| Vassekh-Arokh Yessai |
The githyanki's eyes raise.
"A good point, my Forgeborn friend. Seeing as we are here now, and somewhat committed perhaps we should attempt the demon."
A new thought occurs to the thoughtful Direlock.
"Then again, we can wait here indefinitely, and rest again. We require no sustenance or materials to continue as we are - the only things that might inconvenience us are either movement about the pyramid by the denizens herein (of which we have seen none so far); or an influx of more prisoners such as ourselves..."
| Mundarion |
Mundarion shrugs. He says, "It kind of depends. Some people plan better after a good night's sleep. Also, if everybody really wants to hit the trap room then I'll do it. It's just not my first choice. The challenges that were set for us by the plant people were either bringing them a live lycanthrope, or a tail spike off some critter, or an item from a temple. If I have remembered that close to correctly the demon isn't part of the challenge."
| Mundarion |
The tasks that the Arboreans wanted done were:
(1) Get Medragal's staff from the Sundered Temple.
(2) Thieves to the north have a werewolf locked up. Bring the werewolf alive and alone, without any of its allies.
(3) Get a tail spike from Thoraska in the blizzard cave.
We only have to do one of those. However, now that I went back and found them it looks like we may have more need to hit the trap room than I thought. If somebody will point that out Mundarion will go along with it.
But that begs the question, is the thumping being caused by the demon, or by Thoraska, or both, or neither?
| Midiotoziggeroto |
No we can NOT wait here indefinatly! If i were to just sit around all day long i would go stir crazy! You do NOT want me going stir crazy...
Besides. We have a whole pyramid to explore! If we do not want to attempt this room right now, lets check somewhere else.
Im up for getting the staff, then, if its a good staff, holding onto it for a while :)
| Deranged_Maniac_Beth |
Reminders from a few in-game days ago:
The Arboreans said the Sundered Temple was on the second floor.
Vyrellis said (to everyone but Midio) that the large, mahogany door on the north end of this room leads to the 'Grand Staircase'.
You haven't been given any information on the Blizzard Caves, aside from the fact that someone named Thoraska is in them.
| Vassekh-Arokh Yessai |
Seems like the Grand Staircase would lead up to the Sundered temple if the temple is on the second floor. ;)
For what it's worth, I'm reluctant to change levels up or down wihout clearing one first - I realise this is a slight OCD on my part. Let's tackle the demon, and if it proves too dangerous, retreat. We buff up as much as possible, work to our strengths and take him down. Hopeully that will be enough.
| Gemheart |
i can understand the OCD thing, but in my imagination, they probably keep some of their "biggest nasties" in the bottom portion. i guess that the enemies we find above will be more refined, but perhaps more dangerous. mostly less bestial.
De'arv'ki Paddfoot
|
That OCD thing could come from that dungeon way back in first edition D&D where the DM used kobolds to wipe out a 10th-lvl party... going to ask my friend what the website was, should be able to post it later.
| Mundarion |
The past couple of days have been a minor nightmare. Couldn't get anything done.
Mundarion says, "We need to take a vote. Yessai wants to go back to the trap room. I would like to check out the temple on the 2nd floor. I'll go with whatever the majority wants, but we need to get everybody's input."
| Gemheart |
"To be forthright, this complex is very large. I consider myself intelligent, but the dimensions of this place make it difficult to keep track of in terms of space. Add to that the puzzling nature of extradimensions, and it becomes a nightmare. Tactically, it makes sense to leave no enemy at your back. However, this one is reputedly powerful, yet trapped behind a wall. What awaits us above? Who knows? I abstain from voting. There are two choices, and an even number of us. I abstain, so that there can be no tie."
| Vassekh-Arokh Yessai |
"Gemheart - there are multiple choices here in this complex. We have only put forward two. Remember the plantlings offered us at least three!"
Look, really I don't care - if folk don't want to go for the demon it makes little sense to force the issue and have people not comfortable with any particular course of action. Let us go upstairs then…
| Mundarion |
Mundarion sighs. He says, "This whole thing is taking way too long. Let's just check out the freaking demon and be done with it."
Mundarion leads the group to the outer door to the cold area and gets the wand out to protect whoever wants it from the freezing conditions inside.
| Midiotoziggeroto |
I was sure i posted yesterday? :S
Ya i agree! Too much inaction! Too much discussion! Lets try this, I believe that the wand of resist cold is still working?
Another POP! and Midioto is standing on the roof, upside down, about 10 feet away from the door and slides his mask back on, again when coupled with his fluffy poncho leaves nothing of him to be seen.
Tell me if you need help with the lock, i got a Knock for that.
De'arv'ki Paddfoot
|
With a flick of her wrist, De'Arv'Ki loosens the straps holding her crossbow to her back, and loads it in the same action that brings it to bare, pointing at the door.
| Vassekh-Arokh Yessai |
before opening the door...
Yess readies herself, fellblade drawn, buckler at the ready. She knows the demon will be a dire foe, and the group is not all sure they even want to be here.
| Deranged_Maniac_Beth |
Mundarion initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Thomas initiative: 1d20 + 13 ⇒ (11) + 13 = 24
Midio initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Yessai initiative: 1d20 + 4 ⇒ (8) + 4 = 12
De'arv'ki initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Gemheart initiative: 1d20 ⇒ 11
??? initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Mist spills out of the door. The entire inner room is covered in fog, blocking sight further than 5 feet.
As Mundarion opens the door, a mechanical arm swings down, grabs him, and flings him 60 feet into the room! With a click, arrows fly from the walls...
arrow at Mundarion: 1d20 + 7 ⇒ (3) + 7 = 10
arrow at Yessai: 1d20 + 7 ⇒ (14) + 7 = 21
The poison-tipped arrow pierces its way into Yessai!
No damage, but DC 15 fortitude save or be poisoned.
A growling, fiendish voice booms from within the chamber
The voice, presumably Trathkul, sounds like it is coming from somewhere between Mundarion and the door (where everyone else is).
Thomas of the Blue Blade
|
A snarl erupts from Thomas' throat. With a word of faith that seems to echo inv this small room,Thomas' familiar blade manifests and immediately his body is cloaked in a light layer of blue flames. Another word brings the strength and agility back to his arms.
Come forth devil so that I may smite you swiftly!
Form mindblade, initiate Judgement +1 to AC, cast Divine Favor
| Vassekh-Arokh Yessai |
Fortitude Save DC 15: 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
Yessai's genetically mutated constitution shrugs off the effects of the poison arrow even as she notes the arcane energy being utilized.
Yess stands close to Thomas, immediately ensorcelling her blade with wicked edges...
"Fog cloud! Gem, Dee stay close to Thomas! Midio - try to find 'darion! If any of you have extra power to give me, now is a good time!
Swift Action: Expend one point from Terror Pool to initiate Inimica - Pain Threshold DC 15.
Pain Threshold: The direlock’s dire zone becomes a frontier of pain. All enemies attempting to move into the direlock’s dire zone take 1d6 force damage upon crossing into the dire zone for every 3 levels the direlock possesses (to a maxium of 5d6). Simply moving toward enemies or pushing them so that the border crosses them does not inflict damage – a conscious effort to enter on behalf of the enemy is required (whether compelled or free-willed). A successful Fortitude save reduces the damage by half (minimum 1).
Finally, the direlock shouts into the fog in Githyanki:
"Eat pain Trathkul!"
Terror Pool - 4/5
| Mundarion |
Acrobatics Check: 1d20 + 5 ⇒ (10) + 5 = 15
So he should hopefully have either landed on his feet or reduced the amount of damage he might have taken. Depending on how much damage he got hit with, he might be unconscious. I kind of need to know that before I can post a move.
| Deranged_Maniac_Beth |
Thomas manifests his blade and strengthens himself.
So he should hopefully have either landed on his feet or reduced the amount of damage he might have taken. Depending on how much damage he got hit with, he might be unconscious. I kind of need to know that before I can post a move.
No damage, it is just a movement effect. I'll always tell you when you take damage;).
Midio's turn.| Vassekh-Arokh Yessai |
DMB - just as a heads up - can you alert me if Trathkul casts a spell at Yess within her dire zone? I can attempt to eat or counterspell it as an immediate action.
| Deranged_Maniac_Beth |
Yep, I'll tell you.
Map of this room.
Red is the large (warm) room you were just in. Everyone but Mundarion is in one of those spots. Grey is the fog. It covers the whole room, and the map is roughly in the shape that you remember the room being in (since it didn't have any fog last time you opened the door...strange?:)
The blue on the bottom is the door to the inner ice chamber. The pink (Mu) is Mundarion, everyone else can start in any position on the red that you want.
The light blue is approximately where the abyssal voice is coming from. There might be more in the room, but I'll reveal it as it becomes visible.
| Midiotoziggeroto |
Midioto calls out into the fog Uhh. Guys? I cant port you if i cant see you!
Midioto will then POP! forward as far into the mist as he can.
Perception check: 1d20 + 4 ⇒ (5) + 4 = 9
move action to teleport. Depending on if i can see anything will determine the rest of my turn. If i see nothing, another port further into the mist. If i see an enemy ill attack it, if i can see Mundrion, ill swap places with him.
| Vassekh-Arokh Yessai |
With one hand on Gemheart's crystal form Yess follows into the room.
"...'darion?!"
This is going quite well so far... Party separated, vision impaired...
| Mundarion |
Hey, just giving some people what they said they wanted. ;-) Seriously though, it looks like some of these rooms can reconfigure themselves between visits. Which is a wrinkle I was not expecting. If nothing else I've got a reasonable chance of sneaking back out. The rest of you guys be careful.
| Midiotoziggeroto |
with you sneaking back out and me porting back in, if we are lucky and miss each other we should be right as rain and completely confused XD
As far as i can tell, i should be heading right towards the BBEG :(
Also, the very distinctive POP! i make all the time should be a very good audio cue!
Just follow the suclent sound of my POOP!ing!..
I mean, Uhh...
| Midiotoziggeroto |
XD Yay! Im an asset!
| Deranged_Maniac_Beth |
Midio pops further into the mist, although the mist prevents him from seeing very far (On the edge, you can see two squares away. If you are in the mist, you can only see adjacent squares.)
Mundarion shuffles back towards the outer door...
perception: 1d20 + 12 ⇒ (20) + 12 = 32
But just in time notices a deep pit trap with spikes in it in his path!
The map has been updated. It would probably be best if y'all specified which square you are moving to when you want to move.
The demon mutters to itself
This time Mundarion can clearly hear his voice coming from about 10 feet away, just across the pit trap (and hence out of sight due to the fog.)
A loud banging sound comes from the south, approximately where the inner door is.
With another *click*, an arrow flies at Midio from the wall:
1d20 + 7 ⇒ (12) + 7 = 19
No damage, but DC 15 fortitude save or be poisoned.
Yessai's turn.
| Midiotoziggeroto |
Guess im teleporting 5ft a pop ^.^
Also, burning a PP for +4 to saves.
Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Gahh! Arrows! Theres arrows!
| Vassekh-Arokh Yessai |
I haven't actually seen any actions from Thomas for this round...
Undaunted, the brave githyanki changes her dire ensorcelment - her blade once again warping out in flanges and spikes before moving to confront the Demon, swinging her blade in a wide arc...that misses horribly...
Perception: 1d20 + 8 ⇒ (10) + 8 = 18 to see if Trathkul is suffering from any conditions
Round 2
Move Action: move to I18
Swift Action: Change inimica to Blood Zone.
Standard Action: Attack Trathkul.
Shang!: 1d20 + 3 + 1 + 1 - 2 ⇒ (1) + 3 + 1 + 1 - 2 = 4 [BAB, +1 Str, +1 Mwk, -2 Large]
Splopkt!: 2d8 + 1 ⇒ (2, 3) + 1 = 6 [+1 Str]
Fantastic. Not sure why I bother really...
De'arv'ki Paddfoot
|
Fog cloud provides total concealment, yes?
De'Arv'Ki peers into the cloud of fog, trying to locate the demon. Believing that she has a good chance of hitting the large demon hiding within the cloud, she fires a bolt at (K18) in an attempt to maximize her chances of a hit.
Overcome total concealment(50%): 1d100 ⇒ 96
Attack(Crossbow): 1d20 + 8 ⇒ (9) + 8 = 17 +1 mwk, +4 dex, +3 BAB
Damage: 1d8 ⇒ 7