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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. :)

Discussing the inscription and the first door

From: Derek

Subject The inscription

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

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

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



From: Mark

Subject The inscription

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

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



From: Porter

Subject The inscription

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



From: Kevin

Subject The inscription

I hate these "infernal" riddles



From: Porter

Subject The inscription

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



From: Karl

Subject The inscription

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



From: Mark

Subject The inscription

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



From: Mark

Subject Surin

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



From: Jason

Subject The inscription

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

sent to the list originally, but asides to individuals.

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



From: Mark

Subject The first door

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

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

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

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

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

OODM: Ok what do you guys want to do?



From: Porter

Subject The first door

Turn north, of course!

Hallway questions

From: Josh

Subject the first door

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

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



From: Kevin

Subject The first door

OOC: Mark how wide are these corridors?

Assuming 10' wide -

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

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

lets move out.

Down the hall, Surin takes a listen

From: Mark

Subject Turn

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

I will try and get a turn out this evening.

If anyone wants to RP anything please go ahead.



From: Mark

Subject Hallways

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



From: Porter

Subject The door

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

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

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



From: Kevin

Subject The door

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

Lets be careful and move out."

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



From: Porter

Subject the door

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



From: Mark

Subject Surin takes a listen

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

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

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

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



From: Kevin

Subject Surin takes a listen

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

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



From: Jason

Subject Surin takes a listen

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

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




From: Mark

Subject Hallway info

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



From: Kevin

Subject Surin takes a listen

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

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



From: Jason

Subject Surin Takes a listen

*Assuming the consensus goes the way Harp is suggesting*

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

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

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