Josef Guardson |
Unless you all have an issue with it, Josef will take the scroll with 2 dimension door spells, scroll with 2 summon monster IV spells, 2 scrolls with 3 cat’s grace spells each, and wand of magic missile (CL 3) with 16 charges
"Fast and quiet, let's move! Anything with dark skin and pointed ears gets dropped immediately."
Josef holds his bow at the ready, intent on moving quickly now they've been spotted.
Misha Keroun |
Josef, can I have one of the scrolls of cat's grace please? Also, the wand might be nice for Therena, who stands back a bit more.
Regarding gear, I'm going to make a post in the OOC thread in a minute.
In spite of other party members' haste, Misha pauses to examine the carvings. (Tongues, Knowledge Dungeoneering loremaster result: 35 (my skill shortlist shows the other scores if you need other skills) )
DM Papa.DRB |
Josef: 1d20 + 0 ⇒ (15) + 0 = 15
Kreig: 1d20 + 17 ⇒ (7) + 17 = 24 Trap Spotter, +1 Trapfinding, +2 Unusual Stonework, +2 Checks related to metals, jewels, gemstones
Misha: 1d20 + 16 ⇒ (12) + 16 = 28 +2 Underground
Rikar: 1d20 + 14 ⇒ (13) + 14 = 27 +4 Underground, +2 Mountain
Latys: 1d20 + 7 ⇒ (10) + 7 = 17
Telman: 1d20 + 14 ⇒ (17) + 14 = 31
Therena: 1d20 + 8 ⇒ (18) + 8 = 26
I have not updated the macros yet, but at least 3 of you notice something, so I am not going to worry about updating them till tomorrow.
?: 1d20 ⇒ 21d4 ⇒ 3
Divvying up the spoils to those who can best use them, you proceed to quickly explore the room. The symbols on the wall, while strange, and seemingly obscene, have no meaning to anyone in the group. You continue to the south and complete the circle to where the two guards and the drow strike team came from(L4B). Heading back slightly north, you enter another room(X) that is empty, and with the strange, obscene carvings. While searching this room, Misha, Rikar, and Telman all notice that the northeast section of the wall is wrong, and it looks off to them as if their was a movable panel there.
Next?
Level Map Updated
Josef Guardson |
"A hidden door? Secret passageways are helpful if we're trying to move quickly and unseen. I say we take it, and keep pushing on."
Misha Keroun |
Being one of the ones who spotted it, Misha looks for traps on the hidden door, and his happy to accept assistance from those such as Krieg.
Perception, search for traps: 1d20 + 23 ⇒ (18) + 23 = 41
Rikar Sarakin |
"I'm with you, Josef," Rikar concurs. "They probably don't expect us to find this door, and keeping out of where they expect us is all to the good."
Assuming the door is opened safely:
Rikar nods to Kreig to accompany him, leading the way down the hall, Latys by his side, and listening closely for any signs of unwelcome company.
Stealth (favored terrain): 1d20 + 22 ⇒ (13) + 22 = 35
Perception (favored terrain, uncanny senses): 1d20 + 33 ⇒ (19) + 33 = 52
Latys Stealth (favored terrain): 1d20 + 21 ⇒ (14) + 21 = 35
Latys Perception (favored terrain): 1d20 + 13 ⇒ (16) + 13 = 29
Well, I ought to hear something with that roll, if there's something to be heard.
Kreig Ironhand |
Kreig eyes the hidden door Misha points out and surveys the situation to aid her...
Perception (Traps): 1d20 + 23 ⇒ (16) + 23 = 39
Disable Device: 1d20 + 25 ⇒ (6) + 25 = 31 if needed
---------
If it's clear...
Kreig follows along with Rikar and Latys.
Stealth: 1d20 + 31 ⇒ (11) + 31 = 42
Therena |
"Hold on, master dwarf," Therena whispers as Krieg tries to follow. "You're still leaking."
C4W: 4d8 + 11 ⇒ (7, 6, 8, 5) + 11 = 37
Therena burns her spirityal ally spell to put Krieg's bodily fluids back where they belong.
Kreig Ironhand |
The flesh stitches together along his back, eliciting a wince if pain from the dwarf. But he grins sheepishly back to Therena by way of thanks and moves onward.
DM Papa.DRB |
?: 1d20 ⇒ 51d4 ⇒ 2
Before the team moves to the secret door, Therena heals the dwarf completely, so everyone is now ready for any further battles. Misha searches the section of the wall for traps, with Kreig helping, finding no traps, but a catch release that would open the door. With Rikar standing in front, and everyone else ready, she flips the latch and the panel slides in and then along the inside of the wall revealing a 25 foot diameter circular room, similar to the others in the drow quarters, but no other exits. As with the other, nearby chambers, there are strange carvings here, giving the impression the entire walls are inhabited by grotesque, formless monsters trapped in the stone. There are three large darkwood coffers in the room, surrounded by a scattering of leather bags, from which a lot of gold coins have spilled out all over the chamber. There is also a black cloak hanging from the far wall. The entire scene is illuminated by a phantasmal, hazy green glow.
Next?
Level Map Updated
Josef Guardson |
Josef casts detect magic again and scans the room.
"A treasure room, or store house of.some kind?"
Misha Keroun |
Misha looks at Krieg, expert on all underground stone architecture, "Is it safe to close the door behind us? I'd not like them to come up behind us and realize we're in here."
As soon as those practical concerns are dealt with, Misha bounds to the center of the room, examining everything carefully--certainly for danger, but also out of fascination.
Perception: 1d20 + 23 ⇒ (11) + 23 = 34
Therena |
I first read that as darkwood coffins, not coffers. Coffers are usually less scary...
Therena casts detect magic and helps the search.
Rikar Sarakin |
I first read that as darkwood coffins, not coffers. Coffers are usually less scary...
I did exactly the same thing.
Rikar stands by as the others search, keeping an eye and ear on the closed door.
Kreig Ironhand |
"Looks too good to be true...filthy spider humpers ain't this dumb...right?" He's muttering but gives Misha a thumbs up as be inspects the door mechanism in case they have to shut it behind them. Along the stone walls he'll also look for ways to see out of the chamber of the door does shut. "Won't due fer us ta open 'er up to a bunch o' black-souled drow..."
Dungeoneering: 1d20 + 16 ⇒ (17) + 16 = 33
Perception (stone): 1d20 + 23 ⇒ (11) + 23 = 34
As he works Kreig will search for traps among the objects.
Perception (traps): 1d20 + 23 ⇒ (15) + 23 = 38
DM Papa.DRB |
?: 1d20 ⇒ 11d4 ⇒ 4
Kreig searches the room for traps, and finds one near the door. The switch is a tiny, spider-shaped carving, hidden among the wall bas-reliefs beside the entrance. He disables it, and then breathes a sigh of relief. Looking it over he is sure it would have slammed the door closed and set off something in the room. He also looks for other stonework that might lead to something exiting the room, but it seems that the sliding secret door was the only entrance.
Rikar and Telman keep watch on the door, and into the room behind them so they would not be surprised by any drow.
Josef and Therena scan the room looking for magic, and two of the coffers seem to be holding magical items in them. After Kreig and Misha pronounce them safe, the coffers are opened and a magical black onyx ring, clearly of Athan manufacture, with the following inscription in Draconic: ‘Scare their Breath Away’. (Ring of Evasion) along with two scrolls(Daylight) and a flask of wholesome smelling grease(Oil of Bless Weapon). While cataloguing the magical treasure, Kreig and Misha look into the bags and other coffer and discover 5,803 gold pieces and 300 platinum pieces distributed among the coffer and a dozen or so half-opened bags. Also an assortment of gems among the coins, including six pieces of obsidian (15 gp each), one jasper gem (50 gp), 2 moonstones (75 gp each), three iolite gems (65 gp each), 5 polished jet stones (180 gp each), 2 clear white pearls that were so buried that the original detect magic did not see them, but after examination they turn out to be 1st level spell pearls of power, four deep blue aquamarines (550 gp each), a purple corundum stone (1,400 gp).
Many of the coins are of gnomish manufacture. The three svirfneblin with you mention that it looks as if much of this treasure was taken from there city of Ogginnogg over the years.
Next?
Level Map Updated
Rikar Sarakin |
As the coins begin clinking, Rikar can't help but look over his shoulder, his eyes widening as he realizes how much wealth they have stumbled across.
"Everyone keepin' an eye on Kreig's fingers while you count that stuff?" he asks, chuckling quietly. "Not that I don't trust him completely, but he might not be able to control himself in the face of all those shinies, bein' a dwarf and all."
Misha Keroun |
Upon hearing the svirfneblin explain the items are stolen goods, she looks at the group. "We can discuss the specifics of this, but I feel like we should return the bulk of this to the deep gnomes. I'd like to ask if we can keep some of the things that might be useful to us--especially against the drow, like those scrolls of daylight--but we don't need it all, and it seems like these folk have been beleaguered by the drow long enough."
Telman Raoul |
"Makes sense. Use what we can to get the job done, then return what we can to it's rightful owner."
The archer takes up his standard guard position looking south down the corridor as the rest of the group finishes in the room.
"We should keep moving, plenty of other drow in this place looking to separate our heads from our necks."
Rikar Sarakin |
"I think that's a fine idea, Misha," Rikar replies, "and a kind one."
They can have all the gold and gems, as far as I'm concerned, as well as whatever magic we don't think we'll need. I don't need any of it.
With a nod to Telman, he says, "And I agree with you too. Let's keep moving."
Let's head south from L5.
Kreig Ironhand |
Kreig is in the throws of a daydream as he estimates the amount of treasure in the room. Visions of magic carpets and owning his own business fly side by side...
...only to be broken up by the reality of Misha's words. He sighs wistfully but in the end grumbles agreement. "May wanna see ifn these short-stuffs wanna go inta business with Stonewood. Could be a longer term plan ta keep the slime-eaten, mushroom-farmin' drow outta here fer good."
He sidles up to Telman and looks ready to depart.
One day ol' Kreig's gonna get his. No more dungeon crawlin'...ledge walkin'...
Josef Guardson |
"The pearls of power will be rather useful, I believe. In fact," Josef uses one of the stones to regain his shield spell for the day, "I believe it just helped me survive just a bit longer."
Josef pockets the expended pearl and tosses the second to Therena.
"I bet you can use this, too, Therena. Besides, pearls look good on you."
"As for that ring, it would be all but useless on me. I can't dodge worth a damn anyways. Maybe Misha, or Telman could get more utility from it?"
Therena |
Therena tosses the pearl back. "I've tried those before. No luck, I'm afraid."
Misha Keroun |
Therena, why wouldn't the pearl of power work with your cleric spells?
"Suggesting they go into business with the dwarves is a good idea," Misha says to Krieg, adding with a wink "If you negotiate it right, you can probably get yourself a fair middle man fee."
She shakes her head at the ring. "I don't need it--I wouldn't have lived this long as a tomb raider if I hadn't already mastered getting the hell out of the way of a blast or a trap." (Misha has Improved Evasion)
"Alright, let's get this stuff into one of the bags of holding." She turns to the svirfneblin and makes sure they understand they would like to bring the treasure back to the city---but can the party make use of what might help them fight the drow?
Therena |
I don't know why...I always thought those pearls were arcane only. I guess scratch that above and Therena will take one for the time being.
DM Papa.DRB |
?: 1d20 ⇒ 41d4 ⇒ 3
Dividing and stowing the treasure, you head south from the room that you are in. Arriving at another room that has been setup for training and torture, you see a rampant spider on a black and purple background banner, the walls of the room is filled with diagrams and very lifelike training dummies, some of them actually made of dead prisoners, mostly other dark elves but also deep dwarves and gnomes.
On the far side is a set of stairs leading down to a great double black wood door on a smooth, curved wall of dark masonry. There is a large lever next to the door, and no obvious handle or lock.
The three svirfneblin tell you that they think this is where they were brought into the drow complex, but they are not sure as they were mostly unconscious.
Next?
Level Map Updated
Rikar Sarakin |
Rikar eyes the large door at the bottom of the stairs skeptically, then offers an opinion, ”Can’t help but wonder if that’s where they let out some big beastie for folks to practice fightin’. I say we head back the way we came and check out a different part of this dark elf hideaway.”
Turning to his companions, he pats his scythe and continues, ”Though if the rest of you want to be sure we’ve seen everything down here, I’d wager we can take whatever they practice on.”
If we decide not to pull the lever, let’s go back to L2A and check out the hallways off of that room.
Misha Keroun |
"You might be right, Rikar, but if this is where the svirfneblin were brought it, the exit is probably this way. Are we more concerned about getting away from the drow quickly--especially as they know we're here--or seeing everything we can, with the deep gnomes in tow? I can see good arguments for and against both. "
Kreig Ironhand |
"I could drill a peep hole n' take a look 'fore we open it." He pulls out an oil-cloth wrapped bundle to reveal his hand-drill. "It'll get the job done nice n quiet like."
If the team says yes he'll assemble it and set to work.
Perception (traps): 1d20 + 23 ⇒ (14) + 23 = 37 door
Stealth: 1d20 + 31 ⇒ (5) + 31 = 36
Perception: 1d20 + 21 ⇒ (1) + 21 = 22 next room
Rikar Sarakin |
Rikar nods, conceding that Misha has made a good point. He steps aside to let Kreig make a hole in the door and peep through.
Telman Raoul |
"Getting away quickly seems right.....unless our fiery 'friend' is making the drow her allies, then we've got bigger problems...."
Telman's head swivels back and forth, trying to watch the corridor and the door at the same time.
DM Papa.DRB |
?: 1d20 ⇒ 41d4 ⇒ 3
Kreig pulls out his hand drill, and begins to work on the door, nearer the edge rather than the center so the one inch hole will perhaps be at least partially hidden when he gets thru. It takes more than a few minutes and he has to switch drill bits once as the door is extraordinarily dense.
Everyone else head is on a swivel as they continue watch up the corridor and also Kreig as he drills thru the dark wooden door.
Once the hole is in place, Kreig looks thru and reports that the area beyond is dark, and while the walls are unworked stone, the floor beyond is paved with smooth stones. Near the limit of his vision, he sees four drow standing guard, but facing further down the tunnel.
Next?
Level Map Updated
Therena |
"I can cast a silence spell near them through the hole," Therena whispers. "Then you all can take them out without raising any alarm."
Kreig Ironhand |
"Nice thinkin'. Best check the door too ta make sure there ain't no magic stuff gonna warn others." He draws his knives and looks to Rikar with a grim smirk. "Time ta do some cuttin', Longshanks. Unless Arrows beats us to it?" He glances over his shoulder to Telaman.
Rikar Sarakin |
Rikar grips his scythe, whispering to Latys to be ready, and waits for his companions to make their preparations.
Therena |
"We also need to be sure that the door isn't locked," she adds. "They'll know something is happening the moment I cast the spell. If folks would rather, I could drop a black tentacles on them instead."
Do they happen to be standing in a nice 10-foot box that she could put them in a pit?
Josef Guardson |
"I'm ready. I think the silence and ambush plan is a solid one. Perhaps cast the spell further past them, so their blasted spell resistance won't foil it, and they still can't call for help? Then we pepper them with arrows until Rikar turns them into drow-mist."
Josef grins at the Shoanti, gripping his bow and nocking an arrow.
Kreig Ironhand |
"Or cast it on me...rest o' ya stay close...say a couple spans? It'll cover the door openin' then our approach."
Rikar Sarakin |
"Works for me," Rikar says to Kreig, "that way we can move it if they try to get away from where the spell is." With a fatalistic shrug, he says, "Whatever we plan, just as likely something else entirely will happen, so let's go with this approach, get a few more of these damned dark elves out of the world."
Therena |
In that case, Therena will cast it on a stone or coin so that Kreig can cover it if they need to talk.
DM Papa.DRB |
I have never played that a silence spell can be "negated" by covering the object, ie. putting a coin in a pouch or something like that.
.
So, if you cast silence on a coin, a 20 foot radius is affected, regardless of what the coin is put in.
Therena |
Silence is an emanation, and emanations only work where they have line of effect.
I see in the rules it says a solid barrier with an opening of 1 square foot does not block line of effect, which means her plan of casting a spell through the drilled hole in the wall wouldn't have worked anyway.
DM Papa.DRB |
Well, son of a sea cook (as my pops would have said), I never read it that deeply, so yes, they can cover a silenced rock/coin with hand or bag and it "blocks" the emanation, unless there is a 1 foot squarish hole in it..
So, the plan is, once you figure out how to open the door (no keyhole, nor handle) then Therena casts silence on a coin, open the door, Rikar / Latys / Kreig (covered by the silence) charge to the drow, and as they get there, Telman and Josef use their longbows, while Therena and Misha hang back a bit to provide spell support as needed.
.
Right?
Kreig Ironhand |
Sounds right.
Kreig eyes the mechanisms so he can operate them properly.
Disable Device: 1d20 + 23 ⇒ (20) + 23 = 43
Rikar Sarakin |
There's a lever, no? Kreig's awesome roll above might give him some idea what said lever does.
Also, that aspect of silence was not one I was aware of either.
Telman Raoul |
wow, I didn't know that either!
Telman nicks an arrow, takes up a position behind Kreig as he examines the door, and waits for a target to present itself.
DM Papa.DRB |
Josef: 1d20 + 1 ⇒ (1) + 1 = 2
Kreig: 1d20 + 4 ⇒ (7) + 4 = 11
Misha: 1d20 + 3 ⇒ (20) + 3 = 23 +2 Underground
Rikar: 1d20 + 4 ⇒ (13) + 4 = 17 +6 Underground
Latys – Same as Rikar: 1d1 ⇒ 1
Telman: 1d20 + 5 ⇒ (13) + 5 = 18
Therena: 1d20 + 0 ⇒ (13) + 0 = 13
Foe: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: Foe: 1d20 + 3 ⇒ (16) + 3 = 19
With everyone agreeing to the plan, Kreig stands by the lever. Therena casts silence on a coin, and Kreig pulls the lever as the door cracks open. Rikar pushes the door the rest of the way as everyone moves down the tunnel towards the four drow. As you get within twenty feet of the drow, they notice the silence and turn around to see you charging upon them.
Closing rapidly, a few of you are able to attack before the drow have a chance to defend themselves.
Next?
Level Map Updated
Misha, Rikar & Latys get a full round action, then the drow will attack. At that point I'll rearrange the initiative order and we start then with Telman at the top.
.
Edit: If the four in the "back" row wish to be closer than were I positioned you, move your self up and that is part of the final action from your charge to the drow.
Silence: 2 of 12 rounds gone
Misha UP
Init (HP Cur/Max, AC)
Misha: 25 (111/111, 21)
Rikar: 23 (143/149, 24)
Latys: 23 (118/118, 26/30)
Foe(s): 21
Telman: 18 (118/118, 20)
Therena: 13 (102/102, 11/15)
Kreig: 11 (104/104, 23)
Josef: 2 (129/129, 20)