Divel Divellios |
Divel is done. Max hps=7, 11 skill points include one in Linguistics so Divel takes Dwarven as a new language. Rogue talent=minor magic (detect magic). He needs a bludgeoning weapon like a club. Can the chair leg be worked on by anyone in the party or himself to make it less improvised and more dangerous to the enemies?
Dungeon Monkey |
Divel is done. Max hps=7, 11 skill points include one in Linguistics so Divel takes Dwarven as a new language. Rogue talent=minor magic (detect magic). He needs a bludgeoning weapon like a club. Can the chair leg be worked on by anyone in the party or himself to make it less improvised and more dangerous to the enemies?
Given that Divel is an elf, and given the traditional elvish persuits of woodcraft, I will allow that you can, with some time, adjust the table leg into a regular club.
Cartographer Monkey |
Divel Divellios |
Is this a door that Divel has tested for traps yet, DM? I think not.
Divel waits at the rear, he has spent a little while hefting the table leg trying to decide how best to fix its balance. Until that is Svetla mentions her skills in woodwork and he offers her the chance to show what she can do.
"Thanks."
Just to check my bearings, there should be a hallway or corridor to the south of the skeletons room. The "opposite" one was empty and the one next to it had poisonous centipedes.
Svetla Eisenheim |
No, Divel, this door has not been checked for traps. Remember, just because a map says empty doesn't make it so.
Svetla lets go of the handle. Thus allowing Borondon to open the door. "Wait a minute, Borondon, we're not ready just yet."
Svetla takes the table leg from Divel's hand. "Let me see what I can do." Pulling a knife from her belt she goes to work turning it into a club for Divel.
Dungeon Monkey |
Is this a door that Divel has tested for traps yet, DM? I think not.
Uhhh..heh nope.
Just to check my bearings, there should be a hallway or corridor to the south of the skeletons room. The "opposite" one was empty and the one next to it had poisonous centipedes.
According to the >>Partial map<< you received, that is correct. Check the >>Southern hallways map<<for the hallway's you have peered down.
Dungeon Monkey |
Divel approaches the door and scopes it out thouroughly. The door seems untrapped, but as he looks closer he sees there is a strange trigger in the locking mechanism. He looks down and sees that the floor tile below his feet has a crack running around it. Turning this door without the proper precautions would lead to a fall into a pit of some sort.
Divel manages to circumvent the triggering mechanism, and the door is safe to open
Nice catch. I was waiting for someone to turn that knob ...drat
Dungeon Monkey |
PERCEPTION: 1d20+1 = 17 <-- woot!
I should add some skill points to this.
Well, you have some fresh ones with the new level :)
Svetla:Patrick, how did Divel's club turn out?
Why don't you roll me a Craft (woodworking) roll? You sank points into it after all! If you get good enough I might even call it 'masterwork!'
Dungeon Monkey |
Divel's Perception nat 20 +7/9 (sight and sound)=27/29
Ping!
Divel:
Southwards down at the nearby eastern branching hallway, it looks as if a swarm of coins and a cockeyed sword are floating out of that hallway's entrance. Divel 's senses tell him that something transparent is slithering down the corridor, coming at them in almost total silence. The only thing Divel can hear is a slight rustling noise that is almost drowned out by the background noises the group makes.
Dungeon Monkey |
Divel:
Divel Divellios |
Divel raises a hand and points to the south. "Courinjelvidene? Moving Box of Jelly. Dangerous."
The others should be able to see the floating sword and swarm of coins that are sliding towards them now. To help, Divel lobs his lit torch down the corridor. Then he steps behind the warriors.
"Paralysing touch."
"Swallow and digests flesh."
"Easy to hit."
Dungeon Monkey |
Svetla: 26
Navorn: 25
Divel: 24
Eldon: 23
Ingrahild: 21
Merzhan: 21
Borondon: 21
Sondergang: 19
Gelatinous cube: 7
The party turns after hearing Divel's sangfroid exclamation and sees an enormous wall of jelly moving towards them. It flows slowly, but it engulfs the entire hallway. Divel's torch is snuffed as the clear-colored creature rolls over it, releasing a putrid burning chemically stink. The party can see several bits of metal and stone trapped like flies in amber in the clear gelid monster. A sword and a veritable constellation of twinkling coins are lodged in the horror's center mass.
Cartographer Monkey |
Sondergang Wulfsson |
Department of useless information..Field Marshal Slim who commanded in Burma in WW2 used to say that battles were always inevitably fought on a hillside in pouring rain at the point where four maps joined together..so dont sweat it Pat
Sondergang recoils then calls down a blessing from Torag on his comrades
Casting bless
French Wolf |
"Borondon, I shall offer you my protection versus this foul monstrosity, may the blessing I provide, protect you from its paralytic touch cast resistance" +1 bonus to saving throws...
sorry for my slow postings been real busy in real life....
Plus you have an open call to finish..how goes it?