Erine Wintyle |
Erine Wintyle wrote:Cuchulainn, you don't multiply the damage, you multiply the dice. Example: 2d8+2.Partial agreement - you multiply the dice rolls and you rolls some of the modifiers, including strength bonus and magic. I don't have a book in front of me for an inclusive list. But his critical roll should have been 1d8+2 two times, or 2d8+4.
Huh. I actually meant to double the bonus, too. I blame it on not being used to a crit dealing more than 2d3-2 damage. :P
Edrukk Thorvirgun |
Huh. I actually meant to double the bonus, too. I blame it on not being used to a crit dealing more than 2d3-2 damage. :P
Well, then, total agreement it is. And I feel your pain re: your potential damage. Not with a greatsword-swinging dwarf, but I have a pair of halfling sorceresses wandering these boards and they know exactly what you are talking about.
Edrukk will pursue the rat attacking Canvy and Erine, grateful that the former human came to his senses before the rat reached the gnome. He nods to the man, "'ere ye go, lad. Face 'at ye fear 'r 't'll own ye yer 'ole life."
KenderKin |
You are still within the large lit hall with canvy, Erine, and Broccan being towards the entry point and the others being towards the pool of water......
Post any areas you want to check out or if a majority says one way then everyone can go....
Minniwick
If you want to ask for guidance towards something specific, I will let you do a knowledge check, although the added tunnels would be a major unknown...
Minniwick Zookwinkle |
"Where to go, think..... I would have thought that more would have been here as it is the only source of clean water." A glare at Canvy as he says the last part. "There is still the workshops and the Theatre..."
KN Local 1d20 + 7 ⇒ (7) + 7 = 14
Edrukk Thorvirgun |
The locks are key to finding them.
Look beyond the curtain, below the cauldron.
Beware the doors with teeth.
Descend into the Malachite hold.,
where precious life is bought with gold.
Half a dwarf binds them but not for long.
Looking quizzically to the alchemist gnome, "'ere d'ye think th' Malachite 'old might be, 'en? Ah'm fer guessin' th' critter's auction 's 't. 's 'at somethin' 'n th' city? 'r mebbe b'low 't?"
Or if you ask for a translation in Dwarven:
Question not thought of earlier: Does anyone know what "Malachite" might refer to?
Erine Wintyle |
KenderKin wrote:
The locks are key to finding them.
Look beyond the curtain, below the cauldron.
Beware the doors with teeth.
Descend into the Malachite hold.,
where precious life is bought with gold.
Half a dwarf binds them but not for long.Looking quizzically to the alchemist gnome, "'ere d'ye think th' Malachite 'old might be, 'en? Ah'm fer guessin' th' critter's auction 's 't. 's 'at somethin' 'n th' city? 'r mebbe b'low 't?"
Or if you ask for a translation in Dwarven:
** spoiler omitted **Question not thought of earlier: Does anyone know what "Malachite" might refer to?
Malachite is a greenish copper mineral.
Edrukk Thorvirgun |
Erine Wintyle wrote:Question not thought of earlier: Does anyone know what "Malachite" might refer to?Malachite is a greenish copper mineral.
Ah, cool. Obviously someone else thought of it. Thanks, Erine.
Canvy Mandrain |
Canvy looks around, "You know, its the doors with teeth I don't like the sounds of, but where ever they are, it's not here. We'd best plough on.." With Canvy facing the pool of water, he takes his time to walk down the left hand side of the huge room, looking along and passageways, up or down and stairs and trying to open any doors he finds, to see if they are open.
KenderKin |
Canvy walks along the East side of the room starting near where you originally entered the chamber....
10 feet in there is still a flight of stairs that go up....
40 feet in the gear door there is closed and has a strange rune upon it
It is gnomish....
The first door has an "E" rune upon it..
The second door has a "U" rune upon it....
At 70 feet is the second locked gear door...
At 100 feet there is a flight of stairs that go up.........
Erine Wintyle |
Erine comes up, looking interested. "Really?" She takes a look at the runes. "U and E...I guess that's either some sort of code, or...."
Spellcraft (just in case): 1d20 + 9 ⇒ (3) + 9 = 12
Knowledge (dungeoneering): 1d20 + 5 ⇒ (10) + 5 = 15
Knowledge (history): 1d20 + 9 ⇒ (14) + 9 = 23
Minniwick Zookwinkle |
"The letters tell you what key opens what door. The letters are the same as the name of the city Jzadirune, I think the only other pattern to the letters is to signify how the door is warded." He shrugs his shoulders and continues.
"The Malachite Fortress is hundreds of feet below Jzadirune. There is an moving platform the goes between the two cities. It is in the eastern part of Jzadirune but I can not remember exactly where." Looking at Canvy and pointing at the doors. "Canvy there are your doors with teeth, they are shaped like gears and the odd shape at the edge is called the teeth of the gear."
Erine Wintyle |
"The letters tell you what key opens what door. The letters are the same as the name of the city Jzadirune, I think the only other pattern to the letters is to signify how the door is warded." He shrugs his shoulders and continues.
"Hey! Wait. How does it indicate the wards?"
Erine rolls her eyes. "You gnomes. Zeit sorsilik." Her hands begin flying about, as if being grabbed and shaken by invisible forces. She watches the door calmly.Casting Detect Magic. Also, the obligatory Spellcraft/Knowledge (arcana) check. Hey, my character has a limited repertoire. :P
1d20 + 9 ⇒ (13) + 9 = 22
What do I know of these magics, and what do I detect?
Canvy Mandrain |
As Minniewick explain what the 'doors with teeth' reference is, he smiles, then laughs, "They aren't that frighteneing, what damage can teeth like that do? Ha Ha Ha...and I was thinking the there would be sharp razor sharp teeth coming and cutting up any who enetered! Ha, and all these are are little wheels." With his pole arm, Canvy gives the door a clout, testing its resolve.
Canvy is 10ft from the door.
Edrukk Thorvirgun |
"The locks are key....hm. What locks?"
"'n th' riddle? Ah thought th' locks were key t' findin' th' gnome 'n 'ow we got 'ere. Ye think 'ey 'ave two meanings?"
Erine Wintyle |
Erine Wintyle wrote:"The locks are key....hm. What locks?""'n th' riddle? Ah thought th' locks were key t' findin' th' gnome 'n 'ow we got 'ere. Ye think 'ey 'ave two meanings?"
Erine nods confidently. "It could have just been a little word-play, but--" Erine pauses, suddenly looking nervous. "A--actually, you're probably....probably right. Sorry."
Edrukk Thorvirgun |
Erine nods confidently. "It could have just been a little word-play, but--" Erine pauses, suddenly looking nervous. "A--actually, you're probably....probably right. Sorry."
"Fer what? Ah'm jus' glad some'un's thinkin'. Ah'm jus' good fer swingin' a sword, 'n too slow t' be much good 't 'at right now. Ye keep workin' 'n yer ideas 'n Ah'll keep me mouth shut."
Canvy Mandrain |
"Well, if we can't break the code, we can at least break the doors. Do ya think we should go upstairs and search for them keys then?" Canvy walks up and down impatiently, waiting for thinking this thing through, doesn't seem to make sense to him. "You know, sometimes brute strength is the answer."
Erine Wintyle |
"Well, if we can't break the code, we can at least break the doors. Do ya think we should go upstairs and search for them keys then?" Canvy walks up and down impatiently, waiting for thinking this thing through, doesn't seem to make sense to him. "You know, sometimes brute strength is the answer."
Erine seems a perk up a bit at Eddrukk's reasurance. She's about to say something when Canvy speaks.
"The answer, yes. To some drunken orc lout wondering how he could possibly be dumber than he looks." Erine shakes her head. "These Doors are warded. One of them I didn't catch any magic, but that could just mean it's disguised. Remember the riddle: Beware the doors with teeth. These things are clearly dangerous."Canvy Mandrain |
Canvy, a little shell shocked by the outburst from the girl, stands for a moment, his mouth open, but with no words coming out. He eventually moves his hand up to shut his mouth, and looking at Erine rather sheepishly goes to sit down on a step. "These clever ones, never see the usefulness of hitting things, oh well best be quiet, she's not in a good mood I warrant."
Erine Wintyle |
Canvy, a little shell shocked by the outburst from the girl, stands for a moment, his mouth open, but with no words coming out. He eventually moves his hand up to shut his mouth, and looking at Erine rather sheepishly goes to sit down on a step. "These clever ones, never see the usefulness of hitting things, oh well best be quiet, she's not in a good mood I warrant."
Erine doesn't seem to realise she hurt Canvy's feelings, focused on the problem at hand. "I bet the unmagical one has a physical trap. Which should we take?"
She moves towards the U door and looks around intently, still scanning with detect magic in case she missed something.STanding a few feet away from the gear....
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Do I find any runes, or any other indications of a trap? And can I recognize any spells?
KenderKin |
Erine
After careful examination you determine tht the U door has two spells upon it. Alarm spell and some type of force spell similar to magic missle....
The other door seems to have some sort of mechanical trap....
The key bypasses both the traps and the locks
KenderKin |
Left some info out of the description, but have it now!
THE GEAR DOORS OF JZADIRUNE
The round doors are gear shaped and designed to roll into a cavity in the stone walls, when opened. The entire door is encased in a double-frame of beveled stone, A glyph is burned into the center of each door. There is also a tiny diamond shaped slot carved into the doorframe. The door is oak bound in metal, 4 inches thick, and 4 feet in diameter..........
Canvy Mandrain |
In the vague recesses of his mind, Canvy recovers some of his former being and knowledge. As a soldier, indeed a Sargent, he would put sentries on the different entrances. "Edrukk, Broccan I think we should find the current most used entrances and set a watch on each. Give us some warning hopefully if any of those skulks come down here."
Canvy stops and holds something close to his chest, he mumbles words you cannot here and his eyes take on that purple hue. Casts Guidance on himself. He then goes to each of the entrances in the arae to see signs of disturbance, which would be fresh and indicate how often the entrance is used.
1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 Profession(Soldier) (not sure what you'd want but he'd done this before as a soldier, when looking at the risks for defending positions and setting watches, just like this. So I guess this is the check to set up a defensive position with Edrukk and Broccan)
Broccan Dunchad |
Broccan nods at Canvy's suggestion.
"Aye Cap'n. I'll be glad't'be usef'l while they're all about this deep thinkin'."
Broccan takes a watch position as directed by Canvy and/or Edrukk.
Edrukk Thorvirgun |
"Ah'm thinkin' 'at th' more common paths 'ould be th' tunnels 'ey dug. We might be good t' 'ave some'un up 'igh," pointing at a set of stairs, "fer th' vantage point."
Edrukk will let the former soldier dictate where he and Broccan take their positions...
KenderKin |
After some time it becomes apparent the doors will be difficult to open, likely that and the traps upon them is why the new tunnels were added to the complex.
There are 5 unblocked exits from this room, 2 tunnels, a hallway on the opposite side of the hall and two flights of stairs going up...
There are also two additional gear doors on the opposite side of the hall as well....
Now that you are "patroling the area a bit" you go up the stairs that seem to go around the two rooms you can not open, perhaps thinking there is a back door....
Although you see a few more doors along the way here and there you get to the blue hexagon area on your map and realize what it is....
Turquoise ceramic tiles adorn the walls and floor of this room, in the middle of which rests a large octagonal bathing pool with a two-foot-tall raised lip. Pristine water pours into the pool from a smiling stone face carved into an overhanging wall. The water exits through a small circular drain at the east end of the pool. A narrow stone ledge encircles the ceiling, which is hidden behind a tangled mass of thick webs. Suspended from the webs by ropy filaments is a cocooned humanoid corpse that dangles five feet above the pool’s glassy surface.
Erine Wintyle |
Erine decides to see how the patrolling is going, and thanks to Goat's tracking skills soon comes to the room.
"Oh, dear," she murmurs. "Looks...giant spiders. Hmm." She seems rather nervous. "But...zeit sorsilik."
Detect Magic, looking at the tiles, the pool, the corpse, and the webs. If she can't see something, she'll ask to get up on somebody's shoulders.
Canvy Mandrain |
Canvy, seeing the web and cocoon, readies his polearm, "Let's get rid of the vermin, then we can see what it's caught. May have even more goodies in its nest. You ready for battle, boys? That body in the cocoon is dead isn't it, can you tell?"
KenderKin |
Erine Wintyle |
Canvy, seeing the web and cocoon, readies his polearm, "Let's get rid of the vermin, then we can see what it's caught. May have even more goodies in its nest. You ready for battle, boys? That body in the cocoon is dead isn't it, can you tell?"
"No magic from it. The only magic is from the water in the pool. Not the water flowing in, but the water filling it is an illusion. What....the pool has a drain, I think. Avoid it if you can. And the corpse, too. In fact....minus incent. Hold back."
A little wisp of what looks like a salamander flies to the corpse.Casting Spark on the webbing. Basically, this is like using flint and steel, but it doesn't take as long and can be done from 30 feet away.
And yes, Erine is aware of the possibility of treasure in the webs. She doesn't really want anything, doesn't think Canvy's strange greed should be encouraged, and isn't quite sure the flame will even work as it should. So yeah, sorry. :P
Erine Wintyle |
The webbing indeed catches flame and the dry corpse falls into the pool of water, without a splash but with a thud, from the pool a giant spider leaps out and moves to attack.
Initiative
1d20+3
Init: 1d20 - 1 ⇒ (3) - 1 = 2
Erine is completely caught by surprise and can only watch as the creature advances. "Sp--sp--spider!"