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DM Detritus's page
300 posts. Alias of detritus.
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Sorry about that, crazy two weeks
Map
Roll initiative and tell me where you are going to come from, you can be anywhere on the SW section
1d20 - 1 ⇒ (11) - 1 = 10 Ogres
Flimflam fades into the shadows and sneaks forward, he comes back a few minutes later letting the rest of the group know that there is a group of 8 ogres, that have a little camp set up. In the middle of the camp is a small shelter that appears to have mounds of items and boxes in it. There appears to be a tunnel leading north that heads down, and another tunnel leading south that appears to continue level in that direction.
3 people can attempt at a +2 to check, however its a 30 strength check, so the only person who has a chance is Axelrod. You can try digging out or getting creative. We are going to assume that he takes as much time as he needs and takes 20 on the check and is assited by you all. You have succesfully lifted up the portcullis and using debris have propped it up enough for the both of you to crawl out.
You proceed through the hole in the wall and come to the entrance of a large cavern. The sharp ears of the elf picks up movement and mumbling deeper into the cave.
The ooze charges out of the hole in ceiling and is immediately evaporated by the combined divine bolts of the two archons and the holy flames of fire wall.
Out of combat
The blast from the warlock has little effect on the bars.
Jon
Flimflam
Axelrod
Savannah
Ooze
Jon does not have any luck lifting the portcullis.
Jon
Flimflam
Axelrod
Savannah
Ooze
The ooze extends a feeler down out of the hole and feels that the fire is still active.
Jon
Flimflam
Axelrod
Savannah
Ooze
Jon anx Axelrod try and shift the portculis but are not able to make it rise more than a couple of inches. The blast Flimflam sends at the bars seem to heat up the metal but it cools quickly.
do you roll again on the fire wall for damage or does it do the same this round as it did the last?
2d6 ⇒ (2, 5) = 7 on fire ooze from Flimflam's last attack
Jon
Flimflam
Axelrod
Savannah
Ooze
As one voice the archons speak, "We will hold off any enemy that comes towards you to the best of our ability, but we do not have the strength to lift the portculis. Your combined strength may be able to while we hold the ooze at bay."
The pudding shrinks back from the flame and goes back into the hole in the ceiling, and two lantern archons pop into existance in front of Jon and Axelrod. They float in front of the two adventurers waiting.
Map
Jon
Flimflam
Axelrod
Savannah
Ooze
A large chunk of the ooze is roasted before it rolls the spot back into its bulk.
2d6 ⇒ (2, 5) = 7
Map
Jon
Flimflam
Axelrod
Savannah
Ooze
"So glad you asked!," comes out of the thin air near Jon's shoulder. You all hear a soft chanting.
Boorag casts summon monster 4: 1d3 ⇒ 2
You do not see any immediate opportunities.
Jon
Flimflam
Axelrod
Savannah
Ooze
Jon
Flimflam
Axelrod
Savannah
Ooze
The secret door opens to reavel...a blank wall! A portcullis slams shut 40 feet behind you. You hear a grinding noise and see a large blob oozing out of the wall. It begins to slither towards you as you grasp and pull at the portcullis blocking your escape.
Impossible to see trap
Roll initiative
1d20 - 5 ⇒ (4) - 5 = -1
Map
Jon immediately recognizes a poorly concealed secret door, and notices the latch that it would take to open it.
The bucket appears to be a used chamber pot.
oops posted on boorag instead of DM
Flimflam does not notice any traps and the door appears to be unlocked.
Jon gets closer and notices it opens up into a regular size tunnel that leads to the east.
The group decides to backtrack and heads down the eastern corridor, it turns at a sharp right angle leading south. There is a door to your immediate right, a medium sized hole in the wall about 10 feet further down and a irregular looking wall at the end of the 60 feet long hallway.
The oily substances light upon the water, you see some small insects scamper away from the pool (nohting out of the ordinary in a cave). After a few moments the fire goes out and the scene returns to normal.
Axelrod notices a section of wall that easily slides back to expose a drop into a room with a pool at the bottom. The drop is around 15 feet.
Oily bubbles regularly spout to the surface of this water-filled room, creating a rippling, iridescent sheen. The walls and ceiling, colored a glossy black, cast weird reflections from the party's light source.
The group travels down a short tunnel to a circular room strewn with more bones and debris.
1d20 ⇒ 16
The collects itself and walks through the southeast portal and immediatly appear in an empy room full of bones and debris. There is a corridor leading to the east and one leading to the southwest.
The northeast door indicates that it opens to a small grove frive miles from Fairhill(far away) and is one way only.
The northwest door indicates leads to an oasis 400 miles to the south but it is two way.
The southeast portal indicates it leads to the Upper Temple of Orcus that is located on your current level and is one way.
The southwest portal leads to the lair of the Spider Queen and it is two way.
After some time working on the locked door you get it open, and it leads into a room with 4 floating doors with signs on them.
Jon notices that there are steps leading further down and assumes it goes to the next major level of the dungeon.
It is a relatively easy to get through the watery tunnel with the rope that Flimflam provies. You come out in a small circule room with two doors. The western door is ajar and leads to some stairs but the door to the east is locked.
Flimflam spends quite a bit of time in the water, once he comes out he is holding a small drinking horn. He did not note any other items in the water, but believes he spied a way out up stream, down steam, and in a small hole in the bottom on the western side where the water is calmer.
Drinking Horn of Plenty: at a command the horn will provide any liquid you request (room temperature, so liquid gold/iron/silver doesnt work)
Jon belives the current in the pool is very strong and is probably not a good idea to venture into it without a solid plan.
You have several choices, you can go back where you came, explore the pool/river, or explore the cliff.
Flimflam examines the amulet, while Savannah soathes the rangers wounds.
What preperations are you all making to camp/rest?
Jon's arrows send the last wraith to its final rest. As it fades away an amulet is left behind on the ground.
The combination of attacks is just to much for the wraith in front of Jon and ashes float to the ground.
Nope it does not, he can choose damage or heal and he choose damage
Saves:
w1 against Savannah 1d20 + 8 ⇒ (15) + 8 = 23
w1 against Flim 1d20 + 4 ⇒ (18) + 4 = 22
Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam
The wraith takes a vicious hit and seems only minorly effected.
Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam
You are down 5 con too Axelrod so 18 additional dmg and -2 fort, your up
You take 18 damage from the con damage and your con is now a 7, and you also lose 2 fort save for now
The wraiths move forward and attack the closest living creatures.
Wraith 1 vs Jon 1d20 + 6 ⇒ (16) + 6 = 22 touch attack, 1d6 ⇒ 2 dmg and 1d6 ⇒ 5 con drain
Wraith 2 vs Axelrod 1d20 + 6 ⇒ (20) + 6 = 26 touch attack, 1d6 ⇒ 2 dmg and 1d6 ⇒ 5 con drain, confirm crit 1d20 + 6 ⇒ (5) + 6 = 11, lucky missed on touch confirm
Both Jon and Axelrod roll a Fort check DC 17 or take the con damage
Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam
Map
Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam
go ahead and roll initiative, i am having a hard time getting the map to do what i want it to.
As the adventure's peer at the corpses they notice black smoke starting to spew from their mouths.
Wraiths 1d20 + 7 ⇒ (17) + 7 = 24 Initiative
After about 30 minutes of moderate work Axelrod is able to make a passage through the rubble.
You continue down the tunnel which turns into a long passageway of worked stone and it a a cavern.
This cavern is vast. Rushing water can be heard nearby. As you enter, you see a symmetrical pool of water cut into the floor in a T-shape with a river flowing to the west and out to the north east. The cavern walls reflect a myriad of dancing, iridescent colors. Across the pool to the south, where the river enters the pool, are two large blue-colored stone platforms, fully 8 feet tall and 12 feet long. Corpses lie on them.
You believe that you could make it passable with minimal work.
Following the winding tunnel you come to a loose rubble wall blocking the passage forward.
Jon does not notice any movement from the skeletons, he cannot tell if they are regular skeletons or animated with malign energy.
Flimflam edges closer and sees 8 black skeletons, that look identical to skeletons he has seen previously in this evil place.
The twisting cavern corridoropens east onto a series of small alcoves. The light from your lightstones is not penetrating the darkness of these niches.
You do not find anything of interest on the dragon, and all Axel can notice is that the pool is extremely deep.
The dragon screams one final time and slams into the ground half in and half out of the pool.
The massive strike from the dwarf and hits from the elf's arrows griveously wound the dragon.
He yells out.
Acid line both Axelrod and Savannah roll ref saves dc 20 for half damage 9d6 ⇒ (3, 4, 4, 4, 3, 2, 2, 3, 2) = 27
Map
Jon
Dragon
Savannah
Flim
Axelrod
Ref 1d20 + 6 ⇒ (17) + 6 = 23
The black narrowly evades the brunt of the fireball, but the distraction costs him in the fiery blast from the halfling.
Jon
Dragon
Savannah
Flim
Axelrod
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