| GM Infinity |
The rooms down here seem to be visitor's quarters, filled with giant furniture like stone carved beds and couches, house sized footlockers and so forth. The same strange frost seems to be covering everything.
Then, as the group is passing the 4th pair of rooms, (Using assumed marching order on slide 1) an ice cold draft comes from the west. A little closer inspection reveals a collapsed section of wall, leading to what looks like some sort of natural tunnel. This must be the breach Sohar and Harshnag were deducing...
Continue down hall, or inspect natural tunnels?
Jax Kraven
|
Jax whispers to his allies continue down the hall.
| Urth Stormraven |
@Molok, we short-rested, so you can heal using your HD
"Aye," Urth agrees with Jax.
| GM Infinity |
As the party progresses down the hall, the ground begins to rumble...the earth below your feet cracks and buckles like high tension cables snapping. Great stone walls quickly, unnaturally, burst up from the ground and down from the ceiling, closing off the rooms and any escape from this long hall. You are trapped within, with no idea what might come next...
Rolling init here but no obvious threat
Sohar: 1d20 + 3 ⇒ (14) + 3 = 17
Pindleton: 1d20 + 4 ⇒ (20) + 4 = 24
Urth: 1d20 + 1 ⇒ (20) + 1 = 21
Jax: 1d20 + 7 ⇒ (7) + 7 = 14
Molok: 1d20 + 1 ⇒ (6) + 1 = 7
Illuvin: 1d20 + 5 ⇒ (18) + 5 = 23
Melgrom: 1d20 + 4 ⇒ (11) + 4 = 15
Thumps: 1d20 + 4 ⇒ (20) + 4 = 24
Elain: 1d20 + 0 ⇒ (6) + 0 = 6
| Thumps Windrover |
Thumps says a prayer of healing over both Elain and Molock.
Cure Wounds Elain: 1d8 + 5 ⇒ (1) + 5 = 6
Cure Wounds Molock: 1d8 + 5 ⇒ (6) + 5 = 11
| Illuvin |
Illuvin drops into a readied crouch as the walls spring up, waiting for what comes next. He relaxes as nothing presents itself. His curiosity gets the better off him as he starts investigating the walls by tapping on different sections. With a wave he summons back Herm the weasel. "See if you can find any cracks in these walls Herm."
| GM Infinity |
Thumps, that takes 2 rounds.
Ill, and anyone inspecting the walls:
Herm starts sniffing around the enclosure. Since we are in initiative, how many rounds would you like him to search? The hall is 500 ft long and slopes down towards the statues where you entered,
would take quite a few rounds
| Illuvin |
Int arcana: 1d20 + 5 ⇒ (16) + 5 = 21
"Well, these walls are definition magical. The stone grains here don't match natural stone. Anyone see a trigger that might have caused them to spring up?"
I'll have Herm search along the wall in the direction we were going from one edge to the other. It'll probably take a while. I'll search for a trigger in the mean time.
Herm Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Illuvin Perception: 1d20 + 8 ⇒ (3) + 8 = 11
| Melgrom Greystone |
Melgrom walks to the walk knocking on it as he goes trying to gauge the general thickness of it and searching for any weak points.
Investigation: 1d20 ⇒ 15
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
wish stone cunning and my favoured terrain helped here.
| Melgrom Greystone |
Might we be able to bust through?
"Hmm its thick, but not that thick, least over here, we could try brute forcing out way through, but before we try that might be best to try and see if the wall is magical, don't want anyone getting a nasty surprise.
| Melgrom Greystone |
"gonna need a hammer or a pick for this if its safe, otherwise we are gonna ruin our weapons, and climbing pitons would be handy, we could use them to help weaken the wall to make this a easier job"
| Urth Stormraven |
"By Volkur's Beard! What's all this then? Hope they don't rukking start filling this stone basin with water!" Urth curses.
"Let's start breaking down the walls. Either where that tunnel was or at the stairs." Urth suggests.
| Molok Granite Fist |
Feeling better after the healing from Thumps, Molok moves forward and swings his maul at the stone wall.
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14 (re-roll 21d6 ⇒ 3) = 15
| GM Infinity |
Molok is the first to crack the magic stone panels with Harshnag raising an eyebrow. Elain joins in and tiny little crumbles start piling up.
If you are going to continue with the demolition then you can roll a few rounds at a time. For a 5x5 hole you need to deal 180 dmg to ac 15...it doubles for each doubling of the area, ex 10x10 requires 360. Harshnag cant squeeze through a 5x5 obviously.
| Thumps Windrover |
Thumps, that takes 2 rounds.
I know with my vacation and the huge post rate here things are out of whack. But right after we killed the Rehmoraz (that can't possibly be spelled right). We spoke of taking a short rest. At the time Elain had 5 hp so I had asked how she was doing right at the rest ended. I don't remember of missed and answer. Nor did I see anyone "use" Hit Die. So I assumed she was still in need of Hit Points. Molok later made the point that he was still horrifically burned by the Rehmoraz. So I cast twice. My intention for that to fall right after the short rest.
| Thumps Windrover |
Thanks Thumps, saves me an HD
Before the short rest you had 5 HP. I offered thinking you would need more healing than the Hit Dice could restore. If you have Hit Dice I would prefer to save the spell slot being that I am not a 7th level caster I am only 4th so those 1st level spells still burn through a big part of my utility. That's why I asked in character how you were doing after the short rest. Its not a big deal. When I cast the spell it looked like you still only had 5 hit points.
| GM Infinity |
The party continues to chip along at the walls, but about a minute later, everything changes.
What might be called a pebble by the gods, is to even Harshnag an immense death stone spanning 4 stories side to side and perfectly spherical starts rolling down the inclined hall towards you all.
It is supernaturally fast, perhaps 7 times the speed of man, and will be on top of you in seconds.
Dex saves, all.
Dex vs Sphere, Harshnag: 1d20 - 1 ⇒ (1) - 1 = 0
Harshnag doesnt even see it, and it smacks him full force in the face...
Dmg: 10d10 ⇒ (1, 2, 6, 8, 10, 10, 10, 7, 6, 2) = 62
...knocking him off his giant feet and sticking to the sphere like a snowball rolling down the hall.
| Urth Stormraven |
Use Portent 20 for Dex save 21
If his precognition of the stone sphere doesn't save him, Urth tries to Misty Step out of the way of the stone sphere behind where it had passed.
| Thumps Windrover |
Dex: 1d20 + 4 + 3 ⇒ (7) + 4 + 3 = 14
Acrobatics if allowed: 1d20 + 10 + 3 ⇒ (3) + 10 + 3 = 16
| Melgrom Greystone |
Dex save: 1d20 + 7 ⇒ (20) + 7 = 27
"Sonovagoblin"
can I save a action incase someone needs help, with my str I could probally drag someone with me as I dive out of the way if need be.....well except Harshnag, he might be a bit to big.
Jax Kraven
|
dex: 2 + 1d20 ⇒ 2 + (10) = 12
| Pindleton Montague IV |
Sorry, I don't get much chance to log in during the weekends.
Dex Save: 1d20 + 7 ⇒ (8) + 7 = 15
*whew!*
Unfortunately, Pindleton has little that can assist with the rock chipping, so he cheers them on occasionally reminding them to stay hydrated and to bend at the knees not the waist. Although he does study where the death stone came from to see if there is anything of note in the niche is presumably was hidden in.
Wis Perception: 1d20 + 5 ⇒ (4) + 5 = 9
| GM Infinity |
Pindleton, it has a number of large holes emitting a sucking sound with faint running water far below. The surrounding stone was carved so that the sphere was undetectable before being triggered.
You guys are through the magic stone walls. Surprised no one thought of detect magic/dispel magic etc
| Pindleton Montague IV |
Can we go after the death stone and save our giant friend??
Yikes! I read too fast getting caught up and missed that! We better check on him!