Searching room 5
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.