Lumnessa Raziel |
First post on the 20th. The GM mentions that the room might be a good play to rest but I do not see anywhere that we say we rest there. :(
GM Engleaktig |
Girion and Lumnessa are correct. I mentioned that the party has the option to rest in Roldare's room. But nobody declared that it happened. :-( Either way, you have at least 1 channel left, and that's enough to stabilize the Son of Aroden.
OK.
1) Tania channels before Girion needs to make a check not to bleed out.
2) Presumably, everyone takes 10 (or 20) to safely get their compatriots out of harm's way.
3) The party has a choice of a) proceeding south to the next area or b) retreating north to the Key Pool room.
4) Either way, healing (via wands, potions, scrolls or spellcasting) should be rolled.
Tan'ia |
Darn, I took the suggestion as we were just doing it, and that's why I made the note. If that's the case, I had two channels left, not four. That being said, use the two first channels, forget the second two, and I have no more unless we rest somewhere.
Perhaps we can go back to the barricaded room where we found the wailing survivor and rest for a night.
Lumnessa Raziel |
I'm scared Tan'ia. I don't want to go deeper into the crypt while you are out of healing but I don't want to sleep in this creepy place either.
Tan'ia |
Tan'ia wants to go back to the barricaded room and rest. If the rest of the party is against that, she'll go with them, though will likely be useless until a rest is had.
GM Engleaktig |
No problem. The party collectively limps back to Roldare's room and gains the benefits of a nights rest. (Please roll any additional healing! I'm fine with you expending all healing spells BEFORE you sleep and getting them all back in the AM. Nothing will happen to the party overnight.)
Roldare will provide Long Term Care for whichever character has the lowest hit points AFTER all your healing is expended, but BEFORE you go to bed for the night for 2 HP of healing overnights instead of just 1. (I leave it up to the party to determine which of you gains this benefit. Please track your stats.)
- Through the night, Berosius' spirits were particularly restless--as though agitated by... something...
- The next morning, everyone feels the aches and pains of the previous day's adventuring.
- Harrow feels a bit stronger, though not his usual self.
Tan'ia |
Tan'ia will one CLW: 1d8 + 1 ⇒ (5) + 1 = 6 to either Girion or Arak (whichever had lower, I guess).
I need to think about it, but I may change my spells for "tomorrow".
Lumnessa Raziel |
Harrow should get the long term care, he'll be able to heal 2x the amount of Str.
Girion, Son of Aroden |
Girion is at 0 hp after the two channels, so he casts CLW on himself and then proceeds to use his wand on anyone who needs, followed by himself.
"Thank you, friends, for saving me. I had thought that the traps had been rendered non-lethal by the preparations of the villagers - obviously the had not finished their work."
Harrow Tatterhood |
Ability damage is healed at a rate of 1 point per day...do I get a point of str back? 2 str back would be lovely.
Harrow turns out not to be a good sick patient. Though he feels no pain, he definitely feels the loss of his strength, constantly complaining about weak haunted oracles.
Lumnessa Raziel |
Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
Berosius |
Berosius smiles and holds up his wand. "I've come prepared. Enough for all our hurts, though I fear that there is nothing I can do for Harrow's magical weakness. I hope he will recover on his own."
Berosius is all about the healing, folks, so he'll use that wand as many times as needed to get us all up to full. Please feel free to roll the healing yourself (1d8+1) as many times as you need.
Arak Taral |
Let's see if I can unpack this mess...3/9 hp, 12 nonlethal put me unconscious at -9, the second hit for 4 more puts me at -10 NL and then the remaining points convert to lethal taking me to 0 hp. Dragged out, channel for a total of 11 clears up all the NL and L damage on Arak, but not his shame :)
Waking rested and refreshed, Arak suggests we try to find a way to disable the blades. "Perhaps we can try to trigger them and then use ropes to prevent them from reseting?"
GM Engleaktig |
Waking rested and refreshed, Arak suggests we try to find a way to disable the blades. "Perhaps we can try to trigger them and then use ropes to prevent them from reseting?"
Whenever you make it back to that room, the blades are still in the down position. Observing the trap the party suspects: if there is a reset, it would be manual.
Tan'ia |
Lumnessa, were you able to sleep at all?
Tan'ia gathers up her belongings and heads back out of the door, ready to get back down to that hallway. Addressing Girion and Arak, Are you two ready to go on or do you need more time?
She then addresses the rest of the party, I don't think it wise to linger here too long, but it did seem a safe enough place for us to rest if necessary.
Girion, Son of Aroden |
Arak: only the first 2 channels actually happened. So take my second CLW for 5, that should do the same thing. Unless you're picky about Sarenrae over Iomedae? ;)
Girion rises and packs quickly. "I agree, Tan'ia, we must press on and find Roldare's sister. i only hope our rest has not spelled her doom..."
Looking at the trapped corridor, Girion states the obvious. "It looks safe now, but we shoud still be careful. I will go through alone, so that no one else is caught again by my clumsiness." Once the group is ready, Girion will walk down the hall and try to avoid any traps he can see.
Perception: 1d20 ⇒ 10
Harrow Tatterhood |
So I got 2 str back? Up to 9! Yay!
Harrow, feeling a little less like an oracle but still weak, follows along in a rare moment of silence.
GM Engleaktig |
No further traps are discovered or activated--to your knowledge.
At the end of the hallway is another door. Presuming that you open the door you see a large room. One half of this lofty chamber has a lowered floor, with stairs on either side to reach the bottom. Standing opposite the door is a tall wooden statue of Kassen grasping a gigantic wooden shield in each hand. One of the shields is inscribed with the word “home,” while the other reads “family.”
Updated map (view only, doors are circled in red)
Lumnessa Raziel |
Oh I slept fine, thanks! Lumnessa answers. As Girion moves back down the hall the gnome whispers after him, Don't die again! I didn't like it when you and Arak died.
in the next room Lumnessa look in awe at the shields, WOW! I could make a really cool fort with those! Can I keep them!
Girion, Son of Aroden |
Hmm... what did Roldare say about shields?
"You need the shields and the keys!"
"You will need to go for a swim."
"Two shields... to go with the keys? We'd best take time to inspect this statue for traps first, though." Girion will take 20 on his Perception to find any traps.
Lumnessa Raziel |
Lumnessa will move up and start checking out the statue too. Oooooo,
GM Engleaktig |
I put Girion and Lumnessa at the bottom of the stairs because something happens then.
As soon as you reach the lower level of the room, the statue moves! Nobody saw that coming! ;-) As it steps off of its platform, the stairs angle 45 degrees and become two slides. Acrobatics check to move either up or down the stairs.
Berosius: 1d20 + 2 ⇒ (3) + 2 = 5
Girion: 1d20 + 2 ⇒ (15) + 2 = 17
Harrow: 1d20 + 1 ⇒ (6) + 1 = 7
Lumnessa: 1d20 + 2 ⇒ (15) + 2 = 17
Tan'ia: 1d20 + 1 ⇒ (12) + 1 = 13
Enemy: 1d20 ⇒ 8
Lumnessa
Tan'ia
Enemy
Harrow
Arak
Berosius
Girion and Lumnessa are up! This is round 1.
Girion, Son of Aroden |
Does the statue seem hostile? It is the founder of Kassen, so Girion readies an action to attack if it attacks him. But he states in a loud voice, "We are here on behalf of the citizens of Kassen, to bring the Everflame back to your town!"
Harrow Tatterhood |
Harrow see talking statue...new oracle power...
Harrow looks at the statue intently, as if trying to decide what he can do to it.
"Don't attack group! Be Harrow's oracle pet! Follow Harrow around and do what Harrow says," he yells to it.
Lumnessa Raziel |
Eeeeeeppp! Lumnessa shrieks as the statue moves. Hearing Girion try to reasone with it she hesitates.
Delay to see what the thing does. If it attacks she'll burn it.
Burning Hands:
Damage: 2d4 ⇒ (3, 4) = 7 DC 17 for half
She'll then try and climb up the ramp and regroup with the party.
Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Tan'ia |
Tan'ia will follow Girion's lead and wait and see what the statue does.
If the statue attacks, I'll start a summon minor monster. If it doesn't, I'll just wait and see what happens.
GM Engleaktig |
Girion falls.
Lumnessa casts Burning Hands: Reflex: 1d20 + 1 ⇒ (15) + 1 = 16 The statue is unable to avoid the flames and takes 10 HP of damage.
Tan'ia begins casting a spell.
Lumnessa
Tan'ia
Enemy (10 HP of damage)
Harrow
Arak
Berosius
The statue walks over to Lumnessa Shield Bash: 1d20 + 5 ⇒ (20) + 5 = 25, Confirm: 1d20 + 5 ⇒ (4) + 5 = 9 (Whew!) Damage: 1d8 + 4 ⇒ (1) + 4 = 5 The wily gnome takes only 5 HP of damage.
Harrow, Arak, and Berosius are up! This is round 1.
Lumnessa Raziel |
I wasn't able to make it up the ramp with a 17 acrobatics?
GM Engleaktig |
I wasn't able to make it up the ramp with a 17 acrobatics?
Yes, you succeeded. But the statue can still reach you. You cast burning hands first; then you moved during your turn. Since you only moved as far as a single move action can take you, you're well within its reach. This stairs are treated as very steep (hence the need for a skill check check). Thus you are reduced to half speed while moving up.
I actually made a typo earlier when I said "Acrobatics" check to move up or down the stairs. It's actually a climb check in the exact text of the module. (They're that steep and smooth). However, since the typographical error was mine, I decided not to retcon the required skill check. :-)
That there is a need for a check at all is the reason for the application of the "steep" stairs environment rule cited above.
Lumnessa Raziel |
Got it!
OW! Lumnessa cries, NO! BAD WOOD STATUE THING! the gnome scolds the towering figure.
Harrow Tatterhood |
"If you not join Harrow to be Harrow's oracle pet, then die!" he yells.
Harrow moves up to the creature and weakly swings his weapon. Much to his sorrow, he continues to be ineffectual and weak.
MW nodachi attack: 1d20 + 2 ⇒ (8) + 2 = 10 for damage: 1d10 - 1 ⇒ (8) - 1 = 7
I didn't see the bad guy on the map...so I'm not really sure where to move or if I can even reach...
Lumnessa Raziel |
It is the big yellow square.
GM Engleaktig |
I just replaced the yellow square with a picture of a statue/bust to make it a little more clear.
GM Engleaktig |
How did I get way on the other side of the room from everyone else?
When you and Lumnessa declared that you were going down the stairs at the same time, I figured you'd go down different stairs. That way, the statue couldn't slam you both without moving. The current position also gives someone a clear path to heal Girion.
But if you want to be on the other side, that's fine with me, too. ;-) Please feel free to move your token.