The cylinder appears to have arisen from the ground itself. It seems completely flush with the ground and you can not determine how it functions except the doors appeared to open unbidden. A light tug on the thin doors suggest that they do go back into place if someone is inside.
As soon as Gnobby manages to shut the doors the metal cylinder drops into the floor and stone the rose atop of it seems to rest flush with the floor now. Time seems to tick by and nothing happens again...
"Perhaps using the mechanism...turn it back to the previous color then back to this yellow position." Koross suggests, gazing with fascination at the floor where the cylinder disappeared.
The cylinder returns as before as the thin doors slide open once again of their own accord. The waterskin is laying on the floor of the cylinder where Gnobby put it.
Artemis goes over the group Erwin is still too injured, gnobby would be too weak to defend himself. Thantor or Koross could go.
He looks around at the group to see who wants to try it.
"Here is the idea one of us goes down and we wait and re-try the mechanism after waiting an amount of time, the person who goes can look to see what is below. If he finds it is fine and finds controls he can send the thing back up with a signal that it is all clear...."
Artemis is starting to think he is going to be volunteered for this
Handing his polearm to Edwin, he grabs his pack and walks to stand inside the cylinder.
Pushing the water skin out of the cylinder, he says "I will send back my dagger if I find a way to activate the machine. Otherwise, I will return to the cylinder after 10 minutes. Reactivate the mechanism at that time
He the crossed his hands in front and waits for the cylinder to close.
Closing the doors results in the cylinder descending once again.
Koross:
The cylinder doors open when it stops moving again.
The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference, almost as if they are paying homage to the viewer. Many extend their hands in adoration, their faces awash in adulation. Several of the statues lack hands, arms, heads, or anything else easily hacked off by long-absent tomb robbers.
About fifteen feet to the south, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible, however, as a large stone block obscures most of the passage.
The stone block is roughly 10 feet wide by 2 feet deep by 8 feet tall, and nearly seals off the passage to the south. A large niche about the same size as the stone opens in the ceiling 10 feet above.
The stone slab is blocking the passage beyond which leaves the only way to investigate being to climb up on top of slab to peer through the limited space between the top of the slab and the top of the passageway.
Further investigation in this room will reveal a hand-sized stone that can be pressed into the wall near the cylinder.
Having reached the half way mark in his internal counting, Koross turns to return to the cylinder. Approaching, he noticed the ' button' beside the cylinder. After looking at it for a moment or two, he decided to risk it. Taking his place back inside the cylinder, he reaches out and tries to depress the stone ' button'....
Koross steps out of the cylinder, looking relieved.
"There is a chamber below, with other marble figures similar to the sarcophagus. An interesting passway leads in that direction, but is mostly blocked by a large stone that seemed to have dropped from the ceiling...a discharged trap perhaps. A trigger on the wall allowed me to activate the cylinder from below."
The cylinder doors open when it stops moving again.
The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference, almost as if they are paying homage to the viewer. Many extend their hands in adoration, their faces awash in adulation. Several of the statues lack hands, arms, heads, or anything else easily hacked off by long-absent tomb robbers.
About fifteen feet to the south, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible, however, as a large stone block obscures most of the passage.
The stone block is roughly 10 feet wide by 2 feet deep by 8 feet tall, and nearly seals off the passage to the south. A large niche about the same size as the stone opens in the ceiling 10 feet above.
A delighted voice escape the lips of Erwin as he looks around "Ah! This.. it... I dont know what to say. It looks magnificent and beautiful. It seems like we are the first people here after a long time, as it seems from the amount of dust in the floor. We might even find something here" Erwin speaks with an interest and excitment in his voice
Koross ventures futher in than he had before, assisting Artemis in the inspection of the blocked tunnel, even going so far as to extending the everburning torch into the available space.
Gnobby can not discern any traps with the stone block. Koross manages to get on top of the stone block as he lays himself down to thrust the torch through the opening and peer beyond.
Koross:
You gain a decent view of the hallway beyond, and are able to make out a handful of alcoves marking the walls of the tunnel at regular intervals. The space between the top of the arch and the stone block would be nearly impossible to squeeze through unless you were small or quite nimble (Delicate Task).
Sighing with disappointment but also realising the truth which Artemis said "Huoh, you are right. We might as well try to see another way or try other lamps since this is not only one" Erwin spoke up as he looked at others
Seeing how tight and small the hole was Erwin took a look at Gnobby "Well, of course... if our friend do not mind taking a small look if there might be something worthy? We are not losing anything even if we do not. Better to not take risk and go alone but... well, who knows" with a small glitter of hope in his voice and eyes as his gaze is on Gnobby
Going to assume everyone is letting Gnobby go then without another word. Does anyone actually have rope? And if so what is the length. Gnobby in his post tied rope to his waist and handed the other end to Art, but Gnobby does not actually have rope on his gear list...
Gnobby:
Curious carvings that seem to represent a stirring tempest cover the walls of this ten-foot-wide passage. At ten-foot intervals, small alcoves flank the passage, and each alcove contains an androgynous humanoid figure with cupped hands. The figures stand roughly seven feet tall. A faint wind seems to play within the passage, but it's difficult to tell where it's coming from.
The passage grows unnaturally cold at the point of the third and final set of alcoves. You get the odd sensation that you are being watched. The hallway opens up into a dull gray stone reaches from floor to ceiling in this large chamber. Halls extend to the east and west.
Are you being particularly sneaky here? What is the plan?
Gnome (hp=5/5) AC=6 THAC0=20 Illusionist/Thief 1/1 xp 0/0
Gnobby returns from a quick sneak ahead.
"I saw Curious carvings that seemed to represent a stirring tempest covering the walls of a ten-foot-wide passage. At ten-foot intervals, small alcoves flanked the passage, and each alcove contained an androgynous humanoid figure with cupped hands. The figures stand roughly seven feet tall. A faint wind seems to play within the passage, but it's difficult to tell where it's coming from."
He adds.
"Let's move the stone slab so we can all stay together."
"It is unfortuate that my polearm will not fit in the cylinder, it would be useful to lever the stone out of the way." Koross says , considering the stone.
"It may be futile, but good old manpower is the only option..." he says, placing his hands against the stone, and taking up a powerful stance.
After a few attempts at maneuvering the large slob of stone around you finally manage to get one corner free enough to pass through before the stone and the archway.
Curious carvings that seem to represent a stirring tempest cover the walls of this ten-foot-wide passage. At ten-foot intervals, small alcoves flank the passage, and each alcove contains an androgynous humanoid figure with cupped hands. The figures stand roughly seven feet tall. A faint wind seems to play within the passage, but it's difficult to tell where it's coming from.
The passage grows unnaturally cold at the point of the third and final set of alcoves. You get the odd sensation that you are being watched. The hallway opens up into a dull gray stone that reaches from floor to ceiling in this large chamber. Halls extend to the east and west.
DM, could you elaborate on the statement 'The hallway opens up into a dull gray stone that reaches from floor to ceiling'. Is there a hall with a large gray stone?
Koross pads down the hall, eyeing the supplicant figures as he passes.
Coming to the the third and last alcoves , he pauses "It grows colder here..." he says, holding his hand up as if trying to determine where the coldness was coming from.
Sorry, guys. Just been real hectic. I pulled out the magazine to see if I can answer Koross' question. I appears that I missed the word "pillar". A dull gray stone pillar reaches from floor to ceiling in this large chamber. Halls extend to the east and west.
The west wall of the room's gray central pillar holds a deep recession that ends at what looks like a fountain basin about 4 feet off the ground, however the closer you get to it the colder the area gets. You believe the source to be a rather significant source of mold that extends out of the basin and into the eastern room.
The opposite side of the pillar looks like it was built with a similar alcove in mind, but a large stone slab similar to the one that blocked your passage into this area is in the alcove.
Apologies guys but this was a busy week for me. I even transferred the adventure to my phone so I could view it while writing a post at work but I have been swarmed at work and in the evenings. I will try to get a post out late tonight after I get home or in the morning before I leave for work.
I will post tonight. It has continued to be busy, but this morning I finally took the time to put the adventure on my phone so I can access it from work and post. Things should move more regularly after tonight.
I wanted to make sure everyone was familiar with the way that S&W is broken down. I might have to look at the Alternate Combat systems now that I think about it to see if one of them are better suited for pbp. Otherwise the system is suppose to go...
1. Check for Surprise
2. Declare Spells
3. Roll Initiative Per Side
4. Movement / Ranged Attacks
5. Melee Attacks / Spell Phase
6. Complete Round
We will complete this combat using the original system after which we will likely switch to the following alternative.
From SRD wrote:
The Swords & Wizardry Core Rules use a somewhat simpler order of combat, which is just as valid as the one used in the Complete Rules; it is another method that was used in the early days of the Original Game. In the Core Rules, there are essentially three phases of the round: first, the side that won initiative moves and attacks, or holds the initiative to wait and see what the enemies do. Then the losers of the initiative roll move and attack (the losers cannot “hold” their initiative). Finally, anyone who “held” initiative instead of moving and attacking may move and attack.
This system is faster, and mainly differs in only one way from the Swords & Wizardry Complete Rules: the losers of the initiative roll do not get a chance to take any movement in between the movement and attacks of the side that won the initiative roll.
I know the game has been slow-pace in the beginning but when it comes to combat we should make sure that we get everyone to post once a day when combat starts... will that be an issue for anyone? If so we can do the "Include a note on basic combat tactics."
I am going to try to pick up the pace so we can make it through the first module "The Whispering Cairn" as quickly as possible otherwise we will be hard-pressed to ever finish the entire 12 adventure AP.
same here, also partially fault here. Somehow I do still feel the lack of playin: either interaction or just the amount of post even is not so high. Not really used to this so...
Strange for some reason it didn't notify me that strange for some reason it didn't notify me that I had to new messages in the game play thread we move forward tonight.
So I realize that when I was researching Monster Attack Rolls last night I was comparing the monster ac against the attack roll. Not the character... I need to double check but I don't think Artemis was hit at all.
OK so it looks like we have no healing magic, so putting Erwin in the back and pushing forward to see more of the dungeon or do we go back to the cottage to regroup?
I agree, I will be more than willing to continue, even though IC my character is coward and such a huge thing is setting him back as well setting fear of death on him :S
The more I look at this rule-set the more things I see that are either in need of house ruling or maybe the materials in the suppliment might give some more options....
That is intentional that is how the edition that S&W is based on did it. I just assume the reason for this was the Clerics slightly upgraded fighting skills so their spells were delayed unlike fragile Wizard. I will look into it when I get to my personal computer and can access the pdf.
I am thinking that the persons who can look (roll %) may not know that they can do it, or have not found it in the rules....
Searching for traps.....
Only a person with this skill can do it! (Monks and Thieves) I don't have it yet....
Delicate tasks. This percentage chance is used for disabling small
mechanical traps like poisoned needles, and is also used for picking
pockets. The skill is also used to detect whether a mechanism, keyhole,or other small location contains a trap that can be removed...
Soon, I will be leaving on sunday for a trip (holidays) and unable to post for a week. Wanted to warn before everyone wonders if something happened :) Unable to post during that time.
I was vastly amused. While I had planned on posting at lunch anyways... It would have motivated me to post!
I try my humble best. I assumed it was the case, and realize how much work goes into running a pbp game (many have no idea!)
I hate the gamethreads where someone just comes in and posts "bump".
I also noticed that the past two weeks I have gotten the error screen with the goblins at several times when I normal would/could post!
Had a rough night last night with my 6 year old. So fair warning I don't know if I will be able to think enough to post long and elaborate posts today. So if they seem short... or don't happen at all than you know why.
Sorry guys, been a busy week at work and I haven't been able to post. Hopefully today will be better if not I should actually have free time tonight after work to push the game forward. Thank you for your patience.