proposal.

The group is centered around Ragnar, who is ready to cast Circle against Evil. Harp can cast protection from evil on Mund if he wants. Mund will open the door and then dash back to where we all are. Harp and Kal are in the front line. We can attack it with our weapons and our spells, while Allistair does the same thing with his MM spells. I think the Protection Circle is large enough to cover us all, but I will leave that to Ragnar to determine.

If all are amenable, I will have Harp, in conjunction with the others, come up with this plan.



From: Mark

Subject Making a plan

It actually says in the spell description that the spell/prayer works indoors.



From: Randy

Subject Making a plan

"If that is the plan we are going with, then perhaps those of us with no magical weaponry should retreat to the main room so as not to endanger the mission more than is absolutely necessary. We could start investigating one of the other doors to gather information for our next encounter."

Ranthir will go along with whatever Harp decides.



From: Jason

Subject Making a plan

The spell has a 10 foot radius, so yes we could all fit inside it and still fight. It also lasts 50 minutes, so we might even be able to make it last into the next battle if we hurry.



From: Porter

Subject Making a plan

Mund doesn't care either way. He's happy to serve as bait, and he's equally willing to wait and do it later when the magickers are better prepared.

Mund has no magic weapons, so he will be offenceless. That's OK. He's very fleet of foot (Barbarian, light armour) and makes a better rabbit than anybody else.



From:Ashley

Subject Making a plan

Surin votes yay, trusting that the wizards and druids are prepared for what lies ahead. However, if any of them feel unprepared in any way, shape, or form, he recommends them saying so *now*, before the door is opened.



From: Kevin

Subject Making a plan

Harp goes around to each of the members, trying to get an idea of how they would like to proceed. There seems to be some agreement that they may be able to overcome, or at least go around, the thing in the room. After a few minutes of discussion, Harp proposes the following

"I think we have the basics of a plan, but it carries some risks, especially for those of you that don't have magical weapons, so I will let you decide how you want to help.

Those of us who are to stay will arrange ourselves around Ragnar - Kal and me up front, Allistair to the rear. Mund, after I give him what blessings of the Battle Lord that are available to me, will open the door, and then retreat from the creature while we try to deal with it using our grace and spells. Brother Ragnar will have called upon Heironious to provide us with a circle of protection that we believe will protect us from this creature while we deal with it.

The rest of you can either wait here or, if you want, head back to the main room to start exploring some of the other hallways. I think, though, that the three of you (Ran, Salix, and Surin) should be of one mind on this - either you all stay or you all go. I don't want one or two of us wondering around without some backup close by. If the worse happens to us, and you will probably hear us, try to get free and report back to the Order."

OOC: Does this work? There are numerous spells Harp and Ragnar can use - on Mund Protection from evil and Shield of Faith, on us Magic Cirle/Evil, Spiritual Weapons, Allistair and Kal can both use MM, and Kal and Harp can use their regular magic weapons. I think this can work.



From: Jason

Subject Making a plan

Ragnar has a flask of holy water that could be used as well, though its nothing special and suffers the same miss chance as a magic weapon. But he'll have it on hand in case things get rowdy. Ragnar's good with the plan though.



From: Porter

Subjectg: Making a plan

OOC: Mudn can move, for free, through squares occupied by his friends, right?

Mund will try to lead whatever's behind the door back to his companions. If it starts attacking somebody else, he'll circle around and try to grab the key.

Mund has a vial of holy water as well. He'll ready it in his belt, put up his axe, and carry his shield and torch.



From: Porter

Subject" Making a plan

Mund has an idea. He pulls out his hunting knife and shows it to the group.

"This is a special knife. It's not magick, but a smithy friend of mine said that it is "cold iron", and has the ability to harm some magick creatures that normal weapons cannot. Could this knife hurt whatever's behind that door?"



From: Ashley

Subject Making a plan

I like how Mund pronounces the 'k' in 'Magick'. :P

Surin is all for going somewhere else with Ran and Salix while the rest take care of the undead thing. He doesn't have the slightest thing that could have an effect on the thing, and he can be of more use doing something else, like listening at doors. :)



From: Derek

Subject Making a plan

Allistair looks at the knife and considers it. "I cannot say for sure, but I doubt that this knife would be effective. Although I have heard of certain creatures having weaknesses against this cold iron, my studeis of incorporeal creatures never mentioned them being susceptible to this cold iron, only weapons with actual magic enchantments. Unless this knife also has a magical enchantment put upon it, I would err on the side of caution and assume that it would just pass right through the creature.



From: Porter

Subject Making a plan

"OK, thanks." Back to the holy water.



From: Mark

Subject Making a plan

Their training gives them the power to summon the weapon. They have no training on what it would be usefull against.

They were never trained as hunters of incorpreal or more powerful undead. That is specialized business.

And please note you guys mentioned undead first. It is true that several mid and high level undead are or can be incorpreal, but there are many other creatures out there that can also be incorpreal.



From: Josh

Subject Making a plan

Kal thinks we should open the door. If we are going to, then he'll cast "Bull's Strength" right before we do.



From: Porter

Subject Making a plan

I thought that Salix was going to stay and use his "Call lightining" spell.



From: Kevin

Subject Making a plan

OOC: Mark, is my plan clear enough for you? I think the conclusion is that Ran, Salix and Surin (sorry Karl) will go back to the main room and start looking down other hallways.

I think my description of our plan was good enough. Mund can either run out of the room or he can try to enter inside the Magic Circle Ragnar places (it moves with Ragnar, right?). Harp can (and will offer to) place Protection from Evil on Mund. Harp will cast Bless on the group as Ragnar is doing his thing and then cast Spiritual Weapon when it seems most effective (creature is within range, etc.)



From: Kevin

Subject Making a plan

OOC: I guess he can. We are in a pretty small area. I am not sure Harp would want lighting bolts zapping around in this space. I will leave it up to Karl - will you stay or will you go now. If you stay there will be trouble, if you go it will be double.

When worlds Clash.



From: Karl

Subject Making a plan

Salix will do as Harp decides.

(OOC - Call Lightening shouldn't be a problem. The bolts come straight down from above to strike the target, so to my knowledge this should mean they are no danger to use in melee. Mark, is this true?)

Assault on an empty room

From: Mark

Subject Assault on an empty room

That is the spell description.

I will try and get something written up today.



From: Jason

Subject Assault on an empty room

That was me that brought up the undead. Ragnar also mentioned that it wasn't necessarily an undead creature inside, just that the one he had encountered was undead.



From: Kevin

Subject Assault on an empty room

OOC; Mark if you have not written the turn, Harp is going to suggest that Salix go with Ran and Surin. I think we have enough people focused on this thing.

After hearing Ragnar's warning about what type of creature they might be facing the party spends several minutes comparing notes on what they know about these types of creatures. Allistair proves useful with much basic information but is apologetic that he does not know any more detailed info about whatever is imprisoned in the room. Harp finally makes his decision. "Ran and Surin will head back to the main room since they have no way of combating whatever we are going to face. Salix, I would appreciate it if you went with them. I hate to leave them with no arcane or holy protection. Keep them well. If we fall the mission is yours and Ran's."

Looking at the rest of the group Harp continues. "Brother Ragnar will be our center piece in this encounter. He will ask the battle lord for protection from evil forces that will create an area around him where we should get some blessing. Kal will use his Bulls strength spell to make him stronger. I will ask the battle lord to protect Mund from evil and attacks and then he will enter the room, trying to see what is in there. If and when he finds it he will try and lead it back to us. Mund, remember you weapons will have no effect on the creature and your armor will offer no defense. Allistair, you will stay behind Brother Ragnar and use whatever arcane skills you have when you can. Are we ready?'

Looking around and seeing everyone nod in agreement, Harp signals the party to start. Surin, Salix and Ranthir head back to the main room to investigate the other doors. Ragnar starts his prayer and after a few seconds the party feels themselves surrounded by a feeling of calm and protection. Mund slings his axe saying "Won't have much use for this thing in there. Speed be my best weapon." He puts his shield in one hand and the everburning torch in the other, checks his gear and nods at Harp. The 1/2 orc chants his two prayers to his god and Mund feels the power flow through him. Mund didn't cotton to most godmen, but admitted they could be useful in scrapes.

Kal steps forward and opens the door. Mund turns and moves into the room. The room is 30 feet deep and as soon as Mund enters the room and looks to his right he can see that it is 60 feet long. He looks for a creature and does not see anything.

OODM: Ok Porter what do you want to do? Please note that spotting, the skill needed at this point to find the keys, is a standard action and you can make a spot check each round for each 5 X 5 square. The squares on the big map are 10 x 10, so there are 4 spot squares for each of the big map squares. That means that there are 72 squares that need spot checks on. Using the spot skill in a threatened square provokes an AOO.