sakeriver.com

Mund takes the lead

From: Karl

Subject The plan

Let's kick some Ogre butt!



From: Kevin

Subject The plan

OOC: Mark, how high are the doors? Remembering that this is a magical construct, how easy would it be for the ogre to leave (or be led) from the room out of the door?

Guys, what if we have our fastest character open the door, make a rude noise or otherwise challenge the ogre, get the ogre to chase after that one character back into the larger room, where we can have people on both sides of the door to surprise it? Lead it to us instead of us charging into its room.

Comments to the general idea? If this does not sound exciting, then we can still go in and beat the crap out of it.



From: Mark

Subject Doors

Doors are about 10 feet high, with the hallways being 15 feet high.



From: Jason

Subject Ogre

I'd bet that having someone shoot it with a crossbow would be enough to make him chase us. Someone fast.



From: Kevin

Subject Ogre

OOC: Maybe have Harp and Mund go up to the door, Harp opens it, Mund shoots it with his composite long bow, they both run back up the corridor, through the door, in to the room with all the doors. They get 10 or so feet in and turn to attack. On either side Ragnar, Ranthir, Kal (and Surin if he thinks he can get behind the thing) could be standing to flank it as it enters the room. Salix and Allistair would be across the room waiting to provide support when and if needed.

I think we may get an surprise round, some AOO, and flanking bonuses.

Anything I am missing??



From: Derek

Subject Ogre

OOC: I've got an ogre-slaying knife! It's got a +7 against ogres!!!

Allistair's more than content to let the warriors hack away at this thing, but he's ready to provide spell support if needed.



From: Josh

Subject Ogre

Kal speaks up:

"I agree with Harp. We've got no idea what's in that room, traps and otherwise. We're best off fighting on familiar ground if we can. Ogre's are pretty dumb. I suggest we just shoot it and yell at it until it gets mad enough to chase us.

Surin: You have a ranged weapon, right? You and Ragnar should try to lure him out. No offense, but the Ogre will probably be much more likely to charge against a single dwarf and halfling than against someone who looks like Harp. The rest of us will wait back in the first room, try to lure him there.

If you guys get in trouble, just yell out for us, we'll be waiting right at the beginning of the corridor."

Kal looks to Harp to approve the plan.



From: Kevin

Subject Ogre

"Kal, the same thought crossed my mind, but my concern was that Surin and Ragnar might be slower than the ogre and might get caught before getting back to the room. I know from experience that Mund and I would be able to at least stay ahead of the beast. I know that this is not that long of a run, more of a dash, really, but I want to be careful - we have many more obstacles to overcome. And, I think that Mund's big bow there is more likely to get its attention than Surin's daggers.

How about this instead - Surin goes with Mund to try to open the door as quietly as possible. If he can get it open, he can start on his way back while Mund has target practice with the ogre. I will wait at the first turn to back Mund up if he needs it. If he does not, and the creature comes after him, I will join him as he goes by, and we are back to where we need to be. if things do not go well, I can pull Surin out of the way and Mund and I can retreat, leading the creature back to the doorway.

We could stand here all day discussing. Unless anyone sees a serious flaw in the plan, I think it is time to do and be tested."



From: Porter

Subject Ogre

Mund pulls out his bow and says "Agreed. Let's go."



From: Mark

Subject Ogre

If every one is on the same page, leading the ogre back to the first room I will write the turn up tonight.



From: Mark

Subject Mund takes the lead

The party takes Surin's information into consideration. Mund is all for charging in and attacking the monster where he is. Harp suggest a more restrained view. "Mund, how about this. You and Surin go to the door since you two are fairly quiet. Surin can open the door for you and you can take a pot shot at the beast with that wicked bow you carry around. Hopefully that will entice the creature to chase after you. You run back into this room and turn to fight. We will be waiting here besides the door and will be able to surround it and hopefully take it down quickly. We have fought ogres before and while they are not too difficult to fight, they can cause massive damage if they hit. I would like to get through this with no injuries if at all possible."

Harp looks around the group to see if anyone else has any input. Ragnar speaks up. "You know, my people in the mountains have had generations of learning how to fight beasts like this. I think I could be of use in the front lines of this battle. Maybe I should be the one to draw the creature?" Harp looks a little uncomfortable at this and tries to let the dwarf down softly.

"Brother Ragnar, I know your heart is in the right place, but I have seen these beasts move in combat. They are quick, even if they are large. My fear is that you would get caught in the hallway, where we would not be able to surround the creature. How about this? You can be just in front of the door so that you are the first thing the beast sees when he comes through the door?" Ragnar nods a bit glumly, but goes to his place as asked.

The party takes their places. Harp and Ran on one side of the door, Salix and Kal on the other. Ragnar takes his place in the middle of the room. Allistair takes his place in the northwest corner, hopefully out of the way of any conflict. Surin and Mund start working their way back down the hallway. When they get to the door, Surin looks at the latch and with a deft move, opens the door to the room just a little bit. Mund sets an arrow to the bow and motions the little halfling to head back to the rest of the party.

Taking a deep breath and wondering why he did not ask for any back up, Mund kicks the door open and looks for the ogre he knows is there. There it is, at the far side of the room, about 50 feet away. There is a startled look on the creatures face as Mund releases his arrow. (AC16, 15+8=23,hit, damage 7) His shaft flies true and buries itself in the thigh of the brute. It turns and howls.

Initiative for next round, Mund 6, Ogre 6.

OODM: Ok what do you do next Mund? Also the room is 40 feet E/W and 50 feet N/S. Mund has entered on the East wall in the 11-20 foot section.

Mund on the run, over before it begins

From: Porter

Subject Mund takes the lead

Could you give us a map of the current situation?



From: Mark

Subject Map

Jason has been doing the map, but the room is 40 feet across and 50 feet high. The ogre is about 45-50 feet away from you, against the far wall and a little to the north. The door you are in is in the east wall, in the second 10 foot section north of the south wall.



From: Porter

Subject Mund takes the lead

OOC: I assume that Mund has initiative, since his DEX is probably higher.

IC:

Mund lets out a mocking bark of a laugh at the stuipid expression on the Ogre as he notices a brand new arrow in his thigh. He then sprints back to the far end of the room where his companions are waiting.



From: Mark

Subject Mund takes the lead

Actually they are tied, but Mund goes first due to his higher DEX score, correct.

So he is dashing back through the hallway back to the starting room? Coward. :)

I had bet Kevin that Mund was going to try and take on the ogre by himself



From: Porter

Subject Mund takes the lead

Not being bright is not the same thing as being stupid. Mund can recognize good, simple tactics.

Also, Mund isn't that dim-witted anyway.



From: Mark

Subject Mund takes the lead

In the grand scheme of things Mund actually should be able to handle this on his own, if he did not mind taking a little damage. But he does not, which is understandable.



From: Mark

Subject Turn

I have a Cub Scout meeting I have to run after work today and then a show or two that I always watch so it will probably be later tonight before I get the next turn out.

Although it might just be Mund running and screaming like a little girl. :)



From: Josh

Subject Mund takes the lead

That's a dare if I've ever heard one.



From: Porter

Subject Mund takes the lead

I just realized that I didn't make it clear, but Mund also draws his weapon and prepares to split the ogre in two while his companions flank it.



From: Josh

Subject Mund takes the lead

I just realized that I didn't make it clear, but Mund also draws his weapon and prepares to split the ogre in two while his companions flank it.



From: Mark

Subject Mund on the run

When he sees the ogre turn and howl at him, Mund figures he has done his job. He lets out a short bark of a laugh and turns to run back to the first room. As he moves he slips his bow back over his shoulder and loosens his battle axe. He can hear the brute behind him following. Mund makes the quick zig zag to the right and can see the open door ahead, Ragnar standing about 20 feet into the room ahead of him. "The plan worked" he shouts ahead of him. Mund skids to a stop next to the dwarf and as he turns he readies his shield.

Initiative. Everyone has initiative 6 since they are holding action until the Ogre enters the room. Order will be determined by DEX score. Kal, Surin, Ran, Mund, Harp, Salix,Ragnar, Allistair, Ogre.

As the creature burst into the room, the party strikes just as planned. Weapons flash and the battle is over almost before it is begun. Kal strikes, swift like an adder, and draws blood. (AC16, 8+10=18, hit, damage 4). Ran, stepping up from the other side, tries to take advantage of the creatures confusion and swings wildly at its side. However, Ran tumbles off balance and misses. (AC16, 1+10=11, miss). Mund howls a challenge in orcish and swings his axe at the creatures gut. (AC16, 5+11=16, hit, damage 8.) He opens up a wide gash in the creatures belly.

Harp takes a quick step around Ran and swings his sword with all his might. He connects between the hide armor and the neck, the blade cutting deeply into the spine of the beast. (AC16, 20+11, hit, possible critical threat, AC16, 5+11=16, hit, critical hit, damage 22) The beasts head flies from its shoulders and lands at Allistair's feet 20 feet away. Ragnar looks at Harp and says "Hey, you took all the fun out of it."

OODM: Fight is over. What do you do?



From: Derek

Subject Mund on the run

Allistair disdainfully prods the head with his foot. "Well, that was fast. Too bad I don't need any Ogre brains for any spell components."



From: Porter

Subject Mund on the run

Mund laughs at his brother's joke.

"Actually, I know a recipe..." he says with a wink.

What the ogre had

From: Josh

Subject Aftermath

Kal checks over the Ogre's body, specifically looking for a key, but watching for anything.



From: Kevin

Subject Aftermath

Harp sees the effect of his swing, grateful that the combat had ended so quickly.

"That was certainly less painful than the last time we faced one of these brutes" Harp says to the group.

"Is any one hurt?" Getting a negative, he will say to the group

"That was done just about perfectly. Our enemy down, no one hurt. Mund, thank you for taking the risk as our bait. You performed admirably.

Surin, go with Mund, Ragnar and Allistair and search the room where the ogre was. Traps first, then for a key, of course. The rest of us will search the ogre. If you find something, send someone to get us. We will eventually want to drag this corpse back into its room, but not until we have had a chance to search it."

Harp will join Kal, Ran and Salix in searching the ogre.



From: Karl

Subject Aftermath

Salix stands with his scimitar readied when suddenly there was no reason for it. He will assist in searching the body.



From: Randy

Subject Aftermath

"I didn't think ogres had brains" Ranthir adds with a laugh."

Ranthir listens as Harp gives his orders. As the group prepares to split up Ranthir pulls Harp to the side and speaks in a quiet tone.

"Not to question your leadership Harp, but do you think we should split up at this point? That seemed too easy a challenge for the Key and I fear that something more sinister may be awaiting us in the room. We could just as easily search this beast quickly and then proceed as a group into the room. I will defer to you in this but I feel that we need to be careful."

Ran then proceeds to start going through the Ogres pockets.



From: Jason

Subject Map

You know, I was wondering why you wanted BMP files. I guess you never actually said that, I've just always associated paint with bitmap. Here's the JPG version of the map I sent out 10/20 with the subject line New Map.




From: Kevin

Subject Aftermath

Harp listen to Ranthirs suggestion, both chagrined that he had not considered that fact, and heartened that his friend was will to give him advice without attempting to undercut his authority in front of the rest of the group.

"Ranthir, thank you for your advice. You are right, of course. I was so excited by our victory - I should be more careful. From Mund's description, though, it seemed the room was empty of obvious threats. Surin, Mund, Ragnar and Allistair are well equiped to detect any other traps. However, there may still be danger, and I am not sure I want to whole group in that rooms until it has been checked out. Why don't you take Kal and stay at the doorway to the new room while the others check it out. If something attacks them, you can help. If something disasterous happens, we are not all taken in one fell swoop. Salix and I will check over out friend here, and be with you shortly."

With that, Harp will start to search the body of the ogre.



From: Mark

Subject What the ogre had

"That was certainly less painful than the last time we faced one of these brutes" Harp says to the group." he says.

"Is any one hurt?" Looking around the party he sees that everyone is unhurt

"That was done just about perfectly. Our enemy down, no one hurt. Mund, thank you for taking the risk as our bait. You performed admirably."

Turning to the halfling he says "Surin, go with Mund, Ragnar and Allistair and search the room where the ogre was. Traps first, then for a key, of course. The rest of us will search the ogre. If you find something, send someone to get us. We will eventually want to drag this corpse back into its room, but not until we have had a chance to search it."

Surin and the others nod and head off down the hallway. Ran pulls Harp aside.

"Not to question your leadership Harp, but do you think we should split up at this point? That seemed too easy a challenge for the Key and I fear that something more sinister may be awaiting us in the room. We could just as easily search this beast quickly and then proceed as a group into the room. I will defer to you in this but I feel that we need to be careful."

Harp is a bit taken aback when he realizes the possible outcomes of what Ranthir is saying.

"Ranthir, thank you for your advice. You are right, of course. I was so excited by our victory - I should be more careful. From Mund's description, though, it seemed the room was empty of obvious threats. Surin, Mund, Ragnar and Allistair are well equipped to detect any other traps. However, there may still be danger, and I am not sure I want to whole group in that rooms until it has been checked out. Why don't you take Kal and stay at the doorway to the new room while the others check it out. If something attacks them, you can help. If something disastrous happens, we are not all taken in one fell swoop. Salix and I will check over out friend here, and be with you shortly."

Ran nods and goes to collect Kal. The two follow the other four towards the room where the ogre was. Harp and Salix kneel down next to the dead ogre and make a quick search of it's body. Tucked into the creatures belt is a sack and in the sack is a fair amount of gold and a shield made out of some odd material. It looks like wood but is very light. The shield is obviously sized for a man and was too small for the ogre. Other than that all that the two find is a large set of hide armor.

When the two join the rest of the party in the second room, Surin gives his report. "Nothing to find oh great, tall leader" he says with a quip "except this copper key I found over in the corner over there." The halfling points to the north east corner. "It was strange" he continues "it was just lying there on the floor."

OODM: OK what next.

More of what the ogre had

From: Mark

Subject What the ogre had

Did everyone get the turn from last night?



From: Porter

Subject What the ogre had

"Then writings said we gotta find a bunch of keys, right? Well, it looks like we're on the right trail. Let's keep going and find the rest."



From: Randy

Subject What the ogre had

"Perhaps the Ogre was our only obstacle for this key after all" Ranthir says, a little surprise showing in his voice. "I expect that the coming challenges will not be so simple. This place is set up to protect something after all and a lone Ogre, or even 11 of them won't stop much."



From: Derek

Subject What the ogre had

Allistair looks around the room the ogre was in. He is curious as to how exactly the ogre lived in this place. Where did the ogre get his food? Where did he sleep? Was there a place that he relieved himself? Can he make any estimate as to how long the ogre may have been living here? If he doesn't see anything obvious, he explains to Salix what he is looking for and asks him if he as any ideas as to how the ogre was living in this room. After that, Allistair checks the hinges on the door, checking to see if its recent use had sheared off pieces of rust, a sure indication that it hadn't been used in a long time.

Allistair also asks to see the copper key to see if it's tarnished green or not, and if it looks old and well-used or if it appears new with sharp corners. Either way, he also casts detect magic to determine if the key, or anything else in the room, is magical.

Allistair has some theories about the nature of the place they are in, but wants to make these observations first to check them against his ideas.



From: Kevin

Subject What the ogre had

As Harp and Salix join the others in the room the ogre was in, Harp will bring along the shield and the gold (OOC: Mark, how much is a large amount?). He will mention their findings to the group, and take a look at the key.

"I doubt that the rest of these challenges will be so simple. Allistair, have you been able to determine anything about this room and its occupant that may be of use to us?"

While Allistair does his "magik" stuff, Harp will ask Mund to help him drag the corpse of the ogre back into the room. Once any discussions are done, Harp will suggest that they move onto the next door down the wall in the main room. He will ask that group treat the next door just as they had the first - there may very well be another corridor behind the next door, but it would be bad to not be prepared if it is otherwise.

"This may seem to get monotonous - but if I have learned anything from the Order, it is that planning and consistency have their time and place. Until we have reason to modify it, I am going to keep with this plan."

OOC:Mark, I am basically saying that as we open each new door in the main room, we have Mund and Ran opposite it to use their bow and crossbow, Ragnar, Harp, and Kal will be on either side of the door as Surin opens it, Allistair and Salix back a bit ready to use magic if needed. It may seem repetitive, but unless someone suggests a better plan, I would like to stick with this. We will still see what is behind each door before moving onto the next one, possibly utilizing the same tactics we just used. If it worked once, it may work again.

Boy, Harp sure seems to be making the progression toward lawful.



From: Mark

Subject What the ogre had

Is that what you were trying for. I swore is was that new alignment, Booring Good.



From: Porter

Subject What the ogre had

"Harp -- if you're just gonna be carrying that shield, do you mind if I use it? It's interesting, and I wouldn't mind trying it out."



From: Mark

Subject What the ogre had

So Mund is asking for the unidentified shield to use? :evil grin:



From: Porter

Subject What the ogre had

Yup.



From: Kevin

Subject What the ogre had

Harp looks at Mund somewhat surprised. One of the things Harp had learned with the Order was to be suspicious of those things found while adventuring, at least until someone was able to identify what it was. Stories of acolytes and trainees suffering terrible suffering and pain after inadvertently using an item were well documented.

"Mund, you can have it if you want, though I would suggest having Allistair check it first. Your brother may be able to tell you how this shield is special or if it might cause you harm instead. But, do as you wish with it. It is rightfully yours given your actions in our last encounter."

Harp will give Mund the shield, though if he gets a chance, he will suggest to Allistair that he check it out.



From: Porter

Subject What the ogre had

"I ain't claiming it or nothing -- there will be plenty of time to claim stuff later. I'm just interested, and if you weren't gonna do nothing to check it out, I'll try it out myself."

Listening at the second door

From: Mark

Subject The second door.

The party seems relived to have at least found a key of any sort and the fact that it is copper is just icing on the cake. As some of the members are counting the gold that they found on the ogre, Allistair is wondering around the room looking intently at the floor. He asks Surin and Salix a few questions and when he gets their answers he seems satisfied. Harp, Ran and Mund finish counting the gold and report that it totals 273 g.p. Mund asks if he can use the shield.

Harp looks at Mund somewhat surprised. One of the things Harp had learned with the Order was to be suspicious of those things found while adventuring, at least until someone was able to identify what it was. Stories of acolytes and trainees suffering terrible suffering and pain after inadvertently using an item were well documented.

"Mund, you can have it if you want, though I would suggest having Allistair check it first. Your brother may be able to tell you how this shield is special or if it might cause you harm instead. But, do as you wish with it. It is rightfully yours given your actions in our last encounter."

At the mention of his name Allistair calls for the parties attention. "I have found some thing strange. Or to be more precise, I have not found something and that is strange. If you look around this room, you will not see anything that the ogre could have eaten. You will not find anything that looks like a camp or a place where is slept. You will not find any offal. Nothing. Other than the key and the ogre the room was empty. Also, if you notice, there is no way to open the door from the inside. From this side the door is almost a secret door. I find this very interesting. Now, if you do not mind, let me take a look at the key and that shield."

Allistair chants the cantrip he knows to detect magic and is disappointed with the results. The shield is not magic and he does not recognize the material.(Spellcraft DC15, 3+11=14, fail). He hands the shield over to Salix to see if he might know what material it is made out of. Salix looks a the wood for a few moments and then whistles lowly through his teeth. (Knowledge-Nature, DC15, 10+9=19, success) "This is very rare. This is a darkwood shield. It is as strong as the strongest oak, but much lighter." With that the druid hands the shield back to Mund, who straps it to his arm, getting used to the lighter weight.

Harp then calls the groups attention. "I think that went very well and I would like for us to try it with the next door, and keep using that same plan until something forces us to change. I expect the challenges to increase in difficulty as we go along, so we should all be prepared. Now, Mund, would you please give me a hand dragging that ogres body back into this room while the rest of the party prepares for the next room.

A few minutes later the party is set up outside the second door, Surin and Mund in the lead again. Surin opens the door on the west wall and as they look in the see another short hallway. This hallway goes 30 feet west and stops. On the north wall, at the far end, is another door. Surin motions Mund and the rest to stay where they are and he moves forward to investigate. When he gets to the door he spends some time looking for traps and such but finds nothing. He then listens for noises on the other side.(Listen check, 6+12=18, success.) On the other side he hears several indistinct voices speaking in a language he does not understand. He thinks that there are at least 4 and maybe as many as 8 people or creatures talking. He heads back and reports in to the rest of the party.

OODM: Ok does this info change anything for how you want to handle this?

Ideas on the second room

From: Kevin

Subject Ideas on the second room

OOC: Any body have any suggestions other than the same plan as last time? It seems that the creatures have no way of leaving the room unless we open the door. Do we want the more intelligent members to go listen to see if they recognize the language? Try that first to see if we can recognize what we are up against?

If anyone has any clever idea of how to get any more surprise on these creatures, lets hear them.

IC: Harp listens to the halflings report. 4-8 opponents this time. It would be harder to take them down in one furious attack. Oh well, it was to be expected if it could not be avoided. Heironious would give him the strength to overcome, especially with his companions. Harp speaks to Allistair "Was it your impression that the creatures on the other side of the doors would not be able to open them - they could only be opened from our side? Maybe we can have those of us who know other languages move down the hallway as quietly as they can and see if anyone recognizes these creatures language. I would like to know what they are before we face them. Those creatures we met on the way back from rescueing Rochelle were an unpleasant surprise. I want to know as much as we can safely."

More ideas on the second door

From: Derek

Subject The second door

Allistair nods. "That was my impression, but I still think we should be careful. I'd be willing to go down and listen at the door, as long as Mund or yourself went with me. Salix or Ragnar might want to try and listen also, as they also know additional languages."

"As for a other ideas on tactics, there is another possibility we could try since this is a straight hallway. We might be able to tie a rope to the end of the door and open it from a distance. That way we wouldn't potentially endanger someone by making them the bait. We could simply hide around both corners and surround them when they come out. Or if they come out one at a time, all the more easier. If you really want to make things easy though, we could again open the door with a rope, and then I could immediately shoot a fireball into the room. Those that weren't killed outright would be severely weakened."



From: Kevin

Subject The second door

Harp looks at his clanking plate mail and says "I think Mund would be better "suited" for that task. Knowing my luck, they can probably hear me out here.

Your fireball idea is not a bad one. Have Surin open the door, toss a fire ball in their midst, close the door before they know what is happening, they all get toasty, then we open the door again and go after them.

Does anybody see any weak points in this?"



From: Karl

Subject The second door

When Allistair mentions the lack of food or other amenities in the first room, Salix responds, "That is indeed very interesting. Perhaps the creature has been kept in some sort of magical stasis. Or perhaps the creature was summoned or teleported into the room recently. It's possible the room itself had no creature in it until we triggered something. Perhaps even by simply opening the door, don't you think? As the ogre is dead, I guess we can't find out from him."

At the mention of using a fireball in the next room, Salix replies, "I would like to try and see if I can understand their language, first. I fear acting rashly against creatures with which we might communicate. I wonder how such an action might be viewed by creatures capable of creating this test. After all, we have not been told that all the tests are to grade our prowess in battle. To win a prize hidden by Gods, isn't it very possible they will be testing our wisdom as well?"

If no one objects, Salix will walk quietly down the hall and listen at the door, trying to understand what is being said.



From: Porter

Subject The second door

OOC: Shame on you, DM, for not letting foolish Mund wander around wondering if his possibly cursed shield was going to turn him into a hermaphrodic dwarf. :nono:

IC:

Allistair nods. "That was my impression, but I still think we should be careful. I'd be willing to go down and listen at the door, as long as Mund or yourself went with me. Salix or Ragnar might want to try and listen also, as they also know additional languages."

"Sure thing, little brother. I've got your back."

"One thing we might want to do. As Alli said, this is a powerful strange place. If the ogerr was alive, I'm sure I could get him to talk. I say we try to capture one of these folk. When three are down, we all tackle the last one."



From: Josh

Subject The second room

What if there's something we want/need in the room that's flamable?



From: Mark

Subject The second room

Randy or Jason,

Do either of you two want to add anything?



From: Jason

Subject The second room

Well I haven't thought of anything Ragnar would add to the discussion, he'll just follow orders. But in the interests of role-playing...

While Allistair and Salix are busy searching the room and tossing out theories to explain the unnatural environs, Ragnar begins to examine the area around the door. He pays particular attention to the hinges and the opening mechanism. Though he has none of Surin's talent for finding hidden traps and unlocking doors, locks have always interested Ragnar and he can remember every lock he's ever seen opened (not that it has ever helped him any.)

As the group discusses their options for entering the next room, Ragnar hangs back. He won't volunteer to go listen at the door (though he will do so if asked) since he figures "the dwarf breathes so loudly" he would let everything in the room know he was there.

What to do? and Salix speaks

From: Mark

Subject The second room

Mund, Allistair and Salix walk slowly down the hallway and listen at the door. Allistair and Salix both hear voices but other than the occasional word in common, do not recognize the language. They report this back to the others.



From: Mark

Subject Turn

If you guys would decide what you want to do with this encounter today I will be able to write it up tonight.



From: Karl

Subject The second room

Salix gives his report and adds, "So it seems we might very well be able to communicate with these creatures. I can't help but imagine this fact itself might be part of the test. It might be helpful to see if we can get some information from them, if not about the coming challenges, at least about how they came to be part of this one. If course, if they don't seem to be willing to parlay, then we let our esteemed mage fireball them."



From: Porter

Subject The second room

"By the time we know that they won't talk with us, they'll probably be too close for a fireball."



From: Randy

Subject The second room

"I agree that we should try to communicate with them. We are a formidable group and we are capable of defending ourselves if things go sour. We should keep our defenses up but perhaps we need to approach this peacefully. Do any of the magic users have any skill with something that might allow us to better understand the language they are speaking?"

Ranthir will ultimately go along with whatever plan is decided on but would prefer not to send a fireball in without at least attempting to communicate.

"Perhaps we just call through the door and see if they answer? I realize that this alerts them to our presence, but if we want to try talking this may be the least threatening way to do so rather than barrelling down the door with weapons raised. I will defer to you Harp in this matter."



From: Karl

Subject The second room

Salix shrugs. He was only half joking about the fireball, but it didn't matter.



From: Kevin

Subject The second room

OOC: I am heading to lunch, and will consider options while I am away. I am torn between tyring to find something out and thinking that we need to kill eveybody. Remember, this is a testing ground developed by a martial order to test its members.

Let me think about it.



From: Karl

Subject The second room

OOC: Is your martial order devoid of the concepts of "a time to avoid battle", "Parlay", "Truce" or "Peaceful co-existence"? Personally, I think we're gonna have to kick ass, too, but Salix isn't militant and has been taught all these things. Otherwise the Great North Woods would probably be a lot "greater" and some humans would be finding themselves a lot closer to nature. ;)



From: Kevin

Subject The second room

OOC: Lets see - Time to avoid battle - probably not. Parlay - only if the other guy is surrendering, Truce - again, only if the other guy is surrendering, Peaceful co-existence - only if the other guy is good. We like to keep things simple.

IC: Harp grows concerned at Salix's suggestion. Harp had been ready to cut down everything in their way to get the keys, but the druid had shown exception insight previously, and Harp had come to value his counsel. But up to 8 possible opponents? If they were not agreeable to conversation, the loss of the element of surprise was something to worry about.

After thinking for a few minutes Harp talks to the group - "I understand Salix's concern, and I too would like to try to learn a bit more. However, against this number of opponents, I would hate to loose the advantage of surprise.

I would like to try the following - lets open the rest of the doors to see if there are only hallways behind them or if there are any direct threats behind any of them. Once we determine that (and we get that boring part done) then we can have Surin, Mund, Salix and Allistair head down each hallway (assuming that there is one behind each door, as we have seen so far, and see if they can hear a smaller number of opponent or someone we can understand more easily. We might also get a better idea of the layout of this place.

Agreed?"



From: Kevin

Subject The second room

OOC: Mark, we would keep the same door opening structure we had worked out before if we do this.



From: Randy

Subject The second room

Ranthir offers his support for this plan but in the back of his mind believes that each door will offer a more difficult challenge than the previous one.



From: Porter

Subject The second room

OOC: What the heck? What is Mund, chopped liver? :angry: ;)

"I don't think we should open any more of the doors until we are through with what we have to deal with here. Otherwise, we risk being surrounded and having to fight 10 groups instead of just one."

"I say we open this door and see who it is. They might be friendly."

"You're a fine one to go on and on about good and evil, and you're ready to kill somebody just because they speak a different language?"



From: Jason

Subject The second room

OOC: No, that part comes after we send you in first to be our ambassador :) Also, I'd say it was pretty obvious that ogre was a lawful good ogre, cast out by its family and brought by Heironeous to be a holy protector of this artifact... and you can't prove me wrong anymore since you went ahead and shot him without warning just because he was bigger than you!

IC: "I agree that we should probably deal with this group one way or another before moving on. It seems logical that the challenges were meant to be faced in order. It even seems possible that if we do not collect the correct key in the correct order, the phrase 'Without the right key, beware the floors' might take effect.

"As far as the element of surprise, my guess is that each challenge will become harder than the last. If that is so, this should be one of the easiest challenges we have to face, and I'm confident that Heironeous will grant us victory. But do we dare incur his wrath by indiscriminately slaying all who live in this place? For surely he has a special interest in it and all that occurrs within it."

Replying to Ran (who asked about the any skills that would allow us to communicate with them), Ragnar says "Heironeous can indeed bless me with the ability to understand their words, but unfortunately I would still have no method of communicating with them, unless they also understand some language with which I am familiar."

OOC:Map attached. The words in red indicate out of date stuff, but hopefully if this place gets bigger that will help us keep our bearings a bit?




From: Porter

Subject The second room

OOC: I have no idea what you are talking about. I was just complaining that Mund was talking first about talking with these guys, and then Salix said something, and then suddently Harp thinks it's a good idea, completely ignoring the fact that Mund was talking about it first.



From: Mark

Subject Map

Oh it is going to get bigger. Alot bigger.



From: Mark

Subject What to do

Well Kevin,

What is your intrepid party going to do?



From: Mark

Subject Fireball

I just caught this.

The door is on the north side of the hallway, so the idea of a rope tied to the handle, somehow pulled up to open the door and a fire ball shooting through the doorway will not work.



From: Mark

Subject Ogre gold

As the others talk Surin finishes counting the ogres gold and gives the party the total. 273 pieces of gold and a large sack.



From: Kevin

Subject What to do

Harp listens to Mund grumblings and Salix's desire to try to talk to those in the room. He is uncomfortable with the idea of trying to talk to those who are behind the door, but the mood of the group, at least the most vocal ones, seems to be to try and talk.

"Very well. Though it goes against my gut feeling, Mund, you will go with Surin, Salix and Kal. Go to the door and try to communicate with those on the other side. Ran, Ragnar and I will be waiting back here at this door, with Allistair just behind us. If you encounter ANY problems (or sense any falseness on their part) I want you back in here ASAP. I know you are a proud warrior, but your instructions from Quarion were to helpt us, not to get killed in an battle by yourself. This quest is bigger than any one of us."

After he has finished, Harp will motion for Salix and Kal to come over. Quietly, he will tell them "My friends, please be very careful in this endeavor. Salix, I know you are looking for ways to work with all living things, but this "constuct" we are in is not natural and the creatures that we meet here may not act naturally. We do not know if they have been told to kill all they meet, if they will be punished if they fail. There is so much we do not know. Kal, please keep an eye on my friend Salix, and my little friend Surin. Use all your skills to keep them alive."

With that Harp will ask Ran and Rangar to join him in getting on either side of the door in preparation of the worse to come.



From: Mark

Subject What to do next

The next several minutes is spent debating what to do. Harp lays it out for them. "It looks like we have three options. First, we do the same as before and kill all of them. Second, we try and talk to them. Third, we attack and try and take a prisoner, who we interrogate." Salix seems a bit put out at how eager Harp is to just kill everything. He knows that Harp's order sees things as black and white, but do they see any gray? Surin nods a bit at the idea of talking to the creatures as does Allistair. Mund is all for taking a prisoner. Ran is also for talking, but Ragnar is keeping a bit to himself. Kal is non-committal.

Harp finally makes his decision.

"Very well. Though it goes against my gut feeling, Mund, you will go with Surin, Salix and Kal. Go to the door and try to communicate with those on the other side. Ran, Ragnar and I will be waiting back here at this door, with Allistair just behind us. If you encounter ANY problems (or sense any falseness on their part) I want you back in here ASAP. I know you are a proud warrior, but your instructions from Quarion were to help us, not to get killed in an battle by yourself. This quest is bigger than any one of us."

He then calls Kal and Salix over and asks them to be very careful and for Kal to keep an eye out for the halfling.

Mund, Surin, Salix and Kal then head down the hallway until they get to the door. Mund looks at Salix, as if expecting the druid to do something and Salix motions for Mund to bang on the door with the haft of his axe. Mund lifts the weapon and gives the door a good sound banging. Surin hears some shuffling sounds from the other side of the door and a few seconds latter a voice can be heard through the door. The voice is low and quite, barely audible through the wood. Each of the party members looks at the other, none of them recognizing the language. Salix then speaks up. "Do you speak Common?"

"Yes" comes the muffled reply. "Who you?" the voice asks. Salix replies. "I am Salix, Wealward of the Great North Forest. Who are you?" " I am ...Gromp...." and the answer trails off in to series of rumblings that Salix is almost sure that he could not reproduce with his throat. "You trapped, too?" is the next question. "No" is the druids response, "are you trapped?" Gromp gives out a short bark. "At home getting water, next thing in room with others. Not 20, how you say, minutes ago. You know way back. Gromp and others be very happy you send us back."

OODM: I will let it stop there. Salix and the others can continue this as they want and I will do the responses.

Conversations at the door, a scuffle

From: Karl

Subject Conversations at the door

Where is your home, Gromp?" Salix will ask again.

OOC: Mark, based on this so far, *I'm* guessing they are orcs. What does Salix think they might be? Also, I've been playing Salix thus far with the idea that Orcs aren't considered much worth negotiating with. Salix isn't into wanton death and destruction, but Orcs also aren't respecters of nature, even much less so than all but the worst humans. (Correct me if this doesn't jive with your world we're playing in.) I only bring this up because what Salix reports will be colored by what he thinks these creatures are. If he simply doesn't know, you can say that, too, and I'll run with it.



From: Jason

Subject Conversations at the door

Its worth noting that both Ragnar and Mund speak orcish, and while Ragnar hasn't been listening at the door Mund would almost certainly have known if they were speaking in orc. Anyone know what language trolls speak?



From: Mark

Subject Conversations at the door

The accents do not sound orcish.



From: Mark

Subject Conversations at the door

OODM: Salix is not sure that they are orcs, just from talking to them. The accent does not sound "Orcish" but there are alot of groups of orcs around the world.

IC: "Home is cave near city of Tralanda, great underground city. My cave is two days? walk from city. Where you home, Salix?"



From: Karl

Subject Conversations at the door

OOC: Does this city sound familiar to Salix? Could he or any of the others guess what these creatures are based on this info?



From: Mark

Subject Conversations at the door

I have done some knowledge checks and no one has any inkling where or what these things are.

Of cours I know where they are from and how high the DC is.



From: Karl

Subject Conversations at the door

"I am from the Great North Woods. I do not know your city of Tralanda, so I don't know if we could help you get home. I'm pretty sure we could get you out of the room, though, provided you honestly answer a few questions. What sort of beings are you and how many of you are in there?" (OOC: Diplomacy skill here if it applies.)



From: Mark

Subject Convesations at the door

Well diplomacy is if you want them to do something for you. It might apply Sense motive, now that is a skill that will be usefull. :)

I will do some RP in about an hour, since that is when lunch is.



From: Karl

Subject Conversations at the door

Well, I want them to answer truthfully, so that's where I thought it might apply. I'm also going to want them to help me out in trade, depending on what else I find out.

And of course, use my Sense Motive where it applies as well.

I don't have a whole lot of time for too much back and forth today, and I don't want to slow the game down, so let me tell you what Salix wants to try:

Unless we find out that the creatures are such that there is *no way* our team can let them go without at least one of us attacking them (sworn enemy race, or whatnot), Salix will report back to harp all he knows so far, and add that he thinks (if sense motive bears out) that he can negotiate a peaceful way past this obstacle. He will tell harp that it appears the creatures just got teleported into the room specifically for this test and propose simply asking for the key. If they refuse, we can threaten them, and finally kill them if they don't respond to threats. We can barter whatever assistance we might be able to give them in exchange for the key. (If we can determine they are from our world and not some other, we can simply send them out the way we came in, for instance).

Salix really likes the idea of ending this peacefully, but he isn't going to risk overall failure to save the lives of these creatures. If the others have reason to forego parlay, or if the creatures prove very difficult or un-trustworthy, he'll support just getting them out of the way.



From: Porter

Subject Conversations at the door

Mund asks the question "Fala orcanhol?*", asking them in Orcish if they speak orcish.

*for Karl :)



From: Josh

Subject Conversations at the door

"Gromp" Kal thinks. If he's not an orc, he's got to be a goblin.

"Friend Salix, you're wasting your time with these creatures. They're pawns of chaos and evil. Treacherous to the core. Lets kill them quickly. If we return them to their homes they're probably be out pillaging and raping in a week."



From: Porter

Subject Conversations at the door

"Oh, that's rich, coming from an Elf. I've seen first-hand how kindly your people deal with others. I've seen the burned villages and dead bodies."

"Yes, orcs and goblins are known for their banditry. But what's not known is that it is carefully orchestrated by the elves."

"Orcs and goblins aren't even allowed in most cities. And when they group together to try to raise some crops, you dirty, cowardly, manipulative elves come and destroy their villages, including the women and children."

"The only way that an orcish or goblin community can hope to survive is by turning into what the Elves want them to be -- theives."

"Oh, yes. The elves want the orcs and goblins to be bandits, because that keeps everybody else afraid and more maleable for the sneaky elves to manipulate them."

"Maybe there are some people around here who deserve death because of their blood, but they aren't on the other side of the door. They are right here."



From: Josh

Subject Conversations at the door

"I'm sorry, their race doesn't collectively worship a God who's devoted to chaos and mayhem? THEY are the marauders. Don't blame elves for being efficent at keeping our homes. We're not the nation who is constantly battling with all of it's neighbors. We have long lasting and peaceful treaties with all of the civilized peoples.

Only when outsiders come and attack our way of life do we turn to fighting. When they get together to "innocently raise crops" a leader eventually emerges, and then we're entrenched in a battle with a well fed goblin army that hates our forest and hates our way of life. We've seen dozens of times, so don't get moraly smug with me.

The only way a goblin or orcish community can hope to survive is by turning from their God and learning to leave peacably around other races. As long as they continue to worship the one-eyed abomination they will continue to be a savage warlike race. He wills it so.

Keep your thoughts on The Nations to yourself Mund. You have the intellect of a child and talk as such. If we weren't engaged right now we would be fighting with swords instead of words, where you would be similarly outmatched."

Angered by Mund's racist outburst, Kal starts chanting elven prayers, kicks open the door and starts killing. He'll swing his weapon at the nearest goblin-looking thing he sees. If they're not goblins or orcs (or any other evil creature), Kal will not attack.



From: Mark

Subject Conversations at the door

Wel that does it.



From: Porter

Subject Scuffle

Mund is not going to let this racist commit genocidal murder on his watch. Mund rages and tackles him from behind. (Attempts to start a grapple).



From: Derek

Subject Scuffle

Allistair sighs audibly at Kal's comments, and then visibly starts to cringe as he sees his brother start going into a tirade. After the ruckus that occured earlier at the chapterhouse, he does not want to have to sit through another one of these pointless arguments. He turns to Kal and quickly address him in elven: "Kal-Lar, please be silent for a moment. No matter what happened to you in the past, expressing your views in such a way only serve to stir up feelings of anger within the group. Look to Ran-Ell if you need an example of how adult elves properly behave."

Allistair then approaches his brother and gently places a hand on his arm, which he hopes will have a restraining effect on his temper. "Mund, I know you feel differently about orcs and other similar creatures then people such as elves do, but please try and keep from being so aggressive. Harp is the one that will make the decision, and don't you think that by his ancestry alone he is most capable of making an unbiased decision? We're going to have enough trouble with these trials and keys without fighting each other."

OOC: I'll let Mark figure out which happens first.



From: Josh

Subject Scuffle

OOC: This argument felt way too much like I was some far right guy arguing the American/Middle-east conflict.



From: Porter

Subject Scuffle

OOC: In case this thread goes anywhere:

IC: "No, I don't think that Harp's ancestry makes him the most capable to make an unbiased decision. He knows nothing about the noble race he is descended from. He was taught to hate them from an infant, and he does so without knowing anything about them. He fights himself at every turn, not realizing that his orc blood is as much a blessing as a curse, just like his human blood. No, I would not trust Harp to make an unbiased decision."



From: Josh

Subject Scuffle

OOC: Kal will respond to Allistar before busting in the room, after already responding to Mund.

Kal turns to Allistar: "Your brothers a fool and will be treated as such. These goblins need to die, and they need to die now.

Have you all forgetten that we're currently in a extra-dimensional pocket fighting a TEST created by the very opponent of the one eyed abomination?

There is nothing to be learned here from these spawns of chaos and evil. At best they're "innocent" and will go back to raping and pillaging our brethren. At worst they're a trap laid by the one-eyed one himself, designed to destroy our chances at fulfilling our mission.

We don't have time for foolish errands of gallantry now. These are the enemies. They stand in our way, and they are the children of evil. We kill them now, before it costs us our life and our quest.

With that, Kal does in fact push through the door and start swinging.



From: Porter

Subject Scuffle

In that case, Mund still attacks Kal from behind. :)



From: Mark

Subject Scuffle

OK guys I am going to stop the action here.

Kal is going to open the door and rush into the room. Mund is going to try and stop him with a grapple.

I will try and write up the turn when I get home tonight.



From: Josh

Subject Scuffle

OOC: Good luck sucka! Kal's got a dex of like 30 million.



From: Mark

Subject Scuffle

And Mund has improved unarmed combat. He is good, compared to most, at unarmed combat.



From: Josh

Subject Scuffle

OOC: I sure hope it's actually goblins or orcs or something else easy to kill in there. I'd hate to be running into a Beholder's den. :-D



From: Derek

Subject Scuffle

OOC: I'm thinking the initiative roll is going to be VERY important. I wish I had something better than a wanky sleep spell to drop these bozos. Hold person would be nice right about now.



From: Mark

Subject Scuffle

Who are the bozos? Mund and Kal? or the guys behind the door?

Becuase Allistair probably knows that his sleep spell would have no effect on Kal, being an elf, and little effect on his brother.



From: Derek

Subject Scuffle

OOC: I meant Mund and Kal. I know it wouldn't effect either one of them, which is why I wish I had something better.



From: Karl

Subject Scuffle

I'm not getting several emails apparently. I'm very confused and I don't have time to straighten it all out right now. I will look at what is happening when I get home, (hopefully all the emails are there.)



From: Derek

Subject Scuffle

OOC: Were we all by the door? I thought most of us were in the room and only Salix and Surin were by the door.



From: Porter

Subject Scuffle

Just so it's clear, even if Kal gets the door open, Mund will still go for the grapple.

And there's no way that elf can out-run Mund. ;)



From: Porter

Subject Scuffle

Also, don't forget that Mund is raging.



From: Mark

Subject Scuffle

From what I understood Mund, Allistair, Kal, Salix and Surin were all close to the door. Ran, Ragnar and Harp stayed back about 30-40 feet as reserves. By now I am sure some of them have probably heard something since I am sure Kal and Mund have not been keeping their voices down. :)



From: Jason

Subject Scuffle

I've been trying to estimate in my head how far 40 feet is, and I'm pretty sure that we would be able to hear pretty much everything that's being said on our side of the door, though perhaps not what the other guys are saying.

That being said, Ragnar is really kicking himself for asking for status instead of calm emotions this morning. Of course, he didn't really expect to have to STOP fights, just win them, so what can you do.

Ragnar will start forward once Kal's intentions become clear. If there is fighting, he'll charge if he can see anyone, but more likely just close in. If Mund is succesfull grappling Kal and by some miracle there is no fighting, Ragnar won't enter the room and will stand clear of the doorway.



From: Kevin

Subject Scuffle

OOC: I can't let you children play at all.

I am slammed at work, but will write some responses when I get home.

Mark, hold off on your write up until I get a chance to send something in.



From: Karl

Subject Scuffle

Well Good Lord! No wonder I was confused. I didn't get *any* of this stuff at work. All I know is Gomp and Salix were having a nice peaceful chat then suddenly doors were getting kicked in and people were getting grappled.

I think Salix may just go back out the way he came in . . . (j/k)



From: Kevin

Subject Scuffle

Harp will stand by the door leading to the hallway, trying to assertain (sp?) what is going on. If he sees either Kal enter the room or a wrestling match break out, he will swear an oath to Heironious, call on Ragnar and Ranthir to join him and head down the hallway. If a grapple is going on, he will try to separate the two combantants, if Kal is successful in opening the door, he will head in the room (if he can get there) and (assuming Kal is already fighting the occupants) start a combat with whomever he encounters.

OOC: Captain Picard never had an away team go so bad so quick. We did not even make it to the transporter room.

I just realized that Harp is really Worf, but in a different universe.



From: Porter

Subject Scuffle

Yet another agent of Chaos.

*shakes head sadly*



From: Josh

Subject Scuffle

Harps too smart and too quick to stay his sword. All Worf ever said was "Weapons ready sir!"



From: Porter

Subject Scuffle

Maybe Worf would have mellowed out if he were captain.



From: Josh

Subject Scuffle

You never saw the episode where they all got their memories erased?! They woke up and everyone was like "huh". Warf started barking orders, and all around just being a jerk.

Another similiarity we've got with Harp. :-D



From: Porter

Subject Scuffle

That's not what I meant. I meant that after being captain for a while, maybe he would learn other negotiation tactics besides weapons.

And the episode you mentioned doesn't count -- he hadn't *been* captain, so he hadn't had a chance to learn and mellow.



From: Kevin

Subject Scuffle

Law - Chaos - It is all beyond Harp. He just wants to try and do good. All he knows is that if he sees Kal break into that room, something has gone terribly amiss with the plan. He is familiar with Kal's impulsiveness and will know that something is not right. If he were to find Kal fighting, then the milk is already spilt, time to mop up the mess. If Kal is having a pleasant conversation, then, as indicated, Harp will not attack.

Harp does not have any animosity toward these creatures (unless they are orcs) but they are a barrier to him completing his mission. He is willing to see if his friend Salix is able to work out an amiable solution, but if things go into the shitter (through our actions or theirs), Harp is going in to end the problem - now.

If he sees to of his companions fighting amongst themselves, he will be equally mad that they are not focused on the bigger picture.

Lets see how great, all powerful DM works this out.



From: Mark

Subject Scuffle

Salix, Surin and Allistair look on as the words between Mund and Kal heat up so quickly. Allistair tries to calm the tensions between the two, hoping beyond hope that his brother had moderated his views over the past years. It was not to be. In a huff Kal draws his rapier with his right hand, lifts the bar on the door and kicks the door open. Mund sees this and goes into a rage. As Kal opens the door Mund tries to tackle him. (Normally Kal would get an AOO, but I am figuring the grapple is a surprise move, just as opening the door was a surprise action.)(AC10, flat footed, touch attack, 4+10=14, success, grab,Opposed grapple check, Mund 7+10=17, Kal 19+5=24) Kal shakes off Mund's tackle and both men move into the room.

As the other three watch the door swings shut behind them, almost as if it had been pushed. In the passing glimpse of the room, they notice that there is no light in the room. At the other end of the hallway, Harp notices the commotion. He calls for Ran and Ragnar to join him as he rushes down the hallway towards the door.

As Mund and Kal come to a stop in the room they can hear the heavy breathing of many others around them. From out of the darkness a voice speaks. "This is your fault. We will kill you and then the rest. Goro, block the door."

OODM: Ok here is the situation. Mund has no weapon drawn, Kal has his rapier. They are blind. Lowlight does not work in this room, there is no light. There is an unknown number of enemies. There are serious modifiers for fighting blind with out the blindfight feat. If you do not know what they are please let me know and I will fill you in some.

Salix, Surin and Allistair are still outside the door and Harp, Ragnar and Ran will be there next round. Initiative: Kal(25), Creatures(11), Mund(7)



From: Kevin

Subject Scuffle

As Harp sees Kal and Mund disappear from the hallway, he starts to run toward where the other companions are, his sword at his side. As he gets to where Salix, Surin and Allistair are standing, he sees that the door is shut. Cursing under his breath to Salix "What the hell happened?" Harp will start to try and push the door open so he can get to his companions. If he is unable to get it by himself, he will ask Ragnar and Ran to help him.

OOC: Mark, if it will make it easier, if Harp finds that he and the others are unable to get the door open, next turn Harp will cast Bulls Strength on himself, unless someone else makes a better suggestion to get the door open.

I hope Mund and Kal have some fun for the next few turns. This could get really interesting.

A scuffle, darkness rules, a fight in the dark

From: Josh

Subject A scuffle breaks out

OOC: Mark: The light from the hallway doesn't give us enough to see a target with?



From: Josh

Subject A scuffle breaks out

What about "Goro" who's blocking the door?



From: Mark

Subect: A scuffle breaks out

There is no light from the hallway becuase the door is closed.

What about Goro? Kal can not see him. Kal is in the dark.



From: Kevin

Subject A scuffle breaks out

OOC: if that big dunderhead 1/2 Orc Harp and the stumpy dwarf Ragnar can push the door open a little way, then Kal might have enough light to do his little twirly dance. Until then, I hope your spider sense is working.



From: Karl

Subject A scuffle breaks out

And I hope Mund has the presence of mind to DUCK before the blade goes whirling.



From: Mark

Subject Darkness rules

I will be writing up the first round of combat tonight.

Jason and Porter, I need you to tell me specifically what you are going to do.

Here are some of the drawbacks to being blind.

Blinded: The character cannot see. He takes a --2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a --4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Here is more about fighting in the dark:

Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal vision (or low-light vision, for that matter) can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness.

In many cases, some characters or monsters might be able to see, while others are blinded. For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness.

--Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, a sneak attack).

--Blinded creatures are hampered in their movement, and pay 2 squares of movement per square moved into (double normal cost). Blinded creatures can't run or charge.

--All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.

--A blinded creature loses its Dexterity adjustment to AC and takes a --2 penalty to AC.

--A blinded creature takes a --4 penalty on Search checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.

--Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks.

A creature blinded by darkness can make a Listen check as a free action each round in order to locate foes (DC equal to opponents' Move Silently checks). A successful check lets a blinded character hear an unseen creature "over there somewhere." It's almost impossible to pinpoint the location of an unseen creature. A Listen check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has total concealment from the blinded creature).

--A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. (If the unseen creature moves, its location is once again unknown.)

--If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case, the blinded character knows the general direction of the foe, but not his location).

--A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.

Please note the part about pinpointing a foe so that you can attack. I will have a map that shows all the locations, you will not.



From: Jason

Subject Darkness rules

Sure, leave the characters with darkvision out in the hall why don't you.

I assume you meant Josh and Porter, rather than Jason.

But since you asked, Ragnar will be moving up and opening the door. Since I expect Harp will get there first and find that its blocked, Ragnar will help him bash it open if he can.



From: Mark

Subject Darkeness rules

Yes I meant Josh. I didn't plan this encounter this way. Count on the players to screw up a perfectly good dungeon crawl. :)



From: Kevin

Subject Darkness rules

OOC: if the creatures in this room dont kill Kal and Mund, it is possible that Harp will when he finds out what they were fighting about.

Mark, and I correct in thinking that if we can get the door propped open even a little, there would be enough light for Kal to see a bit? Mund will still have his work cut out for him, but Kal would be in better shape.

You know, we still do not KNOW what these things are. Kal was just assuming they were goblins. They could be Hobgoblins, Bugbears, who know whal else.



From: Kevin

Subject Darkness rules

Is there an equivalent of Prozac on this world? I may want to give some to Kal and Mund when this is over. Like 5 bottles each.



From: Mark

Subject Darkness rules

Correct, just a little light would allow Kal's low light vision to work. Of course Harp and Ragnar would be fine. The only other thing that would help is Blindsight.

That is right, no one knows what these things are yet.



From: Porter

Subject Darkness rules

Huh. I thought that low-light vision merely doubled the visual range, so for low-light vision to work, there has to be a visual range to be doubled.



From: Mark

Subject Darkness rules

Low light vision just needs a little light. The book even states that a full moon will make night time seem like day to a low light vision person. So if the door is open, even a crack, enough light would get in for Kal's low light vision to work. The room is not so big that there is going to be a problem for distance.

Darkvision requires no light at all. It is what was called Infravision back in 1st Ed.



From: Porter

Subject Darkness rules

Mund curses under his breath. No goblin he's ever know would ever do something as stupid as this elf just did.

Now he's stuck in a pitch-black room with an unknown number of enemies, with no weapon drawn. Krunlan. He should have drawn blade on this murderous elf.

Mund raises his hands, showing that he has no weapon drawn, while he tries to put his back to a wall. "I'm not here to fight you guys. This jackass elf came in here to murder you all, and I was trying to stop him."

If Mund is attacked, he'll draw his axe and return the favor, but otherwise he'll just try to put his back to the wall and keep things as unexciting as possible.



From: Josh

Subject Darkness rules

OOC: If Kal targetted a torch with scorching ray, would the torch stay lit?



From: Mark

Subject Darkness rules

He would have to make a ranged touch attack, which probably would not be to tough.

IF HE KNEW WHERE A TORCH WAS. Remember AOO and casting spells. :)



From: Josh

Subject Darkness rules

OOC: He's got a bunch in his backpack. How much would it take to get one out, and cast at it?



From: Mark

Subject Darkness rules

It is at least a full round action to get something out of your back pack, plus you would have to drop your rapier. Any enemy within 5 feet would get an AOO. Then you would have to cast the spell, again a standard action, which would also provoke an AOO from any enemy with in 5 feet. Then he would have to pass his spell failure, which is likely as his SF chance is so low. He would also have to pass a CON check to deal with all the damage he took from the AOO.



From: Kevin

Subject Darkness rules

OOC: Basically, longer than you have to live if you try it. Kal wanted in the room, now he is going to have to live with it (until our big old lovable 1/2 orc, cracks the door to let a little light in on the subject.



From: Josh

Subject Darkness rules

OOC: Pshh.. If that doofus Mund didn't try to tackle me from behind I'd be happily standing somewhere where I could control the door. He got us into this mess.



From: Kevin

Subject Darkness rules

OOC: both these characters need to be put over someone's knee and given a spanking. Harp wants to make sure he is the one to do it, not some unknown creature. LOL.

Hope this does not total fall apart.



From: Porter

Subject Darkness rules

Harp absolutely doesn't see what he did wrong. :p



From: Kevin

Subject Darkness rules

OOC: Harp did not think the two would go at each other while there are possible enemies on the other side of the door. Harp, given his background, feels that the good races should be able to work together when their is a task at hand. He has learned this the hard way from the Order. Harp would very often have to work with others who did not like him, but while they were working toward a common goal, he (and they) could learn to put their other difference aside. All he was looking for here was for some member of the group to try and find out who (or what) was on the other side of that door. He is not dead set for killing everything, but is not squeamish about doing so if it will move their task forward. He still does not know that much about Mund's upbrining to realize the depth of his feeling toward orcs/goblins/etc. or his negative feelings about some uppity elves.



From: Mark

Subject Map

Ok the turn may have to wait a bit since my boys are using my books right now for thier every other weekly game with their cousin.

However I think I have been able to make a map of the room, at least showing the door and where Kal and Mund are. They are facing north. I need Porter and Josh to tell me what they want to do?

From what I remember Porter is going to try and back towards the door, unless he gets attacked, in which case he will pull his axe and try and fight back.

Let me know how the map works. I did it differently than usuall.




From: Josh

Subjec: A fight in the dark

Kal will turn his back to where Mund was standing when the door closed. He'll take his 5 foot step to his left (toward the door). He'll do whatever fancy sword work he can in that direction in case anyone is standing there. (That's just his 5 foot step).

Once he gets next to the door he'll put his back to it and cast shield on himself, using defensive casting.



From: Porter

Subject A fight in the dark

The most important thing that Mund is doing is trying to convince these people to not attack him.

But other than that, yeah, Mund is trying to put his back to a wall and backup toward the door.



From: Mark

Subject A fight in the dark

As he breaks Mund attempted tackle, Kal sees, or rather does not see, all of the lights go out. He is suddenly in a situation he is not overly familiar with. He is blind. His rapier is invisible before his face. He hears a voice say "Goro, block the door." Kal knows that Mund is right next to him and that the door should be right behind him. He also knows that he needs to get his back to a wall. Kal decides to try and back up, but first thinks maybe he ought to make sure the way is clear. He makes a deft move with his sword, hoping he is striking back the way he came. Kal feels his rapier meet resistance and bury itself in something that grunts at the contact. (AC15, 17+10=27, concealment 42, miss). Now he is not able to move towards the door and his back is exposed.

In the darkness the two can hear foot steps and commands being barked in an unknown language. Something sharp crashes down on Kal's left shoulder,(AC11, 17+4=21, hit, damage 6)(Kal can now pinpoint this attacker unless it moves). A second blow whistles past Kal's face so close he feels the breeze it makes as it passes. (AC11, 5+4=9,miss).

As Mund tries to back up saying "

"I'm not here to fight you guys. This jackass elf came in here to murder you all, and I was trying to stop him."

His comments are greeted with howling laughter and he feels something clank off the back of his breastplate. (AC15, 6+6=12, miss). As Mund turns in response, another blow catches him upside his head. (AC 15, 15+4=19, hit, damage 10) His head rings and his eyes waters for a second and then his rage comes back as he pulls his axe. "Dammit," he yells "don't make the elf right."

Knowing that there is a foe directly in front of him, Mund takes a mighty swing with his axe(Concealment, 76, AC 15, 8+11=19, hit, damage 7) Mund feels his axe crash into whatever is in front of him with a satisfying crunch. Mund then takes a step back and feels something solid at his back.

Out in the hallway Ragnar, Ranthir and Harp show up at the door. Harp shouts "Ragnar, you push low, I'll push high, let's get this door open." And with that they give a great shove at the door.(Ragnar aides Harp)(Opposed STR check, DC?, 1+6=7, fail) The two do not have their feet set quite right and are unable to move the door.

OODM: I need round 2 actions.



From: Kevin

Subject A fight in the dark

Harp grunts at Ragnar " Again!!!!" and pushes at the door with his shoulder.