sakeriver.com

Do you see what I see?

From: Jason

Subject Do you see what I see?

Ragnar gives Mund a brief warning, "It may be hiding inside one of the walls. Stay towards the center of the room until you see something."



From: Josh

Subject Do you see what I see?

Kal quickly whispers "Quiet, on guard. Could be invisible."

Kal then listens for any movement.

Searching room 6, brotherly love, great swords and a fight in room 6

From: Porter

Subject Searching room 6

OOC: Are you saying that even though Harp can walk eight squares in one round (and run twice that), he's not able to look at *all* in any but one of those squares? That just doesn't make sense to me.

Mund will enter cautiously, heading into the middle of the room and then back to the end, keeping an eye out for any ghosts, a key, or anything other than ceiling, wall, and floor.

He calls back over his shoulder "Harp! How long should this magick hold up for?"



From: Kevin

Subject Searching room 6

"Three or four minutes, so don't dawdle. Don't worry too much about the key - its not going any where. Flush out what you can't see and we'll come back for the key."

OOC: i know you know this, and Mund knows it, but Harp is just being his old lady self.

This seems to be where some of the 3.5Version rules don't seem to pass the common sense rule. They will say that you are trying to spot a small key on the floor of a large room with only a torch in your hand and a know possible enemy in the area.



From: Mark

Subject Searching room 6

Correct. The idea that you can defend yourself from attack while looking for a 3" long key in an 1800 sq. foot room is what they are talking about. If you are moving at full speed you do not have the time to either look closely or defend yourself.



From: Kevin

Subject Brotherly love

OOC: I am not sure all of you realize just how much I HATE thinking like my brother. It is an affliction with no know cure (except maybe the final sanction).

Why I subject myself to this torture - I do not know. Maybe because it gives me something to complain about.



From: Derek

Subject Brotherly love

You're not the only one to suffer from such a malady. ;)



From: Porter

Subject Brotherly love

Hey! I resemble that remark!



From: Kevin

Subject Brotherly love

I knew I could count on you two.

I wonder if we could ever get a DM to allow us (you two or Mark and I) to have a pair of character that were twins in the scenario and allow them some of this "oneness" that at least Mark and I have. Where they know each other so well they get some type of bonus or at least know how the other one is going to act in a given situation. It could be fun to develop something like that.

Not that I want any more reason to ahve to spend any more time with my brother than I already have to. This is more of a mental exercise (about the only type I get any more).



From: Porter

Subject Brotherly love

My friend and I developed a system of a mage having a "warder", like in Robert Jordan's books. It worked much like the AD&D 2E 1st level spell, find familiar, but it was a third-level spell, and there were much more dire consequences if one of them died.



From: Porter

Subject Searching room 6

Whatever. Mund will proceed forward at half speed, keeping a sharp eye out for ghosts, keys, and anything else.



From: Jason

Subject Searching room 6

Questions:

Is the room lit, or is it just the torch that allows him to see?

Does a character have to be in the square in which he is attempting to spot the key?

The room is 30x60, yes?

Depending on the answers to those questions, we could probably spot the key before sending Mund after it. Harp and Ragnar can see most of the room even if its dark, and the others waiting with them can watch Mund's sides as he progresses down the room. Only if its in the far corner is it completely out of our sight from the door. Of course, for a 3" key there may be penalties for trying to spot from a distance, but it should at least be worth a try to find it from the door.



From: Mark

Subject Searching room 6

Well there might be some distance penalties, just like you get -1 for every 10 feet for a listen check, I am fairly sure that there are minus for spots as well.

Also, there are size mods, just like halflings get bonus to hide, small objects get bonuses to "Hide" or to make them harder to see.

The room is dark and Mund only has his everburning torch.



From: Porter

Subject Searching room 6

Mund also calls out behind him "I don't see anything at all. I'm going further in to see what I can see."



From: Derek

Subject Searching room 6

OOC: I don't know what the rules are, but I do know that if the key is metallic (which all the others have been) it should be very easy to spot in a bare, stone room even from a distance because it's the only thing that will reflect light!



From: Mark

Subject Room 6 Surprise

Without looking behind him Mund reports to the group. "I don't see nothing. I'm going further in to see what I can see." His magic torch held high so that he can get the most coverage from the light, Mund moves through the room, alternating from looking closely at the floor for the key and keeping an eye open for whatever might be in the room. Mund is about 20 feet into the room when he risks a glance back at the door and sees several of the other party members sticking their heads through the door, trying to help him find the key. Figuring that they can look in the area closer to the door, Mund works his way towards the back of the room.

He is about half way down the south wall when he thinks he sees something glittering a bit ahead of him, up in the corner of the room. As he approaches he is fairly sure that the glittering is the key he is looking for. In his distracted state Mund does not see the shape appear in front of him, all he feels is its cold, death like touch (Surprise round, AC14, 16+6=22, hit, damage 4, Fort Save, DC 15, 17+12=29, success). Mund feels something pulling on his essence, his inner being and he resists with all the power at his core. The pulling feeling fades and the barbarian find's himself facing something that almost seems not to be there. It is human shaped and the size of a man.

Initiative: Harp (25), Creature (21), Kal (17), Mund (12), Ragnar (7) Allistair (4)

OODM: Mund is near the SW corner of the room. Harp and Kal have their heads through the door so they are right at the door with Ragnar and Allistair right behind them. I will try and get out a map tonight after my Cub Scout Activity. I will need actions from the five involved in the fight.




From: Porter

Subject Room 6 surprise

What options does Mund have for retreat? Can he withdraw and then still run away?

It is *definitely time for Mund to run away.



From: Mark

Subject Run away

The withdrawl action is a full round action in which he can move up to double your speed and not provoke an AOO.

However, since the creature has initiative on you, Mund is still flat footed until his action.



From: Derek

Subject Room 6 fight

If Allistair can get line-of-sight on the creature from outside the room, he will do so and release a MM at the wraith/spectre/whatever the thing is. If he can't, he will wait to follow the lead of the warriors. If they enter the room to close with the apparation and save Mund, he will do so, keeping the warriors between himself and the creature. If they stay outside the room, so will he.



From: Porter

Subject Room 6 fight

Sounds like a good plan.

Mund is going to withdraw and then book it toward his companions. He's going to go right through them and then turn around see what the ghost is doing. Then he'll turn around and see what the ghost is doing. If it's still pursuing him, he'll keep running. Otherwise, he'll try to double back for the key.



From: Jason

Subject Room 6 fight

Ragnar will cast spirit weapon if he can see the creature, and if he can't he'll move into the room slightly in order to do it (staying very near the door however.) If he still can't see it, he'll wait until he can.



From: Mark

Subject Room 6 fight

Well he can withdrawl and becuase of his speed he can get out of the room, if only just barely.

Allistair can not see what is going on yet. Even with the creature appearing in front of Mund, Allistair does not have line of site.



From: Porter

Subject Room 6 fight

Mund isn't very far away from y'all. In one round, if the thing follows, you will all be in range without moving at all.



From: Porter

Subject Running away

I thought that Mund could withdraw and move 80 feet, and that Mund is about in the middle of the room, which is only 60 feet long.



From: Mark

Subject Running away

It is a diagonal line to the door. Like I said you can make it through the door, assuming the rest of the party lets you through the door. ;)



From: Porter

Subject Running away

Where exactly is Mund then?



From: Mark

Subject Running away

He is in the SW corner about 5-8 feet from the west side of the room.

Like I said I will try and get a map out tonight when I get home.



From: Kevin

Subjec: Room 6 fight

OOC: Mark, do the guys in the doorway see what has happened to Mund? If so, then the following

IC: Harp watches as Mund moves about the room, searching for the key, but also trying to keep an eye out for what they *knew* was there but had not seen. All of a sudden, Harp sees a spectral form reach out and touch Mund and sees Mund shiver in response. This was bad. With a shout, he calls to Ragnar "Mund is being attacked at the far side of the room. Move into the room." With that Harp moves forward far enough so that Ragnar can just be in the room and Allistair will be in the doorway. Once there, Harp prays to the Battle Lord to grant him the power of his might in the form of his holy sword (OOC: Mark, I know they list the swords name in the PHB, but I cannot remember it - this is cast spiritual weapon between Mund and the creture) and with he he attacks the creature.

Harp will also shout "Mund, get out of here".

OOC: Harp has gotten some killer Initiative rolls recently. Not bad for a big guy in full plate with almost no dex bonus.

Mark, I think my SW will have an attack before the creature does, right?



From: Josh

Subject Room 6 fight

OOC: Mark, Did Kal cast Bulls Strength yet?



From: Josh

Subject Room 6 fight

OOC: And can I get a arcane knowledge check to see if Kal know what this is?



From: Jason

Subject Room 6 fight

Heironeous gives us a long sword, since that's his favored weapon.



From: Kevin

Subject Room 6 fight

I know, but there is a specific name, like Justicebringer. I just could not remember it



From: Porter

Subject Great swords

I think you guys should get kopesh swords.



From: Kevin

Subject Room 6 fight

OOC: Mark, did Mund results include the Protection from Evil and the Shield of Faith?



From: Kevin

Subject Great swords

Porter, isn't that a small hooked sword that can get a trip attack?

Otherwise, unfamiliar with this weapon.



From: Porter

Subject Great swords

In D&D 2E, it was a stupid Egyptian sword that had crappy stats for everything.

It's main purpose was for DMs to torment their players with.

Good news! You found a Holy Avenger!

Bad news! It's a kopesh sword!



From: Derek

Subject Great swords

OOC: Yeah, I remember in a campaign in my youth we killed a high-level githyanki with a special silver sword, but it was a kopesh. We were ticked.

It looks to me that it would handle like some kind of a cross between a sword and an axe



From: Mark

Subject Room 6 fight

Yes that is why the +12 to his roll, a base of +8, +2 for the shield and +2 for the Protect evil.

His AC is 14 for the same reason, Base 10 +4 from spells.

He is still flat footed so does not get his DEX bonus to AC until after his first action.



From: Porter

Subject Room 6 fight

Mund has a dex bonus, and as a barbarian, he keeps it even when flat-footed.

He also has a +2 bonus to AC because of his ring of protection.



From: Mark

Subject Room 6 fight

You are right.

Your AC should have been 19. However the creature hit with a 22, so the end result is the same.

I will keep these numbers in mind for the next round though.

Thanks

(Damn barbarians :) )



From: Kevin

Subject Room 6 fight

Thanks guys.

That weapon is listed in the Armor and Equipment guide I saw recently.

It would be like my brother to do that, or a magic sword sized for a pixie so no one could use it.



From: Kevin

Subject Room 6 fight

OOC: I was trying to look out for you Porter. At least we know he makes mistakes. Always question him.

IC: Harp says to the group " Mund is being attacked by something at the other end of the room. Move into the room, but be ready to let Mund by and to back up if needed.

Mund, run, and drop the torch on your way out."



From: Porter

Subjecdt: Room 6 fight

Actually, Mund would be amazingly grateful for a magical kopesh sword right now.

That boy needs to get [i]some[/i] kind of magical weapon so he doesn't have to run away like a little baby.

Which he is doing right now.



From: Kevin

Subject Room 6 fight

WE all have our strengths and weaknesses. You have the speed to run away that Harp and Ragnar don't.

Feet don't fail me now.

Room 6 round 1 results

From: Porter

Subject Great swords

I see your DM was as sadistic as ours was.



From: Mark

Subject Kal

Knowledge check, 3+4=7, fail.

He has casts Bulls strength.



From: Porter

Subject Kal

I assume you did the same check for everybody that can see the ghost?



From: Mark

Subject Room 6 fight round 1 results

Round 1

Initiative: Harp (25), Creature (21), Kal (17), Mund (12), Ragnar (7) Allistair (4)

Harp sees an almost invisible form coalesce around Mund (Spot roll DC 15, 18+3=21, success). He shouts to those around him "Mund is being attacked at the far end of the room. Everyone into the room. Mund, retreat." With that Harp advances solidly into the middle of the room while pulling out the small holy symbol he carries with him. When he gets to where he wants, he holds up the small symbol, weaves the pattern he was taught and chants the words of prayer. A glowing longsword appears next to Mund and strikes at the diaphanous creature (AC15, 11+7=18, hit, damage 3) The glowing blade seems to have some little effect on the creature.

Mund watches as the creature reaches for him again, (AC19, 3+6=9, miss) but it seems not to be able to penetrate all the magick protecting the barbarian.

Kal enters the room just behind Harp. Now is the time to show the others what he is good for. Chanting the words that can be heard but not remembered, he points his rapier at the creature and 3 bolts of energy leap from the tip streaking towards the form. They strike the creature and have an obvious effect (Magic Missile, damage 11).

Mund knows that his time as rabbit has come. He has pulled the thing out of hiding and now it was time to let the others who were better equipped handle it. Taking advantage of the distraction caused by Kal's Magic Missiles, Mund drops his torch, turns on his heels and sprints towards where the others are moving into the room. As he passes Harp and Kal he tells them "It all yours now."

Ragnar pulls out his own silver holy symbol, a small replica of JusticBringer. Chanting the same words and weaving the same pattern as Harp. Another glowing longsword appears next to the creature and attacks it (AC15, 3+7=10,miss). It has been a while since Ragnar has used this prayer and his ability to direct the weapon is a bit rusty as it misses.

As Mund passes Allistair, the magic user whispers to him, "Good job" and the he steps forward into the room. In the light of the torch at the other end of the room, he can see a faint man shaped object, just visible enough for him to target. Casting one of the earliest spells he had learned, 3 bolts of energy leap from his pointed finger and fly through the air. They strike the creature and tear away a bit of its nebulous form (Magic Missile, damage 7)

OODM: End of round 1. I need actions for round 2.




From: Mark

Subject Room 6 fight round 2

Only if the have Kwowledge Arcana as a skill. Kal has that skill and so does Allistair. That is why Allistair knew so much about what could affect this creature.



From: Porter

Subject Room 6 fight round 2

Mund stays near Alley and guards his back. Just in case.

Round 2 actions and the Holidays

From: Kevin

Subject Round 2

Harp sees Mund run by, relief obvious on his face at being away from the spectral creature. He turns his attention back to the other end of the room and continues his prayer for the summoned weapon, instructing it to strike at the creature again.

OOC: Harp really wishes that there was a "Holy Wind" that could blow this thing back into the corner and keep it there.



From: Mark

Subject Round 2

Too bad he didn't eat those beans last night.

As to the spell, from the way I read it Harp and Ragnar do not have to continue concentrating on the spell for it to keep attacking. They do if they want it to change targets or move. So I would guess that they could do something else this round.



From: Kevin

Subject Round 2

OOC: New special items - Holy Beans of Might (or maybe Smiting).

I agree. Harp does not have to concentrate, but he is not going to move out of range of the Magic Circle. Let this bad boy come to us.



From: Mark

Subject Round 2

I was thinking Beans of Mighty Wind.



From: Mark

Subject Holidays

I was wondering what everyones Holiday plans were? Will any of you be out of communication for days at a time over Christmas or New Years? I will not but would be willing to suspend the game, say starting next Wednesday until after the new year.

It is up to you folks.



From: Josh

Subject Holidays

I'll have enough access to be able to keep updated.



From: Josh

Subject Round 2

After he sees the missles strike, Kal throws himself into combat with the ethreal creature.



From: Ashley

Subject Holidays

I'm leaving Thursday and will have access to dialup but I might be working a bit. Since Surin's off investigating doors for the moment, though, this might not matter so much.



From: Porter

Subject Holidays

Derek is traveling to Utah right now, and should be here in a few hours.



From: Mark

Subject Round 2

Not ethereal, incorpreal. :)



From: Karl

Subject Holidays

I *could* keep playing, but I'm taking time off work after Christmas and can't be sure I'll stay at home to check email. (Not that Salix is doing much at the moment.) :)



From: Kevin

Subject Round 2

Mark, I have revised what I want to do. Harp is going to hold action until I see if the creature moves toward us. It is my understanding that my SW will follow the initial target and this does not use my move action. I will hold action until the creature is within normal combat range (Harp is willing to take a 5ft step, so long as he is still with in the protection of the magic circle). On his action, Harp will attack with his longsword, and the SW will also attack.



From: Derek

Subject Round 2

Sorry for the lapse. We had to get up at an enjoyable 4:00 am this morning to catch our flight.

Allistair will keep right behind the warriors, and as soon as he can target the creature he will fire off a MM.



From: Porter

Subject Round 2

You should be able to do that this turn, right?



From: Derek

Subject Round 2

I thought we were still getting in the door. If I can see the thing, I immediately shoot of a MM



From: Mark

Subject Round 2

On round 1 Harp ordered the four of you, Harp, Kal, Ragnar and Allistair into the room and for Mund to retreat. Since you can move up to 30 feet and then do a standard action, which casting a MM is, I figured that Allistair would have cast it last round.

Now assuming he has MM memorized more than once he can cast it again in round 2. Just know that the creature gets to do its thing first so if you want you can give me conditional actions, such as if the creature stays where it is I shoot MM, or if the creature moves and attacks I shoot MM or if the creature retreats I shoot MM, or if the creature dies I shoot MM.

Stuff like that. :)

Round 2, e-mails and strolling around

From: Karl

Subject Holidays

Wiki on Sake, Undead and moving on

From: Mark

Subject Wiki on Sake

Mike has started a Wikipedia type thing on Sakeriver now. It is being used to explain some of the role playing games that are going on. You have to set up a seperate account for the Wiki but then you can, if you like, expeand on your character idea.

It is up to you.



From: Mark

Subject Undead

Knowledge Religion check, DC20, 19+5=24, success.

It is a spectre, which is undead.



From: Jason

Subject Wiki on Sake

Oops, the link should be:

http://wiki.sakeriver.com/wiki/bladesinger



From: Mark

Subject Round 3

Round 3

Initiative: Harp (25), Creature (21), Kal (17), Mund (12), Ragnar (7), Allistair (4)

One of the glowing swords and Harp's sword strike almost in unison both weapons hitting the creature solidly. (Incorporeal miss chance from real weapon, 7, hit, AC14, 5+10, hit, damage 7, AC14, 10+7= 17, hit, damage 2). As the two swords slice through the insubstantial body, the last bits of its essence fade into nothingness and an echoing howl is heard in what seems to be the distance.

Harp's guard is still up. "Form up on Ragnar. Lets' keep everyone close. Let's go get the key and get out of here." The 5 party members form up around the dwarf and the small group move off towards the south west corner. There they find the key that they were looking for. The collect it and move as a group back out to the previous room. The stop for a few minutes while there, collecting their breath.

After every one is ready they head back to the main room, to see what the other three members of their party have found. It has been no more than 10 minutes since the others left so they are not expecting too much.

OODM: I will send Ashley, Randy and Karl separate e-mails letting them know what they found in the mean time.



From: Josh

Subject Moving on

OOC: Mark, how long has it been since Kal cast Bull's strength?

IC: "Harp, if we're going to continue these challenges, let's move quickly to the next one. I've cast a spell to help me with combat, and it only lasts about 5 minutes. We should be able to get to the next door and finish it before the spell wears off."



From: Mark

Subject Moving on

By the time they got recovered it had been more than 5 minutes.

Now the circle against evil is still good for a while.



From: Kevin

Subject Moving on

After hearing from the others what they have found regarding some of the other doors, and after Ragnar speaks up about the time remaining on his "spell" (hint, hint) Harp will ask the group if they still want to try a more difficult door. He will remind them that they did use some magic against the spectre, but he is willing to move on as the group wishes, and quickly to take adavtage of Ragnars circle of protection.

OOC: I will write more later regarding the feeling of being hit by the spectre.



From: Josh

Subject Moving on

Kal's good for another encounter.



From: Jason

Subject MOving on

Ragnar is definitely good for a big door. He will mention that the circle will last 50 minutes. I'd say how long is left but I'm a little unclear how long we spent in the spectre's room.



From: Kevin

Subject Moving on

As the group heads back to the main room, Harp will catch up with Ragnar to talk about the most recent encounter

"Brother, thank you for the blessing you gave us today. When that thing hit me, it was like nothing I have ever seen before. It seemed to reach right through my armour and I felt like it was trying reach into my heart to yank it out. I have never felt such a cold, lonely feeling before in my life, even when my mother left me on the steps of the chapterhouse. It was ony through the grace of Heironious that we were able to beat that thing. I shudder to think what that thing could have done without the protections we had. Do I want to know what could have happened? Did we just get lucky, or did we do the right things in getting ready to battle it?"

Sometime between the end of the encounter and the start of the next, Harp will go to Mund and say

"Mund, thank you for being our rabbit. I saw that thing hit you, and after having experienced the same thing, I have have to say that to have risked what you did with little more than your feet, that was truly brave. That thing chilled me to the bone and seemed to want to rip my soul from my body. I have never felt more totally unable to fight back, but somehow I was able to. Thank you for doing that."

OOC: That actually went a lot easier than I thought it would. It was a CR7, and we had 4 5th level guys taking it on. Good planning works out. I hate being lawful, and I really hate undead like this. The idea of having levels sucked out really sucks. Let's try the next one.



From: Josh

Subject Undead

Jesus, this thing can suck levels?

I guess ignorance is a good thing



From: Mark

Subject Undead

Yes specters can bestow 2 negative levels on a character. That would mean that a person would be a 3rd level chacter, with all the loses that goes with that.

It takes the Restoration spell to cure this. However that is a 4th level spell and no one in the party can cast spells of that level. :)

The prep work is what saved the party. That and the low Fort save needed to not be affected by the level drain. I mean DC15? How hard is that to save? ;)



From: Josh

Subject Wiki on Sake

I hope all of you will go in and edit your character pages. If you guys don't get on it, I might decide to go in and write something. If that happens, the character will forever be remembered in whatever way I decide to make fun of them. ;-)

Here's a link: http://wiki.sakeriver.com/wiki/Kalevan_Campaign. Just click your name and throw in your character history. You'll have to create another account, but it takes all of 2 seconds.



From: Porter

Subject Undead

I had no freaking idea.

Just as well, though.

The keys and more undead

From: Kevin

Subject Undead

Just remember, nothing good comes from something that is only partly there. Harp and Ragnar "knew" that what ever it was, it just was not right and natural. I am hoping that Ragnar can and will explain that to the rest of the group so when Harp starts being an old woman about planning an encounter, he can say ' I told you so".

He can be such a pompous jerk. Now I know why Mund grouses about him.



From: Mark

Subject The key

I did not have my full dungeon description at work yesterday when I wrote up the turn so I did not have the info on the key that was found.

However, now that I am home I have that info.

The key is made out of electrum.

I will be away from the computer most of the day. This is my families Christmas day. Early lunch with gifts, then to Mass, then dinner at a local pizza place, then my oldest boy and I are going to go see King Kong. So it will be from 10:30 in the morning to at least 10:30 tonight when I will be gone.

You guys can role play the party rejoining in the main room. The three that went that way have gotten an e-mail about what they have found.



From: Kevin

Subject The key

Mark, what is the count and types of keys we have now?

How many copper, silver, electrum, etc.



From: Mark

Subject The keys

1 copper, 1 Brass, 1 gold and 1 electrum



From: Porter

Subject Undead

Mund is pleased at the compliment, but is too uncomfortable to accept it gracefully. "That's OK. I knew that if worst came to worst, none of the rest of you could keep up with me," he says jokingly.

Mund turns to his brother, who he is still not sure how to deal with. They had never been terribly close as children, and learning magick and elvish ways adds a whole 'nother oddness. An oddness, yes, but it certainly was helpful today.

"You magickers really got the job this time," he says to Allistair. "Ain't no way we coulda beat that ghost without you. Thanks."

Time left

From: Mark

Subject Time

From the time the prayer was cast till the time the party got back out to the main room I would say that a total of 5-10 minutes would have passed. The party has no real good way to tell the passage of time. Depending on how fast they get back into combat the Magic Circle should still be good for at least another 1/2 to 3/4 of an hour.



From: Jason

Subject Undead

Its a good thing Harp isn't as knowlegeable as his player is, or a lot of us would have been a lot more worried about that fight. I had no idea either.

IC: "I'm not entirely sure. It was definitely an undead creature, and I have heard that some of those can drain the health out of a man, leaving him sickly unless he receives powerful divine blessings. I'm sure we can all feel greatful that Heironeous has watched over us this day."

The next door

From: Kevin

Subject Harp

OOC: All Harp know's in general is what he was taught by his martial instructors - if you do not know what you are fighting, use every advantage/blessing that you can. Harp knows how to beat normal creatures (bugs, scorpions, ogres, etc.) but a ghostly form floating out of the wall - he might not know what it is, but he know's it ain't natural and he has a hotline phone to a diety that can help him with that.

If this had been back when he was a private or a 1st level cleric, and if he was not in charge, he more than likely would have waded right on in. But he *seems* to be growing up, now that he is responsible for something.



From: Porter

Subject the next door

Concerning going for a harder door -- Mund likes the idea in general, but it depends on how much magick the magickers still have left.

Even if they don't want to go for the big door, I think we ought to keep going. Let's not let these fireballs and lightning storms go to waste!



From: Derek

Subject the next door

Allistair is OK with tackling a harder door. After all, he won't be in the front lines. But he only has one MM left. He still has 2 fireballs, but that's it for offensive spells.



From: Randy

Subject The next door

Well, Harp, not much to report here. We skipped ahead to the 5th door, not wanting to investigate anything too difficult in case we got into some trouble. The door from this chamber allowed us access but the door at the end of the hall was locked and we couldn't hear anything beyond it. My suspicion is that we will only be able to access one door at a time and that it might be the case that we must approach them in order. I suggest we check the same hall again and see if we can get in now or gather further information at that door. If it remains impassable, then I think we can conclude that we must tackle the doors in order."

Ranthir ends his report, glancing at Salix and Surin to see if they have anything to add.



From: Porter

Subject The next door

OOC: Since there is one locked door, you assume that we have to do it in order? Without even trying to pick the lock or use any of the pretty keys we've found?



From: Mark

Subject The next door

I think Randy was a bit confused.

Salix, Ran and Surin checked what would be the last door, the one across from the door that the party entered the first room from.

If the door you came in was door 0, then the door you just finished was door #4. The three of them tried door #12. the southern most door on the east wall.



From: Porter

Subject The next door

My point is that there isn't much reason to assume that we have to do them in order. Finding a locked door in a dungeon is not exactly surprising.



From: Mark

Subject The next door

Actually all four of the doors they have tried have been unlocked. This is the first locked door at the end of a hallway they have found.



From: Ashley

Subject The next door

Thanks Mark, I thought I was going nuts for a minute. :)

IC: "I suppose I could try to unlock the thing, but I think Ran might have a point. I was just about to try the rest of the doors when you all came in. If they're all locked but the fifth room, should we try to open one of the harder ones? We might want to go ahead to the fifth, if there's a hurry." Surin looks to Harp for direction, but starts moving toward the second-last door to test his and Ran's theory.



From: Porter

Subject The next door

I know that.

But finding a locked door in a dungeon crawl is about as surprising as finding rats.



From: Ashley

Subject The next door

You mean there are RATS here????!! Ack!



From: Porter

Subject The next door

"That makes sense. Do you know if the fifth door is unlocked?"



From: Ashley

Subject The next door

"I'll check, but I don't see any reason why it wouldn't be." With that Surin changes direction and heads toward Door 5.



From: Porter

Subject The next door

Mund follows after Surin just in case he runs into anything.



From: Ashley

Subject The next door

On his way to the fifth door, Surin's eye catches the unopened door next to it [door 6]. "Hey, didn't we find a brass key in one of the rooms? The lock set on this door's brass." He'll still head toward the fifth door unless someone tells otherwise.



From: Mark

Subject The next door

Ashley's description of the one door is incorrect and it is my fault.

Door #6 has a copper lock set on it.



From: Ashley

Subject The next door

Since we have a copper key as well as a brass one, we can just pretend Surin said copper. Or chalk it up to his low ranks in knowledge (metallurgy).



From: Randy

Subject The next door

See, Ranthir would not have done this. He would have not wanted to check what was assumed to be the most difficult door with just the three of them. He wouldn't have taken the risk that something might have gone wrong. Your email to me just specified that we checked one door, but not the next one. I went with that since no other discussion seemed to be taking place.



From: Kevin

Subject the next door

OOC: No, there are no rats, just REALLY big mice with long tails and big beady eyes and sharp teeth that look at a halfling and think "Just maybe....".



From: Kevin

Subject The next door

OOC: Mark, remind me. When we first entered,there were 12 doors. 1 had a copper lock and handle, the others were pretty plain - correct. The one with the copper (the one mentioned in the recent posts) was in the middle of the on north wall.

Right?



From: Mark

Subject The next door

Yes.



From: Mark

Subject The next door

OODM: There will be a little bit of adjustment to what Ran and Surin and Salix report to the party. I had not made clear some things in an e-mail I sent to them so they reported things differently than they would have otherwise. I have contacted them and we are on the same page now.

IDM:

The 5 companions talk about the creature that they had just faced as they make their way back to the main room. When they get there the see Salix, Surin and Ranthir just emerging from what would be door 8. The party rejoins and the three give their report.

"Well Harp, not much to report here. We skipped ahead to the 8th door, not wanting to investigate anything too difficult in case we got into some trouble. The door from this chamber allowed us access but the door at the end of the hall was locked and we couldn't hear anything beyond it. My suspicion is that we will only be able to access one door at a time and that it might be the case that we must approach them in order. I suggest we check the same hall again and see if we can get in now or gather further information at that door. If it remains impassable, then I think we can conclude that we must tackle the doors in order."

Harp nods and ask Surin to go recheck the door at the end of the hallway behind door 8. As he passes the 6th door he turns to the others and says "Hey, didn't we find a copper key? That matches the lock set on this door". The little halfling continues on his way to investigate the hallway. He is back quickly shaking his head "Nothins changed down that way. Want me to check hallway five or one of the others? By the way, did any one notice that the door we came in from is shut?"

OODM: Ok guys how do you want to proceed? New map attached.



From: Kevin

Subject The next door

IC: "I think that the person who designed this place set it up so that you can only do the rooms in a particular order. We can probably open the first lock on that strange door, but I would guess that there is a door beyond that, and a door beyond that, till we get to where we cannot advance any more.

While I know that many of you are anxious to try something harder, it may be that we have to follow the planned order for this place. It is not natural - it may be set up to do exactly this - test us in increasingly hard challenges.

Lets try the next door (OOC: the door next to the one we just went down) and see if the one at the end of it is "open". If that is the case, it pretty much means we have to go in order.

Doors and Hallway 5

From: Karl

Subject What the others found

Salix has nothing to add. (But Karl adds that he still doesn't get strobelight mail at work.)



From: Karl

Subject Rats

Ahhh, but we haven't *found* any rats.



From: Kevin

Subject Doors

OOC: Mark, quick question that Surin would know.

The door at the end of the hallway (or any of the doors that have entered into encounter areas) - is there an actual lock, or is it a handle that will not turn? i.e. is there something for Surin to pick if he wanted to or does it seem that the handle is there by itself. I am trying to compare these handles to the one that has the copper lock set that obviously is designed for a key.

Am I making myself clear, or have I confused things?



From: Mark

Subject Doors

There has not been a traditional lock set like door #6 has, but there has been a mechanism for keeping the door closed. For some reason it was not working on Door #8 and Surin has seen the set up several times and was a bit surprised when he could not get this one to operate.



From: Porter

Subject Rats

Ahhh, but have the rats found *us*?

*revels in the wisdom of reversing the order of words*



From: Ashley

Subject Rats

wax on, wax off.



From: Kevin

Subject Doors

Rats, foiled again (or was that *wax* paper?).

IC: Harp listens to Ranthir and Surin describe what they have seen. It supports what has been growing in the back of his head (OOC: other than the tumor that allows him to see the future - but that is another book). They will have do these rooms in order, and they will gain the keys that will allow them to go down the door in the center of the one wall.

OK, lets form up on Door 6 (OOC: Mark, the door between to the one we were just in and the one with the copper lock set). We only have a short amount of time that Ragnars protection will be good for and I want to take full advantage of that.

OOC: We will line up as normal for opening the 6th door, though given the history Harp is not expecting much immediately on the other side. We will then move down any hallway till we reach the next door and then have Surin listen after we all stop clanking around.



From: Porter

Subject Doors

"Sure thing. Let's go."



From: Mark

Subject Doors

When you say door 6 I am going to assume that you mean door #5 from the count I gave, since door #6 was the one with the copper lock set.

The doors start with door 0, which was the door the party entered the main room from. There are 12 other doors in the room, with door #6 having the copper lockset. Doors 1-4 have been opened and investigated so far. Door #8 has been opened and investigated but door at the end of the hallway was locked.



From: Kevin

Subject Doors

I did not know that there was a 0 door. The door to the right of the one we just exited the bettles and spectre - again, it is between that one and the one with the copper handle.

And now, here is Carole Maryl with what's behind Door Number 5!! Or, you can trade that in on what is behind Curtain Number 2. All that and more, after the break on Lets Make a Deal.



From: Porter

Subject Doors

I choose what's in the box!



From: Kevin

Subject Doors

Some times, Porter, you have to think outside the box.



From: Ashley

Subject Doors

TAKE THE MONEY!!! ONE DOLLAR!!!

Surin will go with whatever Harp wants, which at the moment means listening in on door 5.



From: Mark

Subject Hallway 5

At Surin's offer to go check door 5 Harp shakes his head. "We will go together. You and Mund can go a bit ahead of the rest of us, but we will go at the same time." Looking at the rest of the party, he watches as they nod in agreement. Mund claps Surin on the shoulder, almost knocking him of his feet "Come on little one, let's see what is in store for us next." With that the party sets off down the hallway.

Surin and Mund lead the party by about 40 feet, just enough separation that the noise of the armor that Harp and Ragnar are wearing does not interfere too much with Surin's listening at the door. Since the hallway is lit, Mund puts his torch away and has his shield and axe ready. The hallway is 140 feet long in a straight line and ends in a door, just like all the others. Surin motions Mund to stop about 15 feet from the door while the halfling moves the last few feet very slowly.

There is something just at the edges of his senses that is bothering Surin but he just can't figure out what it is. As he moves to place his ear on the door he hears a loud roar coming from the other side of the door (Listen check, DC?, 16+12=28, success). He also hears something that sound like angry shouting but he can not make out the language. As he is listen at the door a dull pain starts to build in his ear and move outward from there. He pulls his head away from the door and puts a hand on his ear. It is frigid to the touch.

OODM: Ok what happens now? New map attached.



From: Kevin

Subject Hallway 5

OOC: I don't know, get ready to make the world largest margarita?

IC: After hearing Surin's tale, Harp will say to the group "Well, there is nothing to gain by waiting. Mund, let you and I open the door and see what this thing is. Allistair, you just might get a chance to use that fireball spell of yours you have been itching to use.

OOC: Mark before Harp leaves the group, he will cast Bless on the whole group. It will last for 3 minutes, which should be more than enough. He and Mund will do their one guy opens, the other looks in (probably Mund opening, Harp looking since Harp has darkvision).

Harp just wants to move ahead. If someone has a suggestion to try something different (like having Salix or Allistair listen to the sound to see if they recognize it), I am cool with that. Harp will do the Bless before we try to open the door, and will get everyone covered by it.



From: Ashley

Subject Hallway 5

Surin rubs the feeling back into his ear, breathing quickly after hearing whatever it was behind that door. "Wait a minute, Harp. Whatever's in there near froze my ear off, and that was with a big wooden door between us. And whatever's in there that's making such a racket isn't as big as those roaches we fought earlier. I'm a bit concerned about the damage it might could do."



From: Josh

Subject Hallway 5

If we decide to open the door, Kal's casting scorching ray at the thing.



From: Josh

Subject Hallway 5

Also: Mark, when we decide to crash for the night, I'm changing Kal's spell list.



From: Porter

Subject Hallway 5

"Heh. Maybe Alley can warm up whatever's in that room with a fireball."



From: Kevin

Subject Hallway 5

"Surin, I agree, but we don't have much choice in the matter. If anyone else can guess at what this is, fine. If not, then Mund and I are going to take a quick look in the room, see if we can see what this thing is, and then see if any of you can come up with a plan to deal with it. I think Mund's idea about Allistair fireball spell will probably be right, but I want to know as much about the room and this thing as I can before we start. We don't know if it is the creature causing the cold, or if this place has made a room where a cold creature can survive. Lets take a look and then we will know more."



From: Porter

Subject Hallway 5

Mund is ready to open the door for Harp.