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Mund has his own idea

From: Porter

Subject The climb

OK, here's what Mund's gonna do:

He'll explore other options that he has, and in the end he'll realize that going up with Harp just makes the most sense. He won't say anything, but when it's time to start magicking up people, he'll join the rest. If anybody says anything, he'll be silent and just stare them down. If they still insist on talking about the situation, his response will be "Do you want us to get to the top, or do you want us to fight? 'Cuz truth to tell, I could go either way."

Flying

From: Mark

Subject Turn

I am working on the turn.

I am on page three right now. There is just a lot going on that needs to be described.



From: Porter

Subject Turn

I was afraid that this message was going to tell us that this game too has been canceled.



From: Mark

Subject Turn

The excitement is almost palpable. Every one is talking a mile a minute. A few of the party members start scurrying around, looking for things to pack. Harp's voice brings them to attention. "We are not going to attempt to make ascent today. To much of the day has passed. What I would like from all of you is options for how we can get up there. If we have to climb I see it taking us several days. I was hoping that Allistair might have a better idea or two." The next several hours, through dinner in fact, is spent putting together ideas Allistair and Mund and Harp spend much time together discussing what powers each can bring to bear on the problem.

Before the party turns in for the night Harp informs the party members of what plans have been made. There is much discussion about being made larger, smaller and flying all over the place. Mund seems very put out. He stomps around camp, muttering to himself. Harp approaches the barbarian. "Mund, I understand your misgivings. When I first joined the Order, it took me quite a while to get comfortable with the notion of relying on powers I could not touch directly. It has been a slow process for me to accept the powers my lord has granted me access to, through his grace. I can imagine that relying on just your brothers knowledge and skills would be an even more difficult task. I cannot force you to partake in this. I am sure that you are competent enough to scale the wall yourself, though it may take a very long time.

I am concerned what your actions may communicate to the members of the rest of the party. If they see that Allistair's own brother will not trust his magic, what trust should they put in him. Come, swallow your pride, and trust in his training. If I have learned anything these past few years, it is that there is a time for muscles and fighting, and there is a time for magic. If, by his skills, he can get us all up to the top of this cliff in under 1/2 hour, the I think we should give it a chance. If he fails, I will give you permission to beat him cross sides his head a few times. Just think of the songs you will be able to write about your bravery in trusting magic."

Mund's reply is fast and harsh. Mund pokes Harp in the chest. "Hey. I might not have studied in a fancy temple like you, but that doesn't mean I don't know when I'm being mocked. You think you're better than me, you dirty orc uchdorf*? You do it again and I'll kick your ass, but this time I won't do it friendly-like." *bastard

Harp is stunned by the response. He had meant it as a bit of a joke. ""Mund, I apologize if my comments seemed mocking. They were not meant so. I was merely trying to add some humor in a tense situation. If you prefer to climb up, please do so. This is not an issue worth fighting over. I will take your leave to allow you to prepare for your climb tomorrow." Mund's response is a gruff grunt and the two part, the air thick with tension between them.

Later that night, after the others had spent hours discussing the ascent, Mund approaches his brother. He mutters a bit, sort of stumbling around, looking for the right thing to say. His brother had obviously changed much in the 10 or so years since they had parted. He was no longer the little kid that Mund had teased. ""Um, let's say that Harp carries everybody but Salix and I up the cliff, and while I'm climbing, I slip. Would any of your, uh, magic, be able to help me?" Allistair looks a bit shocked at Mund's comments but thinks better of making fun of him. He is fairly sure he knows what the question has cost his brother.

He thinks for a minute before he answers. "Mund, there are several spells out in the world that could help you with your climb, but I have never had need to learn them. Once I learned the fly spell we will be using the others seemed redundant. I am sorry." "Mund furrows his brow at this word but decides his brother is not mocking him. "Oh well," Mund replies, " could you at least keep track of my gear and make sure it does not get hurt. I will not be able to take any of it on my climb." Allistair nods that he will and the two part.

The night goes quickly, at least to a few. Allistair does a fairly good job of keeping up appearances. "The whole party will be depending on me and my magic. What if it fails?" But he pushes that thought out of his head, just as his teachers had shown him. Knowing he could do these things was the first step in doing them. Mund spends some time looking at the cliff wall he plans on climbing tomorrow, trying to see the best route and how he will handle the moisture. It is bad enough that the climb is almost straight up, but the stone looks to be very slippery as well.

The next morning is overcast and dreary and wet. All of the party except Mund start dividing gear into smaller packages of about 20-25 lbs. Allistair, Ragnar, Kal and Harp all spend an hour in prayer or study. Surin spends his time using a section of rope to make a harness that can be dropped over top of Harp and that the others can use to keep their position on the 1/2 orc. Mund gets out his climbing gear and heads over to the cliff to get a start.

When the hour is up the party forms up. To everyones surprise Mund is there with them. He scowls at the party, just waiting for someone to make a comment. He does not see Harp make a gesture behind him, signaling the rest of the party to silence. The spell casters and the clerics make a few practice runs, working on their timing, knowing that this will be very important.

When they are comfortable with how things should go, Harp motions for Mund to join him. The two walk off a bit. "Mund, if your wish is for me to carry you, I can do that However, since it is my impression that you want to have as little magic done on you as possible, I would suggest that I take you and the other gear on the second trip. From what I can tell, your brother's spell should last long enough for me to make two trips. In fact you could speed things up by having the gear already on you when I come back down? How does that sound?" Mund grunts again and walks off to the side again.

The party stands in a circle, looking at each other. Harp dismisses the thought that crosses his mind "I am going to get us all killed doing this" and says "Let do it." Each caster and cleric does his job in order. Harp grows in size as other party members shrink to the size of Surin. Salix shimmers into the shape of a large owl just as Ragnar blesses him with the strength of a bull. Harp's muscles also seem to bulge as he finishes his blessing. Harp starts picking up gear and people and placing them in harness. Salix takes wing and grabs Surin under the arms with his talons and squeaks with the effort to get the halfling off the ground.

In just a few seconds the casting is done and the people are loaded. Harp has never felt this powerful before. The other party members feel like they are made of paper as he picks them up and places them into the harness. When every one and everything planned for the first trip is in its proper place, Harp makes a mental image of him moving upwards. He is a bit astonished to see that he does move upward. He glances at the cliff and adjusts his position so that he his right next to the cliff. In only a minute Harp is at the top and unloading the harness, getting ready to make the next trip. He sees Surin there, so he knows that Salix's part of the plan seems to be going well.

Harp goes down faster then he went up. When he gets there he motions to Mund to get into the harness and to get the rest of the gear. Mund throws the stuff around his neck and climbs into the harness. Harp gives out a "Hang on" and off they were. An owls passes them again, with another bag of gear in it's talons. It is another minutes before Harp comes to rest and not too soon. With in seconds of his landing he starts to feel the magic leaving his body. Salix arrives at that point, making Harp start to take in the situation.

It looks like all the essential gear has made it up. Salix is also supposed to talk with horses that they had to leave alone but he will not promise me anything. Salix drops what should be the last of the gear and shimmers back into his normal self. Harp turns to Salix, "OK, where is this door we are supposed again.

Salix nods north. It is in the copse of trees on th left about a mile from town. You never know.

OODM: OK I want a marching coders.



From: Kevin

Subject Turn

OOC: Mark, what "town" are you referring to?



From: Porter

SubjectTurn

Mund offers to go at the head in order to keep an ear out anything odd.



From: Josh

Subject The lead

Kal suggests that him and Harp take the lead.

"Mund, I think you should take rear guard. We're going to need someone who's familiar with magic up front, but we don't want to put someone with no melee combat ability there, no offense Allistar. I also think either Harp or Ragnar should take the lead with me. We should be prepared for the Arcane, the Divine, and the Physical."

Suprisingly to the rest of the party, Kal's offer seems to be just that: counsel for Harp. Everyone is surprised to see Kal defering to Harp so readily.



From: Kevin

Subject The lead

Harp sets down, a sigh of relief quietly escaping his lips. He was familiar with magic, but still, he was a human (well, 1/2 human), not a bird. It was good to get his feet on solid land again. Even sailing did not feel as unatural as flying.

However, Harp's mind goes back to when he had been the size of a troll, and as strong. He mentiones to Allistair "You know, in a fight against a large creature like that Land Shark we encountered, a combination of your enlarge spell and my lords grace in increase my strength would be a formidable combination. I felt as if I could have carried everybody, reduced or not. I felt as if I could have cleaved a giant in half. We should keep that in mind in the future.

Harp asks Ran to oversee the unpacking and redistributing of the groups items. While this is going on, he will call Allistair, Mund and Ragnar over to discuss their next actions.

They discuss things for a few minutes, with Mund suggestings he lead the way. Harp considers for a few seconds, and then responds "Mund, you have successfully lead us to our goal, and for that we all, and the Order, thank you. However, our task has now changed slightly. We must now be on the look out for both magic and pyhsical obstacles; and the magic may be both divine and arcane. I am going to suggest the following order of march. Kal will lead, since he is both a proven fighter and has the ability to work with arcane magic. Ragnar and I will flank Kal on either side, so we can assist with any divine magic. Mund, I would like you and Ran to flank Allistair in the rank behind us. I would like Salix and Surin to cover the rear - they are more likely than most of us to notice anything from our rear and they will hep surround Allistair.

Lets take our places and move onto where the portal is."

As they get ready to leave, Harp will motion to Allistair "I am concerned about our trying to enter the portal this day. You have spend many of your spells on getting us up that damn cliff. Are your prepared to meet what is on the other side, or do you need a night to prepare a different variety of spells? I know that I would, if I had my druthers, spend a night contemplating what grace to ask of the Battle Lord."

At the top

From: Derek

Subject At the top

OOC: I'm a bit confused about this town thing too. If a town is up there, wouldn't there be a much easier way up or around the mesa? Anyway, Allistair will go wherever Harp assigns him, hopefully in the middle.



From: Mark

Subject At the top

Sorry there is no town.

I do not know what I was thinking when I wrote that. I was just trying to get it done before I had to go do something else. See what you get when you rush greatness? :)

I will try and get something more out this afternoon.



From: Randy

Subject At the top

Ran watches as everyone gathers their equipment. He doesn't watch too carefully, not really expecting anyone to try to take eachothers stuff. As he watches, he opens up his journal and writes of his experience flying up to the top of the cliff. It had been amazing even though he wasn't the one in control of the flight he felt so free.

As Harp outlines the marching order, Ran offers his support of the plan.



From: Porter

Subject At the top

Mund doesn't argue with Harp about the marching orders.



From: Karl

Subject At the top

Salix is OK with Harp's suggestion.

The gateway

From: Mark

Subject The gateway

The party is almost surprised at how easy the ascent has been. They had kept expecting someone or something to pop out of thin air and attack them. So far the adventure had been fairly quite. Harp leads a discussion with the party members as to the marching order when they approach the gateway. It is finally decided that Kal, Harp and Ragnar will be in the first row, with Ran, Allistair and Mund in the second row with Salix and Surin bringing up the rear. The party members all seem to think that this is a good arraignment, Allistair in particular. Harp brings up one more point.

"I think," he explains, "that we should rest up a day and get back all the spell and grace we used today getting up here. While everything went simple enough, a lot of power was exercised today. I propose that we scout out this entrance but do not enter until tomorrow. Salix, would you lead us to the entrance." With a nod at the druid, Harp passes temporary leadership to the 1/2 elf.

Salix bows and says "Follow me, it is not really far." The plateau is not really large or very flat. The walk is much like what they have been doing the last week or so. The horses would have been almost useless in this terrain. After about an hour Salix turns and informs the party "The gateway, I think, is just over this next ridge." The party's step quickens a bit and they breach the ridge line. There ahead of them, some 200 feet away, glowing in the mid morning sun, is a shimmering blue doorway. The doorway is 10 feet wide and 15 feet high.

OODM: Any comments. It is now the third day after the door was to appear.



From: Kevin

Subject The gateway

Harp follows Salix through the rough terrain. It was certainly unlikey that they would be surprised by any wandering groups up here, he thought. But as he had been trained, he would never assume anything. When they finally stop just short of the portal, he will ask Ran to help organize the camp and a watch schedule. He will also suggest to Allistair, Kal, and Ragnar that they spend a little time studying the portal, to see if there is anything they can glean from its outward appearance. Harp will then pitch in in setting up camp.

That evening, before settling in, Harp will try to approach the assorted "magic" users to discuss what skills they may be able to bring to bear. He is looking to make sure that they do not overload on any particular blessing or spell (OOC: Like the overbearing and control freak that he is). When he has a chance, he will suggest to Ragnar that maybe they should pray together as the embark upon this next leg of this quest to recover this holy relic.

OOC:Guys, check your spell lists. It is my guess that our DM will be really picky about that in the coming encounter.



From: Mark

Subject The gateway

He is right about the spell list. The day you guys enter the Testing grounds I am going to print off the character sheet from Sakeriver. That is the spell list I am going to be going with. If it is not on there then you do not have it prepared.

Review your memorized spells/prayers. You have a day or two.

Remember this is going to be a dungeon crawl. It will be controlled by magic so do not expect encounters to make "sense" in the normal "how can that creature survive in this area with this other creature right next to it."



From: Jason

Subject The Gateway

Ragnar walks toward the gateway, stopping several feet in front of it. From his point of view, it is a towering, imposing sight. He kneels down and offers a prayer of thanksgiving, and again expresses his dedication to see Heironeous's will accomplished.

Once complete, he will quickly agree to the suggestion to wait a night, and will spend some time talking with Harp about what to prepare. (ooc: I'll fix my spell list tomorrow morning when I'm at home:ooc) He will also at some point cast a detect magic out of curiosity and examine the gateway more closely. He won't get too close, but he's especially curious about the back.



From: Porter

Subject The gateway

Mund pulls out his lute and starts bellowing out a rousing rendition of a song about a dwarf and his daughter, Mercy*.

OOC: Bonus points for whoever can figure out what song this is.

Looking through the Looking glass

From: Mark

Subject Looking through the looking glass

The party stands for a few seconds in stunned silence. No one was quite sure what to expect. Most of them thought it would be either much simpler or much more elaborate, not just a plain blue shimmering wall of blue standing in the middle of a small clearing. Harp orders camp to be made and preparations for the party to enter the gateway at the next dawn. Harp ask both Allistair and Ragnar if they would take a closer look at the gateway and see if they can learn anything about it. They both nod and move towards the magical door.

The two approach the portal carefully, studying it and the surrounding area. Upon closer examination it looks like the portal is just barely floating off the ground, maybe with an 1/8" clearance. The other major feature of the door is that it only has two dimensions. As the two walk around the portal, it disappears to nothingness when they approach it's edges. Ragnar looks at Allistair with a questioning glance, his eye brows raised. Allistair chuckles underneath his breath, "This is so far from any experience I have had I don't know where to start. How about we try the obvious and see if the portal is magical?" The cleric nods, "Let me try first. It is unlikely that this is divine in nature, both from the stories we were told and from how we view power, but I might as well give it a try."

With that Ragnar chants the prayer used to detect magic. It is one of the first prayers a novitiate learns and he had used it many times over the years. However, he is not prepared for results of his chanting. The first few seconds and he can sense the magical aura of the portal. His senses start to dig a bit further and he is almost stunned, not only by the variation of spells and prayers he senses, but also by the shear power of them. Never before has he encountered this much combined magic in one place. After a few more seconds he staggers back, grateful to feel Allistair's grip on his shoulder, steadying him.

OODM: I will let these two RP some of this if they want. Others can join in. Any one with a detect magic will get the same result.



From: Jason

Subject Looking through the looking glass

After consulting first with Harp and then Allistair, Ragnar volunteers to be the first to examine the portal. He quietly recites one of the first prayers he learned, back before he had even left the Wildlands. Upon finishing, he is unsurprised to see the magical auras coming into focus, as he is accustomed to seeing. However, within seconds the auras take on an intensity that is beyond anything he has ever seen in his life. He attempts to identify the auras, but is defeated by magnitude of the experience and turns away, deliberately ending the effect ahead of time.

He turns to face the rest of the party, and realizes that he can still see the bright swirl of colors before his eyes. They are quickly fading, however, now that he has turned his back to the portal. He shakes his head a few times, and returning to his senses he begins to describe to Allistair what he saw.

"To say that the portal is magical would not do it justice. Never in my life have I encountered such powerful enchantments. Even the innermost levels of the Temple in Gorn... I doubt that they are exposed to such enchantments. I attempted to identify the type or number of enchantments, but could not. They were numerous to be sure, but the strength was the impressive part."

He turns slightly, speaking now to Harp as well as Allistair. "This gives me something to think about. I had believed that the portal was established by Valorshield and other spellcasters of his day in order to remove the testing grounds from casual discovery. The power of these enchantments, though... Heironeous himself might have placed them and I would discern no difference in their power. The testing grounds beyond may no longer be an environment in any way recognizable to us. It is entirely possible that everything beyond it, from the stones to the inhabitants to the air itself, will be there for the express purpose of protecting the artifact inside. While they must have intended for it to be found in time of need, there is no reason to believe that the environment inside will be in any way natural."

Through the looking glass

From: Mark

Subject Through the looking glass

Most of the party is a bit disturbed by what Ragnar reports. Only Mund seems unconcerned by the report. Harp notices the looks passing between the party members. "Remember" he says "we have been sent on this mission by the order. The person who created this place was a friend of the order. I do not think that it will kill us outright. From the name, The Testing Grounds, we can assume that there is some danger, but that we must prove ourselves. How we are to do that, I do not know, but hopefully we will be able to figure it out. Now let us turn in for the night and prepare for the morn." There is little resistance, although Mund does supply the party with his version of a lullaby.

The next morning Harp has everyone up early. They eat a hot meal and prepare the best that they can for the unknown ahead. Prayers are said, spells are memorized, gear is stowed and packed. Spell components are placed in small pouches for easy access. Armor is checked, weapons are sharpened and lashed into place. With a couple of hours to go until noon Harp calls for the party's attention. "It seems to me that we are as prepared as we can. I would as Brother Ragnar to lead us in a prayer before we start this next leg of the mission. Ragnar is not surprised at this request and quickly recites a prayer to the lord of Battle asking for strength and courage in the coming hours and days.

The party lines up, with Ragnar and Harp in the lead. Since the doorway is only 10 feet across they will have to enter two across. Next in line are Mund and Ran with Allistair and Kal bringing up the third row. Salix and Surin bring up the rear at the moment, although Surin is sure that if any sneaking is needed he will be called to the front lines.

In the waning dawn light the two step through the portal and disappear. As planned the rest of the party follows, two by two. As Salix and Surin prepare to step through, Surin comments, "I hope we can find our way back." and the two take a step.

Each person's reaction to the portal is the same. There is a sense of disequilibrium, movement and displacement. Each stumbles, just a bit, getting their footing back. They find themselves in a 10 foot wide by 20 foot long room. On one wall, up near the top, a small stone set in the wall glows with a pale light, illuminating the small room. To the east is an open doorway with a set of stairs heading down. Even though the stairs are lit the bottom can not be seen. "I don't think we are in the Wildland's any more, Mund."quips Allistair, but the joke is lost on his brother.

Harp looks around. "Well, it looks like down we go." and he and Ragnar start down the long stairs. The metal of their armor clanks loudly in the stone hallway. Surin cringes at the noise, knowing that everything with in 100 feet will know that they are coming. The party follows the two down the stairs. Allistair easily keeps count in his head. 100. 200. 300. At 350 the stairs stop and the hallway continues on to the west. Just as in the stairway, there is a glowing brick high in the wall every 15 feet or so, providing light for the party.

The party moves with a bit a caution and after about 40 feet they can see a door about 50 feet away. Harp in his eagerness fails to see the slight change in color of the floor in front of him.(Spot check, DC15, 4+3=7, fail) Ragnar however does notice the change(Spot check DC15, 14+4=18, success) but not before Harp sets off the trap. As Harp places a second foot on the stone floor, he feels the floor give and he falls into the pit beneath.(DC20 REF save, 4+4=8, fail, damage 3) He lands with a loud clang at the bottom of the pit. Several of the others look down the 10 feet to the bottom of the pit. "Are you ok?"Ragnar asks. "I am fine, but my pride is bruised." As he gets up he notices a set of iron hand holds on the west wall. Taking a bit more care this time, Harp works his way up the wall and to the other side of the trap.

Ragnar looks at the pit with distaste. As he studies it, Mund says "Clear way." From about 20 feet back Mund takes a running start and leaps the pit easily. (DC10, 18+12=30) When he lands he turns to the other party members and says "Come on, it is just a little pit."

OODM: Ok guys how do you want to get over the pit. If you are not familiar with the Jump skills and such let me give you the following info, as I have figured it.

Ragnar is -9 to jump, Ran is +2, Kal is +4, Surin is -2, Salix and Allistair are even.



From: Josh

Subject Through the looking glass

Kal, noticing that Ragnar is wearing too heavy armor and that Surin is likely too small to make the jump, pulls out his rope, finds a place to secure it (using his grapling hook if necessary), and throws the free end into the pitt.

"Everyone climb down, then walk across to the handholds Harp used. After that's done, I'll collect the rope and make the jump. Watch for traps down there, just because Harp didn't spring it doesn't mean it's not there. I suggest Surin goes first."

Kal's got 50 feet of rope on him, and we only need it to dangle about 10 feet into the pit, so I don't think it will be a problem finding a place to secure it. If there's nothing within 40 feet, we can always tie two ropes together to go further back.

It's the pits

From: Jason

Subject Through the looking glass

Ragnar, who had originally been contemplating a hanging drop with a good deal of trepidation, immediately likes Kal's idea and will be the first down unless anyone objects. He'll keep an eye out for traps, especially the stonework type that he would be more likely to notice.

/ooc Does the idea of a 4 foot tall character in full plate mail trying to do a hanging drop strike anyone else as funny?



From: Kevin

Subject Through the looking glass

Harp hears the others talking about getting their rope out and trying to climb down. Harp tells everyone to hold on and asks Surin if he sees any other triggers Harp may have missed. If Surin answers no (he sees nothing) then Harp climbs back down the handholds on the other side, walks across the pit, and stands at the bottom of the drop, his arms extended. He shouts up "I think I can help lift any of you who do not want to jump down the wall. Lower yourselfs over the edge and I will grab your legs and lower you down."

Harp is thinking mostly of Ragnar and Surin, since they are the smallest and the distance might be beyond them. If any of the others want to jump, Harp will try to disuade them, but will let them make their own decisions.



From: Derek

Subject Through the looking glass

Allistair looks about in wonder as he walks through the portal. He had studied about portals and other planes, but actually experiencing them was the domain of wizards much, much more powerful and knowledgeable than himself. He had no idea where they could be. An alternate Prime plane? One of the major outer planes? Some God's personal planar domain? None of the above? He had no way to tell. At least they had already bypassed the most difficult and dangerous part of planar travel: The Things You Take For Granted. Atmosphere, breathable air, solid ground, even gravity might be radically changed or even nonexistent depending on what plane the hapless unprepared traveller went to. Allistair had no idea what kind of Testing Grounds this was, but at least they weren't being tested on how long they could survive in hard vacuum.

The only other thing Allistair needs to find out is whether the laws of magic are the same here or not. The ready-to-release spells in his mind feel the same, but they could have drastically altered effects, or no effect at all, when the time came to use them.

Allistair approaches the Dwarf when he has a moment to talk. "Brother Ragnar, I think it would be prudent for me to conduct a small and hopefully harmless experiment to determine whether or not the nature of my magic is the same here. Would you have a small twig or piece of twine that I could cut or break and then attempt to mend together with my magic?"

(Allistair will then break it in 2 and mend it w/ 0th level mending. Better safe than sorry)

......

Allistair is paying attention to the lights coming from the wall when he hears a crash in front of him. While the party is examining the pit, he walks over the lights to examine them more closely. He didn't want to slow the party down to examine them, but now he has a few minutes to look at them.

OOC: Allistair will go along with whatever pit-crossing plan the party comes up with. He's not really paying attention to the conversation anyway. Afterall, it's only a 10' hole.

Mapping info

From: Karl

Subject getting out of the pit

Salix, not wanting Surin and Ragnar to feel singled out steps up to the edge first. "Thanks Harp. I'll be glad of your assistance." He then lowers himself into Harp's arms. Seeing Salix accepting Harp's help, Surin and Ragnar should be able to accept the same assistance without feeling like they've been marked less able.



From: Porter

Subject Getting out of the pit

Mund pulls out his own rope and puts several knots near the end. He lowers it down in the pit so that he he can pull up the people emerging from the pit.



From: Kevin

Subject Getting out of the pit

Porter, I think there are handholds on that far side. That was how Harp was able to climb down and head back across.

On second thought, having the rope there as a back up is probably not a bad idea at all.

Forget I said anything.



From: Mark

Subject Getting out of the pit

The spell works just as expected.



From: Mark

Subject Mapping info

OODM: Just a little mapping info. The hallway is 10 feet wide and 90 feet long and 15 feet high. The pit is in the 70-80 foot section. It is 10 feet deep. The door is at the end of the 80-90 foot section. So there might be problem with getting everyone in the 10 x 10 foot section in front of the door.

Also, since my usual maps are so big that many people have problems with them, does anyone else want to do mapping from my description and then send it around to the party members? I would give minor corrections if needed.



From: Randy

Subject Getting out of the pit

Ranthir will go along with Harps plan and lower himself into the pit.



From: Jason

Subject Mapping

Well this won't always work but for a hallway, microsoft excel files are reasonably small I think. Here's a map of where we are now, as far as I can tell. Let me know if it works for you, even though its not really a permanent solution.




From: Porter

Subject Getting out of the pit

Um, guys -- let's hold off on this"

"Everybody won't fit up on this ledge without open the door. Before we drop anybody into the pit, let's get the door opened. If something comes out at us, I don't want anybody trapped down in the pit."

"Is there anybody here familiar with traps and locks? Surin? Let's get you over here, and let's get the door opened before trying to get everybody over here."



From: Mark

Subject Mapping

Looks good except that you are heading east, so I would think it would be reversed. North will be to the top of the map.



From: Mark

Subject getting out of the pit

OOC: Porter, good idea. The map certainly made easier to make this decision.

IC: Harp cringes to himself. He should have thought of this first. Some leader he was turning out to be. He looks up to Mund "You are right Mund. I should have been more cautious before I got to that door, and we should be more cautious now. Surin, come on over here, I will lower you down, and you, Mund and I will take a look at that door. The rest of you stay on this side until we know what we have here".

With that, Harp will help Surn down the wall and follow him in climbing up the other side. He will let the halfling do his thing in examing the door.

OOC: Mark, as we look at the door to the east, where is the door located - middle of the 2 squares? left side? right side? Do we seen hinges? A handle? How wide is it? Some descritptive would be helpful in deciding our next move.



From: Jason

Subject Mapping

Aren't we going west? Though it probably doesn't matter too much, it'd be nice to know.



From: Mark

Subject Mapping

Sorry about that.

The bars are on the east side of the pit, allowing a person in the pit to climb out on the side with the door.



From: Mark

Subject Mapping

The door is in the middle of the wall. It is what might be called "Standard Dungeon door 1". It is wood, with two metal bands. There does not seem to be a lock on this door and the hinges are not on this side.

Secondary Dungeon note: Please remember that this dungeon was made in my late teens, back when things like realistic design never crossed my mind. So while, on the map, the wall may look to have no thickness, they are specially enchanted stone, so that they behave like 10 foot thick walls of pure rock. Live with it.

The first room and the inscription

From: Mark

Subject The first room

When he gets to the top of the pit, Harp is almost bowled over by Mund's leaping body. As he turns to see where the barbarian had gone, Harp notices that there is only a 10 foot by 10 foot section of hallway between the door and the pit. He calls back over the pit "Someone let a rope down into the pit and have Surin come over, if he would. I have had enough with traps for a day and I think we might want to have some one take a look at the door before we open it. There is no way we will be able to get everyone on this side of the pit with out opening the door."

Kal gets out his rope and quickly puts some knots in it to help Surin on his climb down. The halfling gives Kal a sour look and quickly unties the knots and reties them closer together, say in a position that a halfling might use. Kal and Ragnar then steady themselves as Surin lowers himself over the side and quickly lowers himself to the floor of the pit. The iron rungs on the other side are spaced a bit further apart then he would normally like, but Surin is able to make it up. When he gets there Harp says "Take a look at the door. See if it is locked and or trapped. If it is either, let me know if you can unlock it and deactivate the trap.

Surin takes his time looking around the door and the floor in front of it. He had studied locks in the past, and the simple traps that people sometimes use to deter common criminals. He sees none of the expected trip wires, pressure plates or spring releases. Turning back to Harp he relays his findings. "It does not seem to be locked, or at least in any normal fashion. I have not tested it yet. The same with traps. I would say that there are no normal traps on it. I can not speak for magical ones, but my guess would be that if this place is to test people, you would not bar the first door."

Harp nods and thinks a bit. "I am going to open the door then. Surin, would you mind waiting behind Mund in case something happens. Mund, if anything kills me, please do me the honor of killing it." Harp's sense of humor is lost on the barbarian, as he replies "Of course." Harp, sword drawn and ready, lifts the latch on the door and pushes the door open. As it swings open to his right Harp sees a large room ahead of him, filled with doors. The room is filled with the same light as in the hallway and it is empty.

Harp signals for the rest of the party to make it way across the pit. It takes several minutes for everyone to either climb down or make the leap.(Those with even or better bonuses, take 10 and make the leap. The others climb down and up the other side.) Soon every one is in the new room. This room is 50 feet east/west and 40 feet north/south. The door they just came in from is in the extreme SW side. There are no doors on the south wall but there are doors every 10 feet along all the other walls, for a total of 13 doors, including the one the party came in from.

Harp says "Surin, would you mind taking a look at the doors, and let us know if any of them are locked or trapped?" Surin nods and starts working he way around the room in a clockwise direction. Ragnar taps Harp on the shoulder and points to the south wall. Harp turns and realizes that there is writing there. A lot of writing. By this time the whole party is aware of the south wall, Surin included. As they look at the wall, Ragnar says "It is in Dwarvish." Kal says "It is in High Elvish." Surin says "It is in Halfling." Allistair finds this amazing. Looking at the wall he determines that it is in 10 different languages, one of which no one recognizes.

Here is what is written on the wall, in common:

13 Doors, 1 way out, 1 way in. 11 keys, 11 doors.

Without the right key, beware the floors.

After the maze and the doors,

You will leave here, if still alive, with mores.

Many creatures protect the keys.

But if you succeed, be on your knees

When you meet the master, he that sees.

It takes Surin only a couple of minutes to make his search of the doors. He lets every one know his findings. "First, only one door is locked, and that is the one in the middle of the north wall. That door is bound in copper and iron and the lock is made of copper. All the other doors are unlocked and not trapped as far as I can tell."

OODM: OK let me know what you all want to do.



From: Josh

Subject The first room

Are all the doors identical?



From: Mark

Subjec: The first room

Except for the one with the copper lock and bindings, yes.

Doors and map

From: Kevin

Subject The first room

Harp thinks about what he has just read. Obviously (at least to Harp) they have to overcome the 11 challenges behind each door, gather some type of key, probably head down the locked door. Well, he was up the challange, wasn't he? He had come this far for the Order - it was time for him to earn his keep.

"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. (OOC:Mark, am I correct in assuming that all these doors swing open away from us, or do they swing into the room like the door we entered?) IC: 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."

OK guys - any suggestions? Harp is trying to act like the leader he thinks he should be, but he is willing to listen to ideas from the group.



From: Jason

Subject The first room

So we get to kick down the door and beat up on monsters? Count Ragnar in.

Though he might point out that at some point it seems there will be a maze.

I made another map too.




From: Porter

Subject The first room

Why do these lackwits follow this arrogant Orc so blindly? Mund wonders to himself. You don't take your mightest warrior and stick him behind a bow and arrow. It just don't make good sense.

But then, if Harp put himiself behind his crossbow, he would't get to be in front.

Which is where that arrogant uchdorf always has to be -- marching in the front, opening the doors, carrying others, etc..

Even when it puts the party at risk, as it had when he fell down the pit. That orc had no buisness being out in front, except that it makes him feel like a big man.

I never would have expected to see an Orc with a Gimli complex, he shakes his head sadly, but says nothing.



From: Mark

Subject doors and maps

All of the doors seem to open into the big room you are all in.

The map looks fine except the doors are about 8-1/2 feet across. the 10 foot section. I know the poblem is with excel, that you can not add things like that in, so it is not a big deal.



From: Jason

Subject doors and maps

Actually I just didn't even think about how big the doors should be. 2 feet is kind of small even for a normal door in a house, let alone a magical dungeon. If I end up making updated versions of the map as we go on I can fix that. Just to make sure I have it right in my mind, the idea is that the doors are 8 feet wide, with 2 feet separating each door? Are they double doors then?



From: Mark

Subject doors and maps

NO just large doors that can handle large monsters. :)

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