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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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)

Drew a route on the map and ending where the red dot is.


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

As Reonnyn moves invisibly along the cavern wall toward the nearest hillock - avoiding a thick cluster of mushrooms that would only serve to slow him down and perhaps give away his position - the halfling steps upon a patch of fungus that suddenly expels a cloud of spores, causing the warlock to choke and gasp...

Reonnyn, please give me a Fort Save roll! Everyone else, please give me a Spot/Listen check! You need only roll once, I'll determine whether you see or hear (or both) the spore cloud and/or Reonnyn's choking noises. As it seems like you're scouting yourself, so nobody else needs to roll, as I'm presuming the rest of you are still in the area marked by the party icon on the map. I've put Reonnyn's icon on the map as well to show your location, though you ARE invisible, so nobody knows where you are - though they might be able to figure it out...


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)

Fort save: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20


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

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


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

Listen: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
13 ranks +2 racial

Spot: 1d20 + 13 + 2 + 5 ⇒ (5) + 13 + 2 + 5 = 25
13 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]

If I estimate he's within 30', I will use my Clarity of Vision skill trick to pinpoint Reonnyn.

Spot, Clarity of Vision: 1d20 + 13 + 2 + 5 ⇒ (7) + 13 + 2 + 5 = 27 vs DC 20
13 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]


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

Reonnyn is able to overcome the effects of the spores he inhaled, but the halfling has difficulty breathing, his eyes filling with water and his nose and throat are partially clogged as he struggles for his next breath.

Nearby, Fash sees the spore cloud suddenly erupt, and hears the coughing and gasping, the whisper gnome's sharp gaze piercing the hovering, unhealthy-looking motes to glimpse the form of the halfling within.


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 manages to gasp a quick message of warning to the others, "*COUGH - COUGH*...Stay back! More spores here!" He then quickly (attempts to anyway) retreat back to the others.

I assume the Message spell is still in effect? If not then disregard the warning message.


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 ; Current AC: 22 AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 2/3 (13 rounds); Current Aura= Vigor [Fast Healing 3 if below half within 30 ft.]

Listen+Senses: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23


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 points, "He's over there, in the middle of that cloud of spores..."

Having had it pointed out, @Neb might be able to give us a K Nature check?


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 looks in that direction to consider what sort of situation their halfling had gotten himself into.

Know nature: 1d20 + 14 ⇒ (1) + 14 = 15


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

Reonnyn is able to get clear of the spore cloud...

The others are able to detect a disturbance of some kind, though perhaps not as clearly as Fash. Neb is unable to differentiate between the myriad of fungal plants that grow like a thick forest in this area. It seems like a dangerous proposition to move through the vegetation and he deems that they've just been luck so far - though that luck has apparently run out for the halfling warlock.

Reonnyn, let me know what you want to do. You'll have about 10 rounds before you need to make a second save - though you could also drop the Invisibility and have Verdan treat you, taking the better roll of your next Fort save and Verdan's Heal check. Are the rest of you moving anywhere or letting Reonnyn come to you? Or are you continuing on with your exploration, Reonnyn? Just give me some idea of your short term plans after Reonnyn's next save/Verdan's Heal check to indicate whether you're going in further (and again, give me your route) or heading elsewhere.


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, clearly having none of it, quickly backtracks along his steps returning to the others. Twisting his ring again, he pops back into view. "Those spores are nasty ones - *COFF - COFF* - I would just steer clear of the whole area! I think there is a clear path down the - *COFF - COFF* - middle which should avoid most of the spores. I saw little else...- *COFF - COFF*"

Reonnyn will return to be treated here - he is not a proud soul...
Fort save #2: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23


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 waits for Reonnyn to come back to the group. While Verdan is examining Reonnyn, he replies: "I think Reonnyn has a point, we don't know enough about the plants, so maybe it's time to try the front door..."

@GM West, a couple of questions that occurred to me from looking at the map. 1) The broken pyramid, is it flat topped, like This? 2) what is the slope on the pyramid - would it be practical to clamber up or along the edge of the pyramid (above the vegetation)?


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

Reonnyn overcomes the spores that threatened to infect his lungs and his breathing eases. The halfling figures he must have closed his mouth and pinched his nose shut in time to avoid the worst of it. He's also a hardy soul, which was certainly a help.

Fash looks over the pyramid, and deems that top was indeed flat, and the shattered legs and lower torso of the statue that lies toppled among the ruins still rises up from the the roof. The interior of the ruined pyramid could be seen from their original vantage point, through the gaping rift that must have been caused by a mighty cataclysm in the distant past that brought ruin to this entire cavern, from the looks of it.

The gnome figures that the sloped sides could easily be climbed by one that is skilled in such endeavors, though whether there is a way into the pyramid from above cannot be seen from the ground. The shattered sides of the pyramid allows access, though the rubble will certainly make footing uncertain and treacherous if care is not taken.

The map doesn't make it too clear, but the interior of the pyramid is enclosed by the stone roof - which rises up quite high and is indeed flat at the top - perhaps 40' square or thereabouts. Whatever cataclysm that happened here in the distant past shattered the statue of Nerull at the waist as the pyramid was badly damaged and the large buildings to the east (top of the map) were almost entirely destroyed. The fungal forest also seems to be a part of that cataclysm, slowly taking over the north end of the cavern and the smaller structures that had been built all around the central pyramid. Climbing the sloped walls of the pyramid shouldn't be terribly difficult, as there are plenty of handholds and footholds. A DC 10 Climb check should get you to the roof, which is about sixty feet above the cavern floor. The statue, before it was broken nearly in half, probably towered upward another fifty feet or so, likely looming up quite close to the ceiling of the vast cavern that rises up some 130' or thereabouts.


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 eyes the path up the pyramid side carefully. "I think I can make it up there - although Morrow does have that magical rope of his - probably best to be safe here and use that instead."

Morrow has a Rope of Climbing I do believe.


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

Morrow takes the magical rope from his pack and, with a soft word of command, sends one end snaking up the sloped surface of the pyramid, where it wraps itself firmly around one of the statue's legs, anchoring itself tight. It takes a few moments to tie off an extra length of rope to the near end, for the sixty feet of magical rope isn't long enough to cover the entire eighty feet or so of distance, but in any case it's easy enough for Reonnyn to scramble up easily.

The top of the pyramid is barren, only the lower half of the statue can be seen at a glance.

Reonnyn, go ahead and give me a Search check if you want to poke around up there. Neb can obviously fly up, anyone else making the climb? It's a DC 5 to climb the slope using the rope, so if you've got a +4 to Climb or better (including any AC penalty), it's an automatic success. Anyone looking around up there can give me a Search check.


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 ; Current AC: 22 AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 2/3 (13 rounds); Current Aura= Vigor [Fast Healing 3 if below half within 30 ft.]

Sobok will climb after Reonnyn.

I take 10 and will get a 13 total.


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

Seeing what Morrow and Reonnyn are up to, Fash comments: "That's a good idea, we might be able to get the jump on them, or a least get an overview of the position from up there. I hate going in the front door where everyone's watching for you."

Fash disdains to use his spells for this challenge and struggles his way up the rope:

Climb, Take 10: 10 - 1 - 2 = 7 vs dc 5
-1 str - 2 ACP

I have a put a pink dashed line on the map with where I think the rope is.

After sweating his way to the top, the first thing that Fash does is sneak to the inner edges of this piece of the pyramid (dashed green line) and peek over, trying to spot any enemies... but he will keep a sharp eye out for any crumbly bit that might collapse on him.

Stealth: 1d20 + 2 + 8 + 4 + 4 + 10 ⇒ (20) + 2 + 8 + 4 + 4 + 10 = 48
8 Ranks +2 Dex + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind] -2 ACP

Spot : 1d20 + 13 + 2 + 5 ⇒ (9) + 13 + 2 + 5 = 29
13 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]

Listen : 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
13 Ranks + 2 [Racial]

After he has checked for enemies, he will join Reonnyn in searching,
Search: 1d20 + 13 + 6 ⇒ (18) + 13 + 6 = 37
13 Ranks + 6 int


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

Nebuzaradan floats back and forth with each on the rope in case someone slips. Once all the climbers are up he joins in the looking about.

spot: 1d20 ⇒ 15

Bart spot: 1d20 + 3 ⇒ (11) + 3 = 14


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 takes advantage of the situation to peek around the rooftop...

Search: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5


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

Godsday [Tanabat], 11th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 4 days)
Current time is unknown, probably very early morning or so.

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

The group scrambles up the sides of the pyramid easily enough, with Verdan waiting at the base - given his heavy armor and unwillingness to take a nasty tumble down the steep slope should he overbalance and lose his footing. The roof is definitely in poor shape, though the center seems more solid than the edges appear to be. From up here, a third breach can be seen on the side of the large pool. Approaching that area looks dangerous, but it's possible to glean more information by taking a closer look - though of course Neb has a distinct advantage in doing so.

I've outlined the 'roof' of the pyramid with orange lines. You can't actually 'see' the interior from up here, the area on the map depecting the inside is what you could see from the south (right on the map) as your made your initial approach. Based on your Search checks, you know that approaching any part of the roof that overlooks any of the three breaches will be dangerous, due to the crumbling and unstable surface of the pyramid's roof at those points. Anyone approaching the north or west breach (to the left of the map, where the pool is, and down on the map) needs to give me a Balance Skill Check roll (whether trained or untrained), and let me know exactly how you're approaching the edge. If you're crawling, crouched or just striding right on up to the edge and looking down. Any one of those approaches has advantages and disadvantages (crawling spreads your weight out, but you won't be able to jump away easily if the surface gives way, for instance.) Though of course Neb could simply fly over them easily enough.

Detail Map of Pyramid

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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

PC Health / Adventure Notes:

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); Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes]

Fash 62/62 [Darkvision & Lowlight Vision; Fog Cloud (cast over the spiral staircase in the center of the broken pyramid) for 90 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes]

Sobok 118/118 [Draconic Aura (Senses - gain a +2 to Spot/Listen rolls and to Initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes]

Nebuzaradan 50/50 +13 THP [Flying about 20' up; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 10 hours (includes familiar); can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours (includes familiar); Temporary hit points (False Life) for 9 hours (includes familiar); Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes]

Morrow 75/75 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes; Keen Edge (crit threat is 17-20 with Norebo) for 85 minutes]

Verdan 51/61 [Shield is readied and is shedding Light (bright light to 40') for 35 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes]


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 ; Current AC: 22 AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 2/3 (13 rounds); Current Aura= Vigor [Fast Healing 3 if below half within 30 ft.]

Sobok, lacking the balance and skill of his allies, crawls towards the edge and then shimmies the last little bit on his stomach so that he can peek over and hopefully not be seen by anything below.

Remember that Sense is up so everyone has +2 to Spot, Listen and Initiative checks while they are within 30 ft of me.


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)

"Let me head to the far side...I am fairly light..." Reonnyn carefully makes his way over the pyramid roof to the opposite side and crouches low to peer over the edge. (Path marked with green line).

Balance: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10


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

"Shall I carry you? You have sharper eyes than I but you can't beat flying for a little recon." Neb says offering to lift the halfling up. Whether Reonnyn is in tow or not, Neb floats about the edge looking for anything of interest before returning to the group at large.


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)

"No need to carry me Neb," Reonnyn smiles, but adds "Just be ready to catch me if I fall!:" He quips lightly.


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 does not approach the edges, instead using his message spell to whisper to Reonnyn and Sobok "Don't do that! You can't trust stonework this old and previously damaged. You fall, you'll spoil any advantage of surprise, and the rest of us will have to figure out how to get down to rescue you... If we need to explore over there, I can cast invisibility on Neb, who can fly. "


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)

"Very well. Best safe than sorry here." Reonnyn pauses his advance waiting for the dwarf to return here.


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

Godsday [Tanabat], 11th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 4 days)
Current time is unknown, probably very early morning or so.

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

Reonnyn eases to the left-hand edge of the pyramid roof to get a better look, crouching low and peering over the precipice. Below, he sees a ruined chamber that splls into the pool - in fact, it appears that this side of the structure has been rent badly by whatever cataclysm befell this place. The halfling spots a large black altar that was once set against the pyramid wall directly below him. Its appears to be edged with skulls covered with black wax, their jaws agape in silent, eternal screams. The large fissure that splits this structure runs straight through the evil-looking altar, as though in divine retribution for some past transgression that took place here. It seems very likely that this might be the epicenter of whatever cataclysm befell this enormous cavern and the shrine it holds secreted away within its depths.

Fash whispers a belated warning to the halfling, who decides that perhaps a more cautious approach to explore the eastern half of this roof edge might in fact be a good idea, as he feels the loose stone shift below him. Too late though, for the edge of the crumbling roof of the pyramid gives way beneath him and Reonnyn tries to catch himself before he falls!

Sorry folks, a roll was made and it must be honored - for good or bad. Reonnyn, please give me a Reflex save!

Detail Map of Pyramid

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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

PC Health / Adventure Notes:

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); Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes]

Fash 62/62 [Darkvision & Lowlight Vision; Fog Cloud (cast over the spiral staircase in the center of the broken pyramid) for 90 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes]

Sobok 118/118 [Draconic Aura (Senses - gain a +2 to Spot/Listen rolls and to Initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes]

Nebuzaradan 50/50 +13 THP [Flying about 20' up; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 10 hours (includes familiar); can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours (includes familiar); Temporary hit points (False Life) for 9 hours (includes familiar); Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes]

Morrow 75/75 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 85 minutes; Keen Edge (crit threat is 17-20 with Norebo) for 85 minutes]

Verdan 51/61 [Shield is readied and is shedding Light (bright light to 40') for 35 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Message (allows whispered communication up to 400' distance with line of sight) for 85 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)

No worries GM West.

Reonnyn wonders briefly how long his luck will hold out before he plummets to his doom... Reflex save: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16


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

Reonnyn drops and splays out his hands and legs, trying to distribute his slight weight as much as possible, fingers digging into the cracks to find a solid handhold or two. Fortunately for the halfling, his quick reflexes are up to the task and he slowly makes his way to safe ground, then rejoins the others, wiping the chalky dust from the broken rocks off of his armor and cloak.

A squishy fall averted! How would you all like to proceed from here?


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 has a proposal: " You know, if we could get Verdan up here, say with Sobok and Morrow hauling on the rope, if we then pulled the rope up and let is down over there (green dashed line), we could bypass the greenery and sneak in through the rent in the side of the pyramid, rather than go straight up the middle..."

What do you guys think? I'm wondering if I'm trying to sneak up on an empty space, with this just leading to the stairs down to the next level (likely a temple full of Nerullite cultists...


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 ; Current AC: 22 AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 2/3 (13 rounds); Current Aura= Vigor [Fast Healing 3 if below half within 30 ft.]

"I think that seems worth it. We just have to be careful not to crumble the roof and fall in." Sobok says.


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

"Seems just as easy to join Verdan and walk in through the gap from the rear." Neb says looking at the situation.


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)

"I don't think sneaking up on them will be possible if Verdan is climbing all over the place," Reonnyn chimes in, "Best keep it simple here."


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
Nebuzaradan wrote:
"Seems just as easy to join Verdan and walk in through the gap from the rear." Neb says looking at the situation.
Reonnyn wrote:
"I don't think sneaking up on them will be possible if Verdan is climbing all over the place," Reonnyn chimes in, "Best keep it simple here."

Just to be clear here, you guys are proposing we climb back down, join Verdan, and proceed into the pyramid along the dashed blue arrow? It's going in head on; that's the opening (in the side of the pyramid) closest to the stairs that come down here.


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 ; Current AC: 22 AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 2/3 (13 rounds); Current Aura= Vigor [Fast Healing 3 if below half within 30 ft.]

"Going straight in might not be the most risky idea. If someone falls off this when we are trying to get them to the rope then that puts them in grave danger and lets anyone around know we are coming." Sobok says with a frown as he considers what almost happened to Reonnyn.


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, hey diddle diddle, up he middle it is. I can hide from any trouble... I got point again."

Fash huffs and puffs his way down the rope back to join Verdan. (take 10 on the climb check again) He waits for the others to climb down as well, and then starts sneaking into the breach in the pyramid (following the green dashed line), wary of both foes and traps, until he can peek around the corner... (the yellow dashed circle, which looks like some sort of passage into the interior of the pyramid to me...)

Stealth: 1d20 + 2 + 8 + 4 + 4 + 10 - 2 ⇒ (15) + 2 + 8 + 4 + 4 + 10 - 2 = 41
8 Ranks +2 Dex + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind] -2 ACP

Spot: 1d20 + 13 + 2 + 5 ⇒ (6) + 13 + 2 + 5 = 26
13 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]

Listen: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
13 Ranks + 2 [Racial]

Search: 1d20 + 13 + 6 ⇒ (18) + 13 + 6 = 37
13 Ranks + 6 int


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 ; Current AC: 22 AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 2/3 (13 rounds); Current Aura= Vigor [Fast Healing 3 if below half within 30 ft.]

Sobok will climb back down and then try and be quiet as they go forward.

I am just going to take 10 on everything. My stealth is a 10 taking 10.


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 brings up the rear here, deciding that maybe scouting is tougher than it appears to be.


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 lets the gnome do his thing and when all seems clear he will float forward.


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

Fash slips into the pyramid ahead of the others, the gnome moving with unnatural grace. Peering around the corner, while keeping an eye on the cloud of fog just ahead of him, the beguiler finds that the space is merely an alcove - perhaps at one point it housed a decoration or the like but now it is empty. He spots no hidden doors or the like. to his right, the pyramid is collapsed entirely. The only way through lies through the thick fog he summoned about a quarter hour ago...

Not going to bother updating the map, it's a bit of a pain to just turn that into a 5' deep alcove. No hidden doors or panels - at least none that you can detect. You'll have to head through the fog cloud to move further into the pyramid, and keep in mind your visibility moving through there is only 5'.


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: Ok, to confirm, the only source of light down here is Verdan's shield?

Fash slips into the empty niche and pauses to report (using his message spell) "Ok, I'm up to the edge of the fog I laid down. No traps or guards so far."

Then he casts Detect Thoughts and spends several rounds sneaking back and forth along the edge of the fog, scanning the interior of the pyramid...

Stealth: 1d20 + 2 + 8 + 4 + 4 + 10 - 2 ⇒ (8) + 2 + 8 + 4 + 4 + 10 - 2 = 34
8 Ranks +2 Dex + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind] -2 ACP

Fash will use his swift concentration skill trick to maintain Detect Thoughts, while taking normal actions.

Let's see what we find...


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

Fash casts a spell to detect any thoughts within the area of impenetrable fog and immediate finds that there are! After a few moments, he determines there are five distinct individuals within the vicinity (or at least within a 60' cone area of effect in front of him that he cannot see) and further estimates that four of them possess an above average intelligence (13 or 14) while another is somewhat less so (10 or 11), though certainly not slow by any means. The gnome considers his next move as he concentrates on the spell - try to learn a bit more and perhaps tip off those he is detecting? Or let go of the spell now before they might feel an invasion of their thoughts?

OK, you've gleaned this from two rounds of concentration. On the third round, those five targets get Will saves. After a bit of thought, I'm going to allow that if they fail their save, they are none the wiser as you glean their surface thoughts. If they succeed at their save, they can feel 'something' poking around in their minds and might react accordingly. Being familiar with this spell, I'll allow that you are fully aware of this. Let me know what you want to do!


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

Rather than risk raising the alarm immediately, Fash redirects his spell to look back towards his companions. (redirect the 60' cone backwards, and maintain with swift concentration) Covering his mouth with his cloak, for an extra layer of noise control, he whispers a report "There are 5 thinking beings hidden by the fog, and possible more things that don't think (for example, golems). Get up to the edge of the fog as quietly as you can..."

@GM West, to be clear, 1 ft of stone or 3 ft of dirt will block detect thoughts, so none of these critters are down the staircase... That said, I am very curious about what kind of intelligent critters have stood around in an obviously magical fog cloud for 15-20 minutes...

As others advance to support him, Fash refocuses his spell where he had previously Individuals. He takes his time rebuilds his contact with them and tries to read their surface thoughts...

Presumably that will take 3 rounds before contact is re-established enough, so the other can join me.

(Will DC 19 = 10 +2 spell level +6 int + 1 cloaked casting (presumably they are denied their dex bonus against someone they are not aware of))


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 activate his invisibility ring here, deciding any extra edge here would be useful here. As he approaches the fog silently he ponders, Why have they not pressed their advantage here? Are these simply bandits, or something more?

Move Silently: 1d20 + 9 ⇒ (8) + 9 = 17 Invisibility not taken into account.


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 think we need to pull Fash back not move forward.” Neb says softly to the others. ”Do we have a means of contacting him?


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
Nebuzaradan wrote:
”I think we need to pull Fash back not move forward.” Neb says softly to the others. ”Do we have a means of contacting him?

Message is two-way, you can whisper back to 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 ; Current AC: 22 AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 2/3 (13 rounds); Current Aura= Vigor [Fast Healing 3 if below half within 30 ft.]

"Trust him for a bit. If he comes running, we will be ready." Sobok says.


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

Listen Check: 1d20 + 16 ⇒ (17) + 16 = 33 vs DC 25 to overhear the whisper

Fash did not, perhaps, count on whoever or whatever was within the fog to have such keen hearing when he whispered to the others - even muffled though it was by the cloth of his cloak. The gnome's voice was soft, very soft indeed, but he guesses that he must have been overheard for a creature emerges from the fog. About six-and-a-half feet tall, the emaciated humanoid is clearly not human. Its skin is grey, with long wiry limbs that include an extra pair of arms - both sets gripping longbows with arrows nocked. Clad in little more than a loincloth, it moves with grace, and the gnome notes that its bare feet exhibit very long toes that appear to have 4 joints that give it a strange, unnatural-looking gait that is nonetheless quite lithe as it moves in near-silence.

Spot Check: 1d20 + 16 ⇒ (7) + 16 = 23

The creature's gaze falls upon the party gathered just outside of the pyramid and it lifts one large foot to rest it upon a boulder as it raises both bows, taking aim at Sobok - though it seems to be unaware of Fash, who stands only mere feet away from it...

Neb's Initiative: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Morrow’s Initiative: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
Fash's Initiative: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Sobok's Initiative: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Reonnyn’s Initiative: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Verdan’s Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Creature's Initiative: 1d20 + 4 ⇒ (13) + 4 = 17

Initiative Order:
Sobok
Fash
Creature
Morrow
Reonnyn
Neb
Verdan

Sobok and Fash can react before this thing gets it's action. Fash, it doesn't seem to see you at the moment, though it easily sees those that are in its line of sight outside of the pyramid. Everyone can make a Knowledge check (just roll your INT and I'll tell you which one applies if you roll high enough and if it's type is on your character sheet) to figure out what this thing is.


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 tries to identify their assailant as soon as he sees the thing.

Knowledge roll: 1d20 ⇒ 8 local, nature, planes, dungeoneering 14; arcana 22; religion 12

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