Valegrim |
I hear that ice storm is a real bad one too; is sunny here; am wearing a t shirt; wierd.
I'll get back to posting in character later tonight, hopefully. I've got a ton of building inspections for which I have to prepare my reports and submit them online by tomorrow morning if I want to get paid for them this pay cycle. Thankfully, this ice storm is giving me the time to do that (I never thought I'd be thankful for an ice storm!)
Valegrim |
ok; just to clear something up before we proceed down the hole; would whoever is going first let me know, got a bit lost in the discussion; I would like to see a short list of marching order as i am a little mixed up; a list like:
Thoronhen out front
followed by Astinos at (give me the distance)
then
Kenembi
Jewel
Namaste
Llevenoc
Priesess of Bast
Ork monk
I am not saying this is the order; just want clarification; is this the order? if not; please give the order.
also; has it been determined if there is one language all party members can speak? if so; what is it and are you using it? if not; then your going to have some difficulities but that is ok. I just need to know what language your using.
Llvenoc |
I believe everybody is speaking greek since that is the common lang between us all. I remember reading that Kemnebi, and Nebibit said they were walking next to each other. I wanted to be in the middle of the group. So I can defend the casters, or lend support to the front or the rear of the party as needed. No idea who is walking beside me, or where Fey is.
Kemnebi 'Djal Ibenbast' |
I think that Llivinoc is correct, Greek is the closest thing we all have to a common language. (Thank you for the social skill points!) Kemnebi will stand behind Nebibit (She DOES have the armor!) In the center of the line. That way we are both protected by others, but from the center we can render aid/spells in either direction.
Llvenoc |
Llvenoc wrote:Namaste back over in the Greek area.
** spoiler omitted **
To Llvenoc, back at the Greek encampment:
** spoiler omitted **
Namaste
Namaste |
a small snicker and little laughter can be heard out the doorway. soft music begins to flow in the room with a sorta upbeat sound.
<to the sound of the group Men at Work>
Traveling like a fried out Pixie
On a crypty trail, all full of zombie
I met a strange lady; she made me nervous
She looked like Lorm, I lost my breakfast,
and she said.are you going into that hole down under?
where women gulp and men shudder,
I said do you hear that thunder? better run; better take cover."The replacement fey was man named Grymbull,
2"10 and full of muscle,
I said do ya speaka my language,
He just smiled and showed me his Vegazombie Sand Wedge"so; what language are you guys speaking in anyways? hehe guess that last part was a fantasy golf term hehe.
Men-at-Work-ese, it would seem.
Namaste |
Listen 1: 1d20+7=27 (Base Roll = 20; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
Listen 2: 1d20+7=16 (Base Roll = 9; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
Listen 3: 1d20+7=22 (Base Roll = 15; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
Listen 4: 1d20+7=24 (Base Roll = 17; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
I'd make rolls for Falco, too, but I don't know what his stats are. Are they the same stats as an imp from the Monster Manual?
Kemnebi 'Djal Ibenbast' |
Sorry about that last post. I picked Grymbol and it put Lorm who definitely is not there.
Whew! Thx, for a minute that scared me! I don't think I wanna tangle with him,... yet. ;P
I'm good with the posted order. As long as I'm not in the direct line of physical assault, but close enough to cast, all is good!
Valegrim |
Typically he just uses yours; but I take into account his vision and give you a wider feild of view such as sides and sometimes rear due to his help.
Spot 1: 1d20+7=9 (Base Roll = 2; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
Spot 2: 1d20+7=18 (Base Roll = 11; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
Spot 3: 1d20+7=10 (Base Roll = 3; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
Spot 4: 1d20+7=20 (Base Roll = 13; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)Listen 1: 1d20+7=27 (Base Roll = 20; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
Listen 2: 1d20+7=16 (Base Roll = 9; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
Listen 3: 1d20+7=22 (Base Roll = 15; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
Listen 4: 1d20+7=24 (Base Roll = 17; Ranks 0, Wisdom Bonus +3, Trait Penalty -1, Falco Bonus +5; Total Adjustment = +7)
I'd make rolls for Falco, too, but I don't know what his stats are. Are they the same stats as an imp from the Monster Manual?
Valegrim |
ok; everyone ready to pull and Alice as it were; go down into the hole; any last details before you go in?
Thoronhen; your in front; I gave the general description already; let me know when you enter.
woot; now were in it boys and girls; hope you have your seat belts on; enjoy the ride :)
Namaste |
I don't really care where you have me in the marching order. However, when we were asked earlier about who could see in the dark, I had forgotten about the Darkvision I gain when Falco is around, so I do have the ability to see in the dark, in case that makes a difference in the marching order. If we are short of people who can see in the dark, you might want to put her near one of the ends, front or back. It might also be a good idea for our Drow to not behind the Astinos when he's lit up, because the light will mess with their eyesight - better to have the light source behind them than in front of them, or at least far enough in front of them that it won't blind them.
Valegrim |
The three monks open the floor hatchway into the putrid tunnel; Caledon stick his head in and looks both ways; says " All clear far as I can see, go with the Gods and go quickly; you should get to the other side just about as the Festival of Mortre Dinas Gabaldon begins; so most of the self aware enemies who travel about will be there; those that dont travel are not a problem anyway; beware traps magical; I doubt you will see many mundane as they have skeletons and zombies for that; beware the sleepers; heroic ones that appear like skeletons that are much much stronger but sometimes look the same; some are redish; those burst into fire; some are grey, I call them steelbones; I run from those. go quickly, Libertas!"
into the tunnel it is dark as deathitself, but from the light here the shallow, putrid water and slime can be seen, the smell is horrid and slightly burns your eyes.
anyone with healing skill; make a roll please.
currently, the only light source I know of is the very dim sunlight; low light and darkvision work well, but it is very gloomy in this room for normal human sight.
Llvenoc |
You all may want to cover your nose and mouth. I use a peice of cloth to cover mine. Mold spores are deadly. Some will just make you cough. Make it harder to breath. Give away our position. Others if they take root will grow inside you. Don't touch the walls. Some slimes are corrossive to metal and skin alike.
Llvenoc |
you should get to the other side just about as the Festival of Mortre Dinas Gabaldon begins; Libertas!"
Feels like I am in a spaghetti western all of a sudden. "Fist Full of Magic Missles", The Good, The Bad and The Grymbol". Think I hear Sergio Leone music playing as we enter.
Kemnebi 'Djal Ibenbast' |
You all may want to cover your nose and mouth. I use a peice of cloth to cover mine. Mold spores are deadly. Some will just make you cough. Make it harder to breath. Give away our position. Others if they take root will grow inside you. Don't touch the walls. Some slimes are corrossive to metal and skin alike.
Kemnebi hastily snatches his hand away from the wall where he had been using it to steady himself as they descended. After assuring himself that his treasured gloves are alright, he grasps his staff firmly in both hands and crouches slightly, keeping his balance with his tail sticking out almost straight behind him. He pulls out a scarf and wraps it around his face, obviously having done this before while hiding his features.
Feels like I am in a spaghetti western all of a sudden. "Fist Full of Magic Missles", The Good, The Bad and The Grymbol". Think I hear Sergio Leone music playing as we enter.
Heh! <activate John Wayne Drawl> "Reach for the sky pilgrim!"
<activate Clint Eastwood snarl> "I know what you're thinkin', Was that 4 first level spells or 5? Well, do ya feel lucky? Punk?!"
Nebibit Sanura |
Valegrim |
hehe you guys are a chuckle a moment; lol on the western flair.
ok; dc to know that some molds and spores are dangerous 12; dc to know that this water has typhoid and should be cared for and not let this water be drank or open and open wound, 16; dc to identify thise molds and slimes as not overtly threatening unless you have an allergy or some such racial thing (some races do); 18; dc to recognise one as a lurking monster; priceless; oh; hehe I couldnt resist that one; dc 20.
Gymbol:
Typhoid in such settings often means an Otyugh or however that is spelled, as they eat garbage and old rotten and diseased thing; they would make sense to hunt here; fey and many races use them as trash disposals; undead dont but there you go. Also; from your roll you would know that if the cloth on your nose gets wet from the typhis water; that would help the evil water elementals in the water enter the body and make it sick; well; for mortals anyway though the cloths probably would add a defense from spores though you dont see evidence of any spore shooters.
Valegrim |
ok; presuming Thoronhen is going ahead; snooping and pooping as it were; he is pretty quiet; you guys as a group slosh along; pretty hard to be quite in a cramped tunnel with 3" to 2' of standing water and muck; the ground is uneven, lots of rocks.
Ok; as you move through the putrid tunnel; sticks, twigs and roots seemly grab at you and claw at your hair, helmets and gear as you pass with their snaggly little tendrils; they are all long since dead but showed once decent growth.
The pillars and timbers creak and groan once in a while; this tunnel was probably for smugglers and not well made and not intending to be a main traffic place; often it is cramped and the larger characters have a bit more difficult time.
Rats and bugs; they crawl on you; their eyes sparkle in the distance; they make noise; ugh; they are not brave enough to attack; guess the rats are pretty well fed down here; lots of bugs and stuff but there are hundreds of rats; thousands of bugs; lots and lots of worms and things that shy away from the light if you have one.
It is completely dark in the tunnel, what light source is being used? We would back that decision back up to the entering of the floor hatchway; but should be stated.
Other than that; the tunnel is long and laborious, stinky and nasty; wierd though; grymbol seems to be cheerful and having a good time in this muck or maybe his is just laughing at you biggens. Anyway; the place kind of seems his element. the Half Ork seems oblivious to the slippery floor, the water; the stink and seems quite tranquil which is kinda wierd and unsettling to those who know Orkdom. The Cat guys; they hate it down here; what a mess; ugh the smell; the humans just belly up and march on ignoring any discomfort. The elves; well annoyingly they are more or less at one with the environment and dont seem to annoyed by anything. <these are just general racial type thing; add any commments or personal views you like>
ok; after a couple hundred feet into the tunnel; all clerics notice that you are entering evil, necromatic ground where necromancy and evil are much stronger, so palatable that the stink of the tunnel is not longer bothersome; this evil is like a corrupting oil trying to seep into the very essence of your being, only your faith it seems hold it at bay. The barrier is as tangible as any wall to you guys.
ok; waiting for the light source info if there is going to be any.
the tunnel will adventually end in a small 10' round natural earth and rock room with and iron ladder going up to a heavy door much like the one that you guys entered.
ThoronHen |
sorry have not been feeling well. Back in the celler i have everyone move back to the walls then i open my portable hole and pull out some stuff one of which is my everburning torch Here use this its a torch that wont go out if water or wind hit it. the only down side is that if we need real fire it wont ignite anything. I close up the hole and put it back in the pocket I pulled it from. one of the objects I had pulled is a mask that is already made that fits into the chain hood that i pull up from around my neck. It looks like its part of the armor when it gets tied into place but you see that it does not restrict eyesight and the hood and mask is lined with cloth on both sides the color of his clothing and padded so to make it not interfere with listening or even movement. For those who did not notice before he has a chain shirt under his clothing. It is of very fine make ie mastercrfted and its made out of mitheral. And if you would stay 30' behind me if i am going to be able to do any hiding or scouting i cant be in even the shadowy illumination of the torch. I readjust my gloves onto my hands and make my way carefully down the ladder. At the other side of the tunnel i inspect the ladder and the area around it for traps Search 30=18+ 12(8 ranks + 4 stats). If I find any I will disarm them Disable Device 23=11+12(8 ranks + 4 stats). After disarming it or not finding any I have every one wait at the bottom of the ladder and make my way quietly up the ladder and at the top make sure nothing is trapped on the door Search 20=8+ 12(8 ranks + 4 stats) if it is i disarm it Disable Device 23=11+12(8 ranks + 4 stats). after or if none then I listen at the door to see if i can hear anything moving on the other side. i quietly open the door and peak through to see if anything is there. If not then open he door quietly all the way. if there is something ill close it and come don the ladder to discus with the group
Valegrim |
You find no traps; the door up has no apparent lock; but does not easily lift; meaning you cant just lift it a bit and take a peak; gentle and even fairly strong pressure doesnt budge it. You can fairly easily stand on the iron ladder and use both hands; but it is either swollen shut; something heavy on it; or somesuch thing as the door doesnt move and doesnt have a latch at least on this side.
so; what do you do?
does the party stay back or come to the ladder?
Valegrim |
when you do something like this; roll a bluff if you like; otherwise in this situation I just have you take a 10 and add your skill in case anyone posts they are looking around or if one of the npc's or monsters is watching the party - just wanted to let you know for the future in case it ever matter to you or anyone else.
ie; tries to put a brave face on. 10 + stat + 3 bonus for those not feline, so you look pretty brave, just wary as you aught to be.
Nebibit although finding the smell and the feeling of raw sewage seeping through her leg greaves and into the bottom of her boots completely disgusting tries to put a brave face on things.
Nebibit Sanura |
when you do something like this; roll a bluff if you like; otherwise in this situation I just have you take a 10 and add your skill in case anyone posts they are looking around or if one of the npc's or monsters is watching the party - just wanted to let you know for the future in case it ever matter to you or anyone else.
ie; tries to put a brave face on.
Nebibit Sanura wrote:Nebibit although finding the smell and the feeling of raw sewage seeping through her leg greaves and into the bottom of her boots completely disgusting tries to put a brave face on things.
Fair enough
Bluff check
Kemnebi 'Djal Ibenbast' |
Kemnebi grimaces, The feel of the nasty water, how do these humans stand it? The smell is almost physically palpable to him. He can tell that Nebibit is feeling similar about their environment. Sense Motive, no bonuses: 1d20=17 But only because he knows her fairly well.
He flares the tip of his staff with a dim light at odd intervals, to momentarily illuminate their path, or something that catches his attention. NOthing happens, but the tension is fraying on his nerves.
Stealing a glance at Nebibit, he tries to emulate her regal bearing and calm bravery. But mainly he's just trying not to gag on the smells.
BLUFF, take 10 + 2(Cha) + 3(Non-cat person)= DC:15
Namaste |
Seeing that Thoronhen is having trouble with the door, I will step up next to him.
"Can you open it? I can weaken the door's resolve, in a manner of speaking, and perhaps enable us to open it quietly. But if you wish me to do so, you should stand back with the others - the words I would say to it would not sit well upon your ears. But those words do not come easily to me, so if your talents can get us through as stealthfully, then by all means ..."
ThoronHen |
If it is something that you will struggle with I would suggest that you do not use it until you gain more full knowledge of it. If it a "gift" from the clerk of the devils I would suggest not using it at all as any gift from the fallen usually have a price. Or at least that's what my old masters tails all state when dealing with its kind and it is a high ranking one at that so the price is even more costly.
Does anyone else have any suggestions or have a vile of acid with them and a glass rod. I have other thoughts but I want your suggestions in this manner. I assume I heard nothing on the other side as you did not mentio any thing Val I can try to force it but it will make some noise. At such an early part of the trip I would hate to give up any surprise we might have.
Falco the Bat |
<telepathy: I dont hear anything on the other side like a troll breathing or an ogre snoring; or smell anything; or see anything; the door is not alive, but hey; wouldnt it be cool if some really nasty bad guy was sleeping on the door and you guys muscled it open and knocked him over waking him up then we destroyed the whole building and a knock down drag out blood fest; yea, that would be neato>
Seeing that Thoronhen is having trouble with the door, I will step up next to him.
"Can you open it? I can weaken the door's resolve, in a manner of speaking, and perhaps enable us to open it quietly. But if you wish me to do so, you should stand back with the others - the words I would say to it would not sit well upon your ears. But those words do not come easily to me, so if your talents can get us through as stealthfully, then by all means ..."