Tarren the Dungeon Master wrote: I'm back from Disney World. It's taken me a couple days to recover. What do I need to do to make this adventure work better for you? Welcome back! You've been missed. I like, scratch that, love your storytelling style and would not presume to tell you how to run a game. I think we have had some problems with RL keeping people away and some confusion about who should act next. Maybe one of the others has suggestions for something you might do, but I think a lot of the failings for this adventure can be placed on us (and yes, I'm including myself). Amanda turns to Liandra, "Do you know anything about traps? Do you think pushing these crates into the way will help?" It appears that Wicht is the only one that didn't reply to the headcount request. He hasn't posted here since the end of April - anyone know his status or have a way to contact him?
Seeing minimal reaction from the military man, Amanda relaxes and concentrates on studying the platform. She will move her Dancing Lights around to better study the material up here before moving over to study the door. Perception aid another for Ewald (platform debris) 1d20 ⇒ 12 Perception aid another for Ewald (doors) 1d20 ⇒ 14
Ooh! She hesitates for a moment, but she smiles and accepts the assistance. Ewald: You notice that the hand you grasp does not match the hand you see. For one thing, it feels like it's covered with fine hair. Stranger yet, it doesn't flex correctly, almost like it's broken. After her feet are firmly on the platform, you notice Amanda studying you closely, almost holding her breath.
And she will share that information with the others. While we wait, I'll go ahead and roll for the climb checks - this won't be pretty... Climb 1d20 + 0 ⇒ (8) + 0 = 8
Picking herself up off the ground and rubbing her hip, Amanda says, "Maybe I will just wait here for you to report back."
Amanda whispers to the others, "Ewald wants to investigate the door on the platform before we go farther. I'm not much of a climber - I would only slow the rest of you down - so I will follow." Amanda will wait and watch the tunnel for movement with her darkvision while those that wish to ascend do so. Then she will climb up to join them.
When the DM says "To review", that's just another way of slapping the players upside the back of the head because of something obvious they missed, isn't it? OK, my suspicious player self is wondering if the splash we heard was the sound of a fleeing man jumping into the water or some other heavy object being heaved into the water -- so said man could hide below decks again while we went on a wild good chase. We're not seeing any sign of him down here... did we actually see him flee down the tunnel? Did we see wet footprints?
Tarren the Dungeon Master wrote: The tunnel continues past the platform. You have yet to see any kind of track to indicate that Poltur has come this way. The ground is covered in silt, so you believe you would see tracks unless he had a way to magically disguise them. He certainly seemed to have some magical resources. Amanda is a little concerned at the negative reports from the trackers. She looks at the ropes. Are any of the ropes moving? Is there enough of a breeze down here to explain any such movement?
Tarren the Dungeon Master wrote: You begin moving along the tunnel, noticing as you do bits of dried seaweed and shells on the ground. Clearly, this tunnel has spent long full of water. You begin to suspect that it served as a channel for ships. This becomes even clearer when you find yourselves beneath a platform, fifty feet long and twenty feet wide. Although the platform is 15ft. above your head, ropes hang down from it, so you could easily climb up to it. Does the tunnel continue? Or does it stop here and our only option forward is up? "I'm no good determining tracks and such. Can any of you tell if he came this way?"
"I doubt he went through those quietly fast enough to get them closed again before we got here... perhaps we should follow that path first instead." She points to the tunnel as she conjures up a set of Dancing Lights and waits for verification that she should send them ahead. Not trying to be pushy, just trying to help get the flow moving again.
Tarren the Dungeon Master wrote: The tunnel, which slopes down so smoothly and is so perfectly constructed that it is obviously of magic origin, continues deep into the island. Your best estimates would put you at least 100 ft. below sea levelyet it is perfectly dry. You descend until you reach another large cavern. To your left are two large doors (about 40 ft. high and 20 ft. wide each). A series of chains and pullies support them. By their direction, they would open up to a space beneath the port you just came from. To your right, is yet another large cavern. This one has very little water in it. To your far right, the tunnel continues. Thanks for the map. Here's the area description, too, for my sanity even if no one else needed it. Flipping back and forth makes me bonkers. Well, more than usual. Do the massive doors appear to be something that would open quietly. i.e., do we think Poltur opened them and closed them again without us hearing the noise up-tunnel. (I'm guessing not, so Amanda is inclined to leave the massive doors for later investigation and head down the tunnel to the right.)
Amanda, hearing Eria, motions the others after the fleeing man, but she stays where she's at, saying something too quiet to hear from shore. Spoiler:
"Who are you? What keeps you here? Why have you not gone over? Can we help you? She will do this for two rounds, wandering around the deck in the area of the apparition, before giving up and double-moving to catch up with the others.
Do the mimics completely span the deck or could someone acrobatic get past? "We are trying to kill the wall-thing? I was saving these, but..." She stretches out a hand and focuses her attention on the mimic that the others have been shooting at. Scorching Ray Attack 1d20 + 7 ⇒ (16) + 7 = 23
Tarren: I don't remember if she gets two rays or not. If she gets a second ray, she will use it on the same mimic unless it falls; in that case, she will aim the second ray at the second mimic. Here's the roll just in case. Attack 1d20 + 7 ⇒ (13) + 7 = 20
Ewald Salodar wrote: "Tell me what you can still do..the same for the rest of you who can cast spells." She looks shocked, "A girl has to have some secrets, sir!" Then she grins and starts counting off on her fingers, but she does so in a low voice so Ewald actually has to lean closer to hear her, "I can throw acid or frost or lights or a quick flash in the eyes, see magic, move small objects at a distance, or whisper at a distance. I can pretty much do those anytime. "Or I can make a small group fall asleep, cast a ray that burns or weakens, deliver a touch that muddies the mind, get someone to see me as a friend, you've seen where I can make something slick, and... I guess that's it. "I would guess that I haven't used half my power for the day - I feel pretty good yet."
Ewald Salodar wrote: "Right" Ewalds voice firms as he pulls himself together "Suggestions please.but no arguments as we do not have long to act methinks" "I suspect he's already gone, using magic. All I could hope to do is let him believe I'm one of his hobgoblins, but it's pretty obvious that they are all out of the picture. We need someone with stealth to see if he and his walking boxes are still on board." She looks at Galadar and the elf. "I think one of you would have the best chance of success, don't you?" She shrugs, "I have no other ideas. Tell me what to do - I still have some of my magic, but I don't know how useful any of it will be."
I'm afraid the map doesn't really clear much up for me, sorry. I have no idea where we are relative to one another or the bad guys. One note, however, Amanda has partially climbed back up the ladder she came down on, so she's not actually on the floor in the hold. Lastly, who's up? Are we at the top of the order again with Eria?
Amanda will climb the ladder partway before hooking her arm through to cast a spell, sending a pair of beams toward the walking crates. Move action: Move up ladder as high as possible in one move Standard action: Cast Scorching Ray
Scorching Ray #1 1d20 + 7 ⇒ (3) + 7 = 10
Scorching Ray #2 1d20 + 7 ⇒ (3) + 7 = 10
Oddly symmetrical...
Amanda dismisses the Dancing Lights once she realizes that they've made the hard-to-see creature completely invisible. Turning to focus on Ewald and his combat, she will try to grease the floor beneath Poltur's feet, being careful to keep it just short of Ewald's position. Save DC 15 to remain standing each round he moves within the 10' square of effect, Acrobatics DC 10 to maneuver without falling. I believe he is considered flat-footed while trying to maintain his balance in the greased area.
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