| Garuneh Lasandarman |
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"The spirits of nature will allow me to provide a light source as well," says Garuneh. He summons a glowing light source focused on his hand.
Light; I can cast it every 10 minutes as needed...not as great as a lantern in terms of permanency, but doesn't run out, either.
"It is prudent indeed that we bring extra fuel, food, water, and blankets for this descent, Elizabeth" agrees Garuneh. "Hope for fair weather, expect the hurricane, we say." He grins and shoulders some supplies as well.
| Garuneh Lasandarman |
"I did not, regrettably, nor did I bring food or blankets. It seems we are under equipped," says Garuneh apologetically to Elizabeth and also the cleric.
"We would certainly appreciate the Church's loan of rope, some bedrolls and rations and water that you could spare; it saves us from running out to the market at this late hour."
| Durnolf Banderswel |
"Don't worry about Ruckus, lad, he'll follow me wherever I need to go. I've got a few bites of wandermeal if we're down there a while, plus my aleskin and a load of meat for Ruckus in case there aren't any rats down here. I'm afraid I'll be relying on kindness for light though, and for accomodations. We can carry a bit of gear if need be. But I usually just get a room in a tavern come nights, and if it's all the same I'd rather be through and done with this in time to get a nice bed under me before I sleep next. So I think the sooner we can be off, the better. "
I'm having a terrible time with aliases too. My spacefaring Vanara gunslinger does not belong in this thread.
| Garuneh Lasandarman |
Garuneh smiles at Tina. "You are to be commended."
He turns to Valanthe. "If the Church is willing, we would like the following:" He lists quickly upon his fingers.
"5 rations of food and water, blankets, a healer's kit, 5 torches and 3 lantern oil supplements, 100 feet of rope, vials of holy water, a crowbar, several iron spikes, and a hammer. We have money to pay for borrowing items and for expendables."
With a small smirk and a tiny backward glance and head bow, he continues, "Unless, of course, Tina has brought all of these things."
| Aldous Mor'esti |
"Indeed. I am prepared for our descent. May I recommend Ser Banderswel and Ms. Valerius take point, perhaps trading that position with Ms. Ardoc as she scouts for traps? Mr. Lasandarman could take up the rear, while myself and Mr. Undertable hold the center?" Aldous checks his gear setup, ensuring spell components, arrows, and dagger are all within easy reach.
"Besides my bow, how well prepared for ranged combat are we, my new friends?"
| GM Idyll |
Valanthe nods slowly as your specific requests are made. "I believe we can provide all but the rope. If this is agreeable, I will make the arrangements at once. If you feel you need to procure some rope beforehand, I'd understand - though I do think it'd be difficult to find some at this time of night."
Assuming that's agreeable...
Valenthe sends Gluckle (who was still patiently waiting outside), to retrieve the gear. 30 minutes later, everything has been gathered, and she motions for you to follow. She leaves the chapel and through a narrow passage way and several minutes later, the passage ends as she opens a small door. A blast of cold air meets you - you're outside Kaer Maga.
Valanthe begins to lead you down a narrow, twisting cliffside path. "This is the only way to the Godsmouth Ossuary," she says in explanation. There is a bright moon tonight, which allows you to see much of the lands stretching south of Kaer Maga. You are incredibly high up, so you turn your attention from the view, to making sure your footing is stable on the path. However, you are once again distracted, this time by the giant carvings in the cliff face. Many of these massive carvings have openings that lead into dark chambers.
You approach one such chamber and Valanthe mouths a small word of prayer - all you can really hear or pick up on is "mouth of the Unnamed King" - before leading you into it. You are now in the ossuary proper, where robed and hooded Pharasmin priests silently tend to the deceased, even at this hour. She allows you to inspect some of the alcoves where the bodies have been stolen from. There is no sign of foul play, apart, of course, from the missing body. Valanthe leads the group through luxuriously appointed catacombs packed with bodies and down several stairways before coming to an area that obviously sees little use — most of the burial niches are empty and dusty, the air is musty and close, and silence reigns supreme.
In this disused portion of the crypts, she stops before a large door. "This is the only known entrance to the sealed lower portions of the Ossuary," she explains. "Once you enter, the door will be locked behind you. You will be unable to leave the ossuary until your task is complete." As she finishes speaking, she withdraws a small bundle from her robes. As she unfolds it, you see six potions of cure light wounds and six vials of holy water.
Valanthe then hands Durnolf a hollow mithral tube about 1-foot long. "This is the chime of opening," she says. "It has 5 charges, which should be more than enough to open any seals below. However, you must save at least 1 charge to get through the door behind me when you are complete. The priests will not open the door if you don’t have the chime. If you lose it or use up its magic, you must find your own way out. Which, I am afraid to say, would likely be extremely difficult - if not impossible." She stops for just a moment before saying, "Don't lose it."
With her instructions given, Valanthe draws a large iron key from beneath her robes and unlocks the door. Pushing heavily, the door grinds open despite long years of disuse. Within, a stone spiral staircase descends into the earth.
The Godsmouth Ossuary awaits.
You may ask any further questions or go ahead and descend the stairway. Please tell me the order of your descent. Also, if you're not splitting up the potions evenly, please tell me who gets what.
| Gunder Undertable |
Gunder takes one potion and one vial. "A little parting present for everyone of us. How thoughtful of you. Thank you!" (I'm in favor of splitting them evenly)
Finally!
He takes a prying peek through the door down the stairs.
"Anyone volunteering for going in first?"
While still discussing marching order, Gunder empties his backpack on the floor. He puts on his chainmail and equips his shield. He distributes what he feels he might need handy on his body and puts the rest back in his backpack. Now he feels ready and well prepared.
"Now, I wouldn't mind going first myself. I feel well enough armored. But it is probably prudent to send someone more trained in hand to hand combat first, in case we run into an enemy before we can regroup. Or someone who can scout ahead and look for traps, in case we run into those."
| Aldous Mor'esti |
:) stupid me and the ooc/ic divide
"Here, take my lantern, Ms. Valerius. I don't believe it will impede you mobility or combat abilities, correct?" handing Tina his bullseye lantern &a pint of oil.
Aldous takes a potion & vial, then readies his bow with an arrow nocked loosely on the string.
"After you, my dear."
marching order: Monk/Rogue/Cavalier/Oracle/Wizard/Druid seem reasonable? Also, Aldous will repeatedly cast dancing lights, especially at corners &intersections. Using the "4 torches" version yields 20' bright/20' dim for everyone but myself & Ruckus, who get 40'/40'
| Durnolf Banderswel |
"My lady, I will guard this chime with my life. As to order, I would be remiss in my duties were I to allow a fair maiden in between myself and potential danger,much less two. I must insist on interposing myself, and leading from the front. Its only chivalrous, after all."
| Gunder Undertable |
Then from whom did you mean? In character we've all done nothing but exchange mildly suspicious glances for the last hour or so.
"I think we should get going. After all it would not be very chivalrous of us to let Ms Nerissia here wait much longer, as she seems very eager to seal the door behind us again."
| Aldous Mor'esti |
"Perhaps a compromise is in order? So long as the tunnels do not preclude walking abreast, Ms. Ardoc and Ser Banderswel can maintain point together. Faced with a martial threat, our valiant knight is in position to interceed. Faced with danger of a more mechanical nature, Ms. Ardoc can bring her skills to bear."
Aldous gives a slight shrug, and turns his palms slightly towards the open door.
"Shall we begin our adventure?"
| Garuneh Lasandarman |
hi from the road. Dang, you guys post quickly.
Garuneh takes a proffered potion and vial and takes up rear guard, divine light shining from his right hand.
"My thrown flames and surges of water work well at a distance, mind you, so if there is need for ranged combat, 'ware the Vudrani in the back," he says with an arched eyebrow. He bows to the cleric again.
| GM Idyll |
I'm going with the Monk/Rogue/Cavalier/Oracle/Wizard/Druid in the interest of expediency.
The spiral stairway descends 60 feet down a cramped vertical shaft to the second level of the Godsmouth Ossuary. There is a narrow gap between the stairs the corners of the square shaft, so the group makes it way down the stairs single-file.
The air is dank and musty. The only sound is your footsteps and your breathing. After you make your way down the stairs, you come to a landing with six doors - two each on the west, north and east walls.
Elizabeth - 1d20 + 4 ⇒ (2) + 4 = 6
Garuneh - 1d20 + 8 ⇒ (1) + 8 = 9
Durnolf - 1d20 + 1 ⇒ (7) + 1 = 8
Tina - 1d20 + 6 ⇒ (3) + 6 = 9
Aldous - 1d20 + 6 ⇒ (19) + 6 = 25
Gunder - 1d20 + 2 ⇒ (11) + 2 = 13
Before you can move very far onto the landing, all light from your sunrods is extinguished - all without dark vision are plunged in complete darkness. There is a slight "swooshing" sound as a creature attempts to slam into Garuneh.
You see what looks like a webbed octopus descend from the sky towards Garuneh before the darkness strikes. Unfortunately, it was so quick, you don't have the opportunity to warn him first.
Slam Attack: 1d20 + 6 ⇒ (15) + 6 = 21
for
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
The creature hits hard and does significant damage. Take 7 damage. In addition, it tries to wrap its webbed tentacles around Garuneh's body.
Grab Attempt - No AOO: 1d20 + 8 ⇒ (9) + 8 = 17
The tentacles close around Garuneh's body. Garuneh is grappled.
Begin Round 1
Elizabeth - 1d20 + 2 ⇒ (15) + 2 = 17
Garuneh - 1d20 + 6 ⇒ (11) + 6 = 17
Durnolf - 1d20 + 1 ⇒ (5) + 1 = 6
Tina - 1d20 + 4 ⇒ (1) + 4 = 5
Aldous - 1d20 + 10 ⇒ (4) + 10 = 14
Gunder - 1d20 + 1 ⇒ (13) + 1 = 14
Creature - 1d20 + 4 ⇒ (2) + 4 = 6
Combat Order
Elizabeth
Garuneh (Grappled)
Aldous
Gunder
Durnolf
Creature
Tina
No one has darkvision, do they? This could be a short PBP...
Welcome to the Godsmouth.
| Aldous Mor'esti |
did the creature gain a surprise round? If so, forewarned should have allowed me to act. If so, my surprise action will be to shoot with my bow
1d20 + 3 ⇒ (13) + 3 = 16 damage 1d8 ⇒ 6
First round: cast dancing lights 60' up the shaft, prepare to shoot again.
| Garuneh Lasandarman |
If that isn't allowable, I'll just yell and attempt to break the grappled condition the standard way. Perusal of the rules does not shed light on whether bull rush (via Surge) breaks grappled condition; some forum posts say 'maybe.' We'll see if I'm dead by dawn!
| Gunder Undertable |
Do we see again, after Aldous cast dancing lights? Or are we dealing with magical darkness here? Can I cast spells on the tentacle that don't affect Garuneh? Or vice versa? Wait, nevermind. Gunder hasn't even seen the enemy yet. Nor does he know that Garuneh is being grappled, right?
Assuming that Gunder doesn't see anything and isn't qute sure what happened, he casts Guidance on Aldous, who is standing right next to him, and then retreats towards the far end of the landing.
"Could anybody see what just happened? Is everybody alright? " he screams confusedly.
| GM Idyll |
Aldous, a moment before the creature attacks, manages to fire off an arrow. The arrow strikes the flesh of the creature, but doesn't dissuade the attack.
Creature takes 6 damage.
When it latches onto Garuneh, his vest causes a minor wound. Aldous casts Dancing Lights, but to no effect.
Creature takes 1 damage.
[spoiler=Elizabeth, Durnolf and Gunder]
You stumble forward, unable to see anything. After only a couple of steps, you emerge from the darkness and see the landing before you. Unfortunately, there appears to be a cone of darkness around your comrades.
Garuneh attempts to break free of the grapple.
1d20 ⇒ 14
He just barely manages to rip the tentacled beast off of his body.
The creature, bleeding slightly, attempts to fly up to the ceiling.
1d20 - 2 ⇒ (4) - 2 = 2
But it is unsuccessful - it merely flops forward a few feet, bumping into Aldous' foot.
Tina is up.