| Odric the Stout |
Sandor would appreciate at least one channel. If the ring would fit under my gauntlet I wouldn't mind it. Evasion for a dwarf in plate yess plz. But if I'm not demanding it if someone else wants it.
Alternative theory - put it on the more squishy of the two front line tanks. I'm not insisting by any means, but Sandor has much more built-in survivability than Odric.
| Dungeon Master S |
Once you're ready we'll descend.
| Morkeleb the Mighty |
Everyone check the undivided loot section of my profile, and check if there are magic items you want to grab (or you have already grabbed and I didn't note). note here, or in discussion. And, considering we've got a half a day or so, do we want to sell/split/buy now before the labyrinth?
Oh, and S--you never said what the headband was after a nice high spellcraft check earlier...
| Morkeleb the Mighty |
Noted. This splits out to 1,335 gold, 2 silver, 5 copper each after selling everything except:
* Potion of Protection from Law
* Oil of Align Weapon Chaos
* Belt of Giant's Strength +2
Next morning, after selling and dividing treasure...I am ready.
I did not scribe any more scrolls, I think I'm set in that regard. I prepared Arcane Mark, thinking that should help us find our way back if necessary.
| Dungeon Master S |
Sorry guys, I'll make a substantial post tonight, around 8 pm I'm guessing. If you have any other prep work, speak up now. I am assuming you'll go in the morning.
| Dungeon Master S |
When you arrive in the morning, the various house staff see that you are properly treated and give you light refreshments before leading you into an impressive courtyard "chamber".
This chamber, in fact, hardly seems to be part of a palace—it seems more like a clearing at the heart of a vast jungle, teeming with life. The sky above is a deep, cloudless blue, while in the distance, hazy towers of distant structures rise above the verdant canopy. Exotic bird calls fill the air, the scent of dozens of unfamiliar flowers and plants assault the nose, and everywhere a riot of color demands the eye, be it the wing of a tropical bird, the petals of a brightly hued flower, or the glittering multicolored tiles that make up a round fountain to the north, its central plume a stone pillar around which entwine two cobra statues that clutch green gems in their fanged maws. Opposite the fountain to the south stands an immense, life-sized jade statue of an elephant, a howdah perched on its back, its tusks and trunk raised high in greeting to the southeast doors—doors that, from inside the room, look more like gates set into a wrought iron fence that encircles the garden. Other gates set in this fence doubtless lead to other parts of the palace, and after a bit more observation the somewhat static nature of the jungle and landscape becomes apparent—the walls of this garden are in fact an incredibly realistic and clever painting of a Vudran junglescape.
| Odric the Stout |
Animal Feed 1cp x15 = 15cp
Insectbane Candle 1sp x 5 = 5sp
Manacles = 15gp
Mead = 2gp
Mule named "Donkeyhorse" = 8gp
Potato = 1cp
Rope Ladder = 5gp
Saddlebags for Donkeyhorse 4gp x2 sets = 8gp
Soap = 1sp
Sunrod 2gp x5 = 10gp
Trail Rations 5sp x10 = 5gp
Wine = 2sp
Potions:
CLW = 50gp
Hide from Undead = 50gp
Enlarge Person = 50gp
Reduce Person = 50gp
Spider Climb = 300gp
Scrolls:
Scroll of TP = 1cp
Total spent = 563.82 gp
2526.1 - 563.97 = 1962.13
| Thorgrym the Tracker |
** spoiler omitted **
nice!
Grym feeds Donkeyhorse a carrot to distract him a bit while Bucho gives the mule a good once over sniff.
The only extra thing the ranger shows up with is a pair of stout hickory clubs. In case of skeletons... he says if anyone asks. He slips one into the top of hispack and the other he puts on the mule somewhere.
| Donkeyhorse |
Hee-Haw!!!!
Donkeyhorse greedily eats up the carrot and noses around Grym's hand for another. He seems to tolerate Bucho, although when the dog circles out of Donkeyhorse's line of sight the mule huffs and turns slightly to keep the animal in view.
Odric slaps Donkeyhorse on the neck and double checks the heavily-laden saddlebags draped over his back. As he does so, Donkeyhorse grouses irritably, and it becomes clear he doesn't like his owner very much.
| Odric the Stout |
Damn mule! Odric exclaims angrily, Quit fussing!
Odric wonders if the tale the merchant told about the origins and history of Donkeyhorse were true.
NSFW
| Thorgrym the Tracker |
Grym gently brushes the big warrior to the side and begins soothing donkeyhorse. He gives it another carrot then starts rearranging pack saddle and straps to a more comfortable position that wont rub and cause saddle sores.
The ranger grew up on a farm caring for animals and his first job as an adolescent in the city was working at a stable. He quietly gives Odric some pointers in caring for mules and more trivia then the big warrior really wanted. Odric is really quite suprised at how talkative Thorgrym has become with another animal in the party.
...so you see Odric a mule is the sterile offspring of a male donkey and a female horse. They are many times more common then the "hinny". Which of course is the offspring of a male horse and a female donkey...
| Morkeleb the Mighty |
At least you didn't name it "Hotay"
Morkeleb is impressed with the courtyard; it shows such artistry and attention to detail that he cannot help but appreciate it.
Watching the exchange between Odric, his mule, Bucho, and Grym, Morkeleb raises an eyebrow. Grym, if you're finished fussing over Odric's ass, should we carry on?
He then addresses Gaius. If I may suggest, I can make copious use of Arcane Mark in order to mark our progress. In any case, I will defer to your expertise--making suggestions of my own, of course--and my skills are at your disposal.
| Thorgrym the Tracker |
Watching the exchange between Odric, his mule, Bucho, and Grym, Morkeleb raises an eyebrow. Grym, if you're finished fussing over Odric's ass, should we carry on?
The joke goes right over Grym's head. Speaking softly (he doesnt want to get on Mork's bad side), Its not an ass its a hinny.
| Sandor Stouthammer |
Sandor smirks and thinks hmm guess Odric found his herald.
Well he said we enter here I guess thi is the first test.
Sandor looks sound to find the entrance and how to work it
perception: 1d20 + 7 ⇒ (20) + 7 = 27+2 for stonework
Know Engineering: 1d20 + 7 ⇒ (14) + 7 = 21
| Sandor Stouthammer |
Well I just reread the post describing this chamber. So from your description I guess we're supposed to enter the "gate". So I guess my perception check is to notice anything unusual with entering this labryinth or how it works if its not opened/ unlocked
Maybe I should reread stuff after being distracted by a braying jack@&$. Lol
| Harold's Discount Heraldry |
In a booming voice that startles several birds nesting in the shrubberies, a cheerful-looking man bearing the scars of the blood plague but otherwise seemingly in good health announces the departure of the party, Thus The Heroic Odric the Stout, Savior of Korvosa and Initiate of the Korvosan Guard sets out on his Stygian journey into the Labyrinth in the bowels of Old Korvosa! Godspeed sir!
With a clicking of heels and a fluttering snap! Harlod salutes by raising the gold-fringed standard to attention. With a gleam in his eye, he nods almost imperceptibly at Odric and the others in the party.
The herald stands stock still, the only movement, the languid motion of the standard as it hangs in the humid air of the chamber.
| Odric the Stout |
Alright then, lets be off! Odric returns Harold's salute with a crash of his right fist to his left pectoral with his massive, muscular arm across his trim torso. Without a shred of self-consciousness at the display, Odric walks toward the faux ironmongery of the gates to the Labyrinth.
He tugs gently at Donkeyhorse's lead and the Mule obediently follows.
| Thorgrym the Tracker |
Grym shrugs at the pomp and ceremony and walks along with the rest of the party eager to do some labrynth crawling.
The ranger muses about Odric's mule (or hinny). He takes it as a sign the party will be able to load up that pack saddle with lots of treasure and loot.
| Morkeleb the Mighty |
As the entrance is approached, Morkeleb makes a brief incantation and gesture, touching each party member.
Cast Resistance on everyone. +1 Resistance to all saves. I'll keep it going, casting it any time it runs out!
| Dungeon Master S |
Dang it! I had made a post a while ago about Laori, and it's nowhere to be found. I'll have to recreate. I was wondering why no one responded...
Before heading to the Arkona's mansion Laori pulled everyone aside. Her path diverges from yours at this point. She was concerned that if you spent too much time with her that you'd soon find her life... incompatible to yours. Still, the pairing was powerful, and should your paths ever cross again let it be one of peaceful destruction (and it's also best if it's no questions asked.)
| Dungeon Master S |
In truth, the entire presentation rotates, leaving access to a spiraling staircase. No light beyond that which is supplied from above penetrates the darkness. The sound of water can be heard far, far below. The stair terminates at the top of a semicircular ledge. The ledge winds down along the cavern’s inner wall to a series of rope bridges that descend even lower from ledge to ledge. The upper ledge, before it reaches the ropes, is a strangely breathtaking beauty—a garden of all manner of strangely colored fungi, lichens, and molds. The fungi have been cultivated, shaped into all manner of symmetrical patterns normally not seen in nature, transforming the ledge into a sort of underground fungal garden. Here and there, flickering torches burn in sconces above the fungi, while from somewhere in the darkness below comes the soft splash of water against an unseen shore.
Check map for details.
| Odric the Stout |
"Dwarf, you can either cross thise rope bridges before Donkeyhorse or after. He's 800 lbs and has three weapons oriented backwards. Two hooves and a poop chute. I recommend someone your height go first because if he doesn't break this rickety bridge, being behind him might be very unpleasant."
| Thorgrym the Tracker |
While the others look at the bridges. The ranger asks Morkeleb to cast a light spell on sharkslayer. Grym and Bucho move to check out the southern alcove/dead end.
Perception 1d20 + 10 ⇒ (6) + 10 = 16
Bucho's scent perception 1d20 + 5 + 8 ⇒ (1) + 5 + 8 = 14
| Thorgrym the Tracker |
While the others look at the bridges. The ranger asks Morkeleb to cast a light spell on sharkslayer. Grym and Bucho move to check out the southern alcove/dead end.
Perception 1d20+10
Bucho's scent perception 1d20+5+8
Yo DM, it probably doesnt matter much but under played both Grym and Bucho's perception modifyers. Grym is actually an 11 so his roll should be 17. Bucho's is actually 16, so his roll should be a 17 also.
Sorry was posting quick on my phone.| Ferox Kerr |
With a quick prayer to Abadar(Guidance), Ferox heads down into the cavern with the others. He keeps his eyes peeled for anything strange and extraordinary.
Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Barring him noticing anything unusual, Ferox makes his way to the first rope bridge.
| Dungeon Master S |
Ferox, in the darkness ahead are a trio of corpses, reduced to skeletons now. They're entire forms are covered in fungus. It wouldn't be so bad, except that your presence stirs them to action!
Bad: 1d20 + 5 ⇒ (9) + 5 = 14
erox: 1d20 + 10 ⇒ (11) + 10 = 21
Gaius: 1d20 + 3 ⇒ (4) + 3 = 7
Grym*: 1d20 + 3 ⇒ (19) + 3 = 22
Mork: 1d20 + 5 ⇒ (18) + 5 = 23
Odric: 1d20 + 4 ⇒ (18) + 4 = 22
Sandor: 1d20 + 2 ⇒ (4) + 2 = 6
| Dungeon Master S |
Initiative Repost:
Mork: 1d20 + 5 ⇒ (18) + 5 = 23
Odric: 1d20 + 4 ⇒ (18) + 4 = 22
Grym & Bucho: 1d20 + 3 ⇒ (19) + 3 = 22
Ferox: 1d20 + 10 ⇒ (11) + 10 = 21
Fungal Skeletons: 1d20 + 5 ⇒ (9) + 5 = 14
Gaius: 1d20 + 3 ⇒ (4) + 3 = 7
Sandor: 1d20 + 2 ⇒ (4) + 2 = 6
| Odric the Stout |
Round the First
After Mork…
Odric drops Donkeyhorse's lead and charges into the fray drawing his weapon. He almost half hopes the mule follows, just to see what sort of mettle the beast is made of.
When he is close enough to gag on the stench from the mouldering skeletons' awful stench, Odric lashes out with his trusty but underused Earthbreaker!
Move to K2, attack enemy in L1
1d20 + 11 ⇒ (8) + 11 = 19 for 2d6 + 8 ⇒ (2, 1) + 8 = 11 damage.