Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


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Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Neb flies over to the hound archon. "Thank you. Would you please scout a little further that way while you are here and report back?" Neb asks gesturing to deeper in the cavern.

The hound archon then teleports to the length of his vision and peers around. (60' darkvision)


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16
GM West wrote:


...
Verdan backtracks toward the others as he readies his wand and uses it to stabilize and then slowly heal the dragon shaman, who blinks his eyes open a few moments later and finds himself far removed from where he rememers falling. Verdan glances up at the others as he uses numerous charges on the wand. "I'm going to conserve my magic. I may wind up exhausting the charges of this healing wand in doing so, but it will have served its purpose if so."
...

Fash has been around Sobok long enough to know, and so he comments "Just use enough magic to wake him up, he's got a healing aura ability that will help those badly wounded, like him and Morrow."

Sobok's healing aura will heal anyone below 1/2 HP to 1/2 HP, so that will save some wand charges... Also, if we want to conserve more magic, does the Hound Archon have some healing? (I looked it up, it has Aid, the temp HP from which would get Sobok up and healing.)

After commenting, Fash will start searching the rest of the place, as Morrow is dealing with the giant's body...

Search: 1d20 + 13 + 6 ⇒ (5) + 13 + 6 = 24
13 ranks + 6 int


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn comments laconically, "A rather useful companion I would say." Seeing the others handling things in the chamber Reonnyn decides to guard the entrance to the cavern, knowing that efreat was still out there...


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Yeah, as soon as I am conscious I change to healing and we all gain Fast Healing 2 as long as you are below half.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably very early morning or so.

-------------------------------------------------

Verdan uses a single charge of the wand on Sobok, and when the dragon shaman awakens a few moments later, he activates his aura, which allows him to heal further before Verdan again uses the wand to bring him up to nearly full health. Neb sends the archon a bit further along the enormous cavern to scout, and the celestial creature reports that there are no signs of life and that the cave bends sharply southeast and narrows into a large tunnel some fifteen in circumference and continuing onward as far as his vision would allow him to see. The archon disappears moments later, his service having been rendered in full.

Morrow's magical vision allows him to pick out a ring on the giant's middle finger that glows with an aura of faint illusion. Beyond that, there is nothing of value on the enormous creature. Once the party is gathered together, Sobok's aura heals the duskblade as well, and Verdan completes the healing process with the wand of vigor and a couple last taps of the minor curative wand to bring Sobok and Morrow up to full health.

CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6 restored to Sobok

CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3 restored to Morrow

The mineshafts prove to be anywhere from twenty feet to forty feet in depth, showing signs of mining (including a few broken pick heads and other mining tools), but there's nothing of value to be found. The ore carts are loaded with just that - but it's rather useless ore, so far as the party is concerned. Iron, it would appear.

As the hound archon reported to the dwarven wizard, the cavern bends sharply southeast and becomes a rather spacious tunnel some fifteen feet wide and the same distance in height as it runs along beyond the party's sight. From the sound of their echoes, it goes quite a ways...

I had Verdan use one tap of the Wand of Lesser Vigor on Sobok to bring him back to consciousness, at which time his Fast Healing kicked in to bring himself and (eventually) Morrow to 1/2 their total HP. A total of 9 taps later, and two from the CLW wand were enough to bring them to full health (or very nearly so...) as noted below. Let me know what you're doing with the ring (a Spellcraft check will give you more information, or you can experiment with it the old-fashioned way if you'd like) and how you're proceeding from here. Nothing else of value can be found in the cavern.

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

----------------------------------------------

PC Health / Adventure Notes:

Sobok 118/118

Fash 62/62 [Darkvision & Lowlight Vision]

Morrow 73/75 [Darkvision (Norebo's Hand); DR20 (Fire) for 100 minutes]

Nebuzaradan 50/50 [Floating about 40' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 10 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 10 hours; DR20 (Fire) for 100 minutes]

Verdan 61/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 10 hours; DR20 (Fire) for 100 minutes]

Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 100 minutes]


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

"Now I REALLY want to see where that passage leads." Reonnyn grimaces, "These ores are being mined for one purpose...War. The more information we can gather about our foe, the better. I know that cavern warded with the Alarm stone awaits but I think this is more important!"

If we do decide to travel down this way then we should restock from that larder we came across earlier (Room F11 I think.)


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Fash chips in his two coppers: "I think I know what the ore was being mined for - they were making iron golems. But ore needs to be refined before it can be used, and I saw no sign of that in the smithy...(or at least I didn't see any sign of it in GM West's assorted descriptions, and there doesn't seem to be enough space in the smithy for refining operations on this scale) So presumably there is a refinery somewhere down the tunnel. Also, I don't know enough geology and metallurgy, but someone who knows more might be able to estimate how many golems worth of iron has been dug out of here..."

@GM West, what about the assorted throwing axes the giant had - at least 8 by my count - are they masterwork?


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

"We are here so we may as well follow it till it ends. The way this place is tied together we may come to the area with the alarmed door anyway." Neb chimes in and then hovers, waiting.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Yes, there are 8 Huge Throwing Axes of masterwork quality, each of them weighing 8 lbs. Selling them is unlikely, unless maybe to a collector - though probably not more than one or two if you could find any at all. You figure the ore here WAS likely used in the forge room nearby. As far as ore refinery, maybe magic? Or maybe the module didn't consider that detail... :D


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

"I agree. It might be this thing was set here to guard something of importance." Sobok says.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Seeing the magic on a ring on the giant morrow activates Arcane Attunement to detect and study the magical auras.

Spellcraft: 1d20 + 15 ⇒ (11) + 15 = 26

He points it out to the team before taking the ring off of the body.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably late morning or early afternoon.

-------------------------------------------------

Morrow determines that the ring confirms invisibility upon the wearer, whenever they desire it by simply twisting the ring upon the finger sharply and focusing upon its power (i.e. standard action to activate, same to deactivate.) Reonnyn suggests that they gather food and water to provision themselves before going on, and after that brief delay the party begins their trek along the rough-hewn passage leading generally southeast at first, though it winds a bit, passing through small, ruined areas that might once have been laboratories or even dormitories - though they are clearly no longer used, covered by the dust of long ages with nothing of value.

The journey is slow-going, for the party is cautious in their exploration and the cavern is a couple miles long, Neb's natural stonecunning allowing him to determine that it is curving in a long, lazy spiral downward about two or three hundred feet. Despite the fact that the walls of the tunnel are covered with grime, the floor is dust free, with occasional bootprints seen here and there, so those with even a modicum of trail sense can tell that this passage has been used frequently and quite recently. But they are not bothered during the hour or so they've traveled and eventually the tunnel ends in a massive hall, the ceiling lost to vision (though a quick check from an airborne Neb determines that the vaulted ceiling lies some two hundred feet above. As before, there are several side passages leading into areas that look long-abandoned without anything of real interest. However, a very large spiral staircase in the center of the hall leads downward, and it seems evident that the recent comings and goings originate from here...

Ring of Invisibility

Let me know how many rations/waterskins you're taking with you (and how or who is carrying them, since encumbrance might be a factor if you're on the cusp of carrying a heavier load than what you've currently got) and if you're making any preparations before heading down the spiral staircase. I'm going to be nice and say you've got about a half hour left on your fire resistance - for those that have it active (noted below.) Also let me know who is claiming the ring! My precious....

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

----------------------------------------------

PC Health / Adventure Notes:

Sobok 118/118

Fash 62/62 [Darkvision & Lowlight Vision]

Morrow 73/75 [Darkvision Vision (Norebo's Hand); DR20 (Fire) for 30 minutes]

Nebuzaradan 50/50 [Floating about 40' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 9 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; DR20 (Fire) for 30 minutes]

Verdan 61/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; DR20 (Fire) for 30 minutes]

Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 30 minutes]


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Apologies for interrupting GM West's narrative, but...

While we are replenishing our provisions at the larder (F11 according to Reonnyn), Fash pipes up "While we are at this end, should we deal with that alarmed room of yours?"

@Party, do we want to get that while we are here? Also, do we want to rest up before entering what I suspect is a whole new level (down the large spiral staircase).

Also, separately, @ GM West, if you recall in our backstory, Sobok and I had found the Endless Stair before; is this it?


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

"That would not be a bad idea," Reonnyn nods, "I suspect we won't be back here for a while."

I don't think resting is a good idea, as I suspect we are under a time limit. Fash can probably use the ring the best for now.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Not the endless stair, Fash.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok currently carries 1 waterskin and 7 days rations. I would happy to add more to the load if we have extra waterskins or rations to carry. He currently has a lot of carrying capacity to spare. I have a haversack that is not full and I can add several hundred pounds past that without it changing anything if needed.


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn relies on his speed and mobility so if Sobok can carry the extra rations then Reonnyn is OK with that.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Figure Sobok can grab enough rations so everyone has 10 days worth and 3 or 4 waterskins each (including what everyone already carries.) I'll do the math later, but I'm thinking he won't have any issues.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

I've got a haversack as well, so rations shouldn't be a problem.

Once he figures out what the ring is he offers it to whoever in the group can use it best. "I'm not stealthy. This ring is more for someone that attacks from the shadows."


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

"I don't need to eat so I can take about 10-15 pounds of food for everyone else. I will poke around and see if there is anything yummy to eat though." Neb says as he does just that.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

"The ring can be useful for summoners as well. It might also let me get close without getting smacked on the head." Sobok says with a wince.

Nebuzaradan cast summons in the last fight. It would work with that. It also would be good for Fash instead of having to move to a hidden spot.


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

"I'm going to go with more kinetic active spells. Let Fash or Reonnyn use the ring." Neb offers.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Fash replies: "I already have several methods of turning invisible; does the ring suit you Reonnyn?"

Also, will people chip in if they want to do F10 before we head off to the great big staircase? Both Reonnyn and I figure we may as well, but that's only 2 votes out of 5...


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn accepts the ring with a smile, "Trust me, I can put this to good use!" sliding it on his finger.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

"Let's deal with the alarmed area first." Sobok says in agreement.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably mid-afternoon or thereabouts.

-------------------------------------------------

The party backtracks, eventually coming back to a point just within sight of the alarmed door, once hidden by the stacked crates and barrels in this very old storage room. Morrow, Reonnyn and Neb recount their previous encounter with the subtle trap - which was anything BUT subtle after they'd accidentally tripped it...

GM's Previous Description wrote:

Aurora detects no traps upon the door, but as soon as she opens it...

WWWWWWHHHHHHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAA

A blaring sound of alarm pierces the silence of the catacombs - the noise is shrill and exceptionally loud, causing nearly everyone to jump involuntarily! Morrow (and those that can see magical auras and pass a DC 18 Spellcraft check) find that source is a block attached to the back side of the door, roughly the size of a brick and glowing with a faint aura of abjuration magic. Morrow confirms that it appears to be imbued with an audible Alarm spell that was probably triggered when the door was touched.

Those that peer past the door can see that it opens into a large cavern, its edges extending to the left and right beyond your line of sight. It's only about twenty feet deep though, and there is a raised ledge on the far side, about ten feet above the floor of the main cave area. It looks to open into a tunnel that heads off to the right and beyond your line of sight. Those lookin can also glimpse what appears to be a pool of a green, slimy liquid on the left side of the chamber - though once again the narrow passage in front of you blocks your view so that you can't make out how large it might be. The noise of the magical alarm spell continues to blare with a head-splitting shriek as you consider the cavern revealed beyond the concealed door.

Morrow, it is a Stone of Alarm

Map is updated with your current position, though the door is, of course, shut tight (you can 'see' beyond it based on what you saw in your previous encounter with this area.) Let me know your plans of how to deal with the door this time, please.

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

----------------------------------------------

PC Health / Adventure Notes:

Sobok 118/118

Fash 62/62 [Darkvision & Lowlight Vision]

Morrow 73/75 [Darkvision Vision (Norebo's Hand); DR20 (Fire) for 30 minutes]

Nebuzaradan 50/50 [Floating about 40' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 9 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; DR20 (Fire) for 30 minutes]

Verdan 61/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; DR20 (Fire) for 30 minutes]

Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 30 minutes]


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Remembering the painful blare from the alarm Morrow waits for whatever is planned to silence it.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Fash slips to the front of the party and starts by double checking Aurora's work...

Search for traps: 1d20 + 13 + 6 + 2 ⇒ (14) + 13 + 6 + 2 = 35
13 rank +6 int

After that, he carefully examines the door, to ascertain that it's not locked...

He pulls out his listening cone and puts it to use:

Listen: 1d20 + 13 + 2 + 2 + 2 ⇒ (17) + 13 + 2 + 2 + 2 = 36
13 rank +0 wis +2 racial +2 MW Tool +2 draconic Aura (senses)

Assuming he finds no surprises and hears nothing untoward:

Then he explains in a whisper "Ok, what you have described is a stone of alarm. I have a trick for that." As he speaks he pulls out a piece of rice paper from a scrollcase, and continues "I will cast a silencing dweomer on this piece of paper and slide it under the door; that will quell the noise it makes for 10 minutes. Note that we will silenced as well, if we are within 15' of the paper, so we will want to move through the area quickly... Everybody ready?"

Fash casts silence 15' radius on the paper and slides it under the bronzewood door. Then he pops the door open, stepping off to the side to let the warriors through...


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Fash finds no signs of traps, and though it's a tough fit for the thin paper, he manages to finagle it underneath after several prods and a few soundless curses as the Silence spell affects the party as well.

Finally, the gnome gets the paper in place and soft sounds return to their own ears. Hopefully the spell will negate the magic item's alarm on the far side of the solid door, though that won't be known until they open it up...

Any other preparations? Who is opening the door?


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Neb watches.


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn keeps a sharp eye on the rear of the group, always expecting trouble.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Once the paper is slipped under the door the plan is ready. Morrow steps up to the door and glances around at the team. Once everyone is ready he opens the door.

Assuming Sobok is with me?


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

I have Senses aura up.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably mid-afternoon or thereabouts.

-------------------------------------------------

Morrow opens the door with Sobok beside him. Those that peer past the door can see that it opens into a large cavern, its edges extending to the left and right beyond your line of sight. It's only about twenty feet deep though, and there is a raised ledge on the far side, about ten feet above the floor of the main cave area. It looks to open into a tunnel that heads off to the right and beyond your line of sight. Those looking can also glimpse what appears to be a pool of a green, slimy liquid on the left side of the chamber - though once again the narrow passage in front of you blocks your view so that you can't make out how large it might be. The noise of the magical alarm spell fails to sound, and the whisper gnome grins.

Actions?

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

----------------------------------------------

PC Health / Adventure Notes:

Sobok 118/118

Fash 62/62 [Darkvision & Lowlight Vision]

Morrow 73/75 [Darkvision Vision (Norebo's Hand); DR20 (Fire) for 30 minutes]

Nebuzaradan 50/50 [Floating about 40' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 9 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; DR20 (Fire) for 30 minutes]

Verdan 61/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; DR20 (Fire) for 30 minutes]

Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 30 minutes]


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow lets the others look into the room but cautions against moving in. "I think the slime to the left might be linked to a trap. I can hit it with Fiery Bursts to burn it away? It's a weak burn but I can keep hitting it until we feel the danger is gone?"

West? I cast Keen Edge a little while ago. (Battle with the Effrit. Same time the Fire Protection was cast) It lasts 10 minutes/level, so 1 hour and 40 minutes. How much is remaining?


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn nods, "That sounds like a good idea. Keep an eye out...we don't know what else lurks here."


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

"Fire away."


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

"I can also breathe fire at it. Sobok will move to breathe some fire.

Fire Breath Weapon 30 ft line- DC 17: 4d6 ⇒ (2, 1, 4, 3) = 10

Recharge time: 1d4 ⇒ 1


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Morrow, I must have somehow missed that... but yes, consider you have Keen Edge going for a bit longer, at any rate. Don't forget, you are currently standing in an area of Silence, so spellcasting (or speaking) is impossible at the moment. You can either pull back to talk or head into the cave to do so. Note also that in order to affect the nearest edge of the pool of green, slimy liquid you will need to stand on the square just north of where Sobok currently stands on the map - and though Sobok can breathe fire, Morrow won't be able to cast a spell with verbal components. Let me know how you're all arrayed when you take you actions.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

I did forget about the silence. Will have to step back to discuss. Once Sobok steps forward to breath fire Morrow follows and steps ahead of him to start hitting the green stuff with his fiery bursts.

Fire Damage: 2d6 ⇒ (1, 2) = 3

Note: As long as he has a fire spell available he can use Fiery Burst. Page 36 of Complete Mage covers the details, but basically it takes a Standard action but is treated as an SU ability that is not affected by Spell Resistance. Reflex Save DC14 for half damage.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

It would make more sense for Sobok to stand in front of Morrow. I thought you could see it from next to me, but if I breathe with you there it will hit you where you can do Fiery Burst around me just fine.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Makes sense. I can do the burst every round but it doesn't do much damage. There aren't any 3rd level fire spells for a Duskblade. Have to wait 'til I get 4th level spells.... Go ahead and switch us?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably mid-afternoon or thereabouts.

-------------------------------------------------

Sobok and Morrow slip into the room in order to inflict a fiery surprise upon the slimy pool. Their entrance is completely soundless, thanks to Fash's spell, though it means the duskblade is forced toward the back of the chamber before he can begin to hear his own breathing again. At a nod, the Dragon Shaman breathes fire at the pool as Morrow speaks the arcane words necessary to send a flaming bolt at the same target.

The effects are immediate, as a good portion of the pool (about a third of it) is burned away in an instant! Sobok is close enough to see several small creatures squirming as they too burn up - apparently they had been submerged beneath the surface or something. They look faintly like large tadpoles, though six inches long or so - much larger than any tadpole he's ever seen. It's hard to see much more though, as they burn up within a few seconds leaving only charred husks on the stone floor where that section of the pool had once been.

I've moved you into the cavern where you could breathe fire and have Morrow cast his own Fire Bolt around Sobok. What actions are you taking next?

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

----------------------------------------------

PC Health / Adventure Notes:

Sobok 118/118

Fash 62/62 [Darkvision & Lowlight Vision]

Morrow 73/75 [Darkvision Vision (Norebo's Hand); Keen Edge for 30 minutes; DR20 (Fire) for 30 minutes]

Nebuzaradan 50/50 [Floating about 40' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 9 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; DR20 (Fire) for 30 minutes]

Verdan 61/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; DR20 (Fire) for 30 minutes]

Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 30 minutes]


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Seeing the slime burn off and reveal some over-sized tadpoles confirms Morrows concern about the pool. Some sort of trap? Unless he spots some other threat he will continue "cleaning the slime" off of the pool.


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Neb floats into the room around Sobok and then lifts just a bit higher until he can see the tunnel to the north.


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn decides to follow up the rear keeping an eye out as the others check out the cavern ahead.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok moves in front of Morrow and breathes again.

Fire Breath Weapon 30 ft line- DC 17: 4d6 ⇒ (6, 1, 1, 3) = 11

Recharge time: 1d4 ⇒ 3


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Ok, I'm back and I see we are on hold to the 8th, but I will get this in so I'm are up to date...

Timing it carefully to avoid the heat as Sobok and Morrow burn the slime, Fash sneaks across the room to peak around the corner, senses pealed, trying to find any trouble before it finds him ...
following the yellow dashed line

Stealth: 1d20 + 8 + 2 + 4 + 4 + 5 + 5 ⇒ (7) + 8 + 2 + 4 + 4 + 5 + 5 = 35
8 rank +2 dex+4 racial +4 small+5 Cloak of Elvenkind +5 Boots of Elvenkind

Spot: 1d20 + 13 + 2 + 5 ⇒ (4) + 13 + 2 + 5 = 24
13 rank +0 wis+2 racial +5 eyes of the eagle

Listen: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
13 rank +0 wis +2 racial)


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably mid-afternoon or thereabouts.

-------------------------------------------------

Sobok and Morrow combine to burn away another patch of the slimy pond as Fash sneaks over to the ledge, the gnome starting to climb when there is sudden movement above him. An aberration of some kind, about as large as a horse and appearing to be some kind of a cross between a spiny snake and a hideous lamprey emerges from the gloom of the cave that was hidden from view. It bellows a strange, rasping cry as barbed tongues lash out from its gaping maw lined with serrated teeth! The creature's attention seems to be focused on the others in the cavern, and Fash doesn't think it's spotted him at the bottom of the 10-foot high ledge - though he can't be sure. It doesn't really seem to be looking at him, though he can't see any eyes on it anyway...

Neb's Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Morrow’s Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Fash's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Sobok's Initiative: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Reonnyn’s Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Verdan’s Initiative: 1d20 ⇒ 20
Creature's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

I won't post until Sobok returns, but wanted to set the scene at least. Fash reacts to the danger first, followed by Sobok. Then the creature gets it's action, and then everyone can post their actions for Round 1 - and Fash and Sobok can post again for the top of Round 2. Anyone wanting to climb up to the ledge needs to give me a Climb check, please.

Combat Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

----------------------------------------------

Round 1 - Initiative Order & PC Health / Combat Notes:

Fash 62/62 [Darkvision & Lowlight Vision]

Sobok 118/118 [Senses Aura (+2 to Listen, Spot and Initiative checks); recharge breath weapon in 3 rounds]

Snake/Lamprey Creature Unwounded

Verdan 61/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; DR20 (Fire) for 30 minutes]

Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 30 minutes]

Nebuzaradan 50/50 [Floating about 40' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 9 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; DR20 (Fire) for 30 minutes]

Morrow 73/75 [Darkvision Vision (Norebo's Hand); Keen Edge for 30 minutes; DR20 (Fire) for 30 minutes]


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Fash ducks low to better hide from the monstrosity, as his mind races, "Aberration, probably strongly resistant to my preferred mental attacks, well, let the warriors handle matters... With a little help." He mutters a quick incantation and time seems to slow for the party. Then Fash is slipping off sideways, away from what he thinks will soon be a battlefield...

Standard - Cast Haste on the party - everybody can be fitted in a 30' diameter circle (green dashed circle),
Move - 1/2 speed move (blue dashed line), using the height of the ledge to break line of sight and hide (I have darkstalker feat, so special senses won't help this critter)

Stealth: 1d20 + 8 + 2 + 4 + 4 + 5 + 5 ⇒ (20) + 8 + 2 + 4 + 4 + 5 + 5 = 48
8 rank +2 dex+4 racial +4 small+5 Cloak of Elvenkind +5 Boots of Elvenkind

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