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Posted: Mon Apr 19, 2010 8:24 pm
by Nvlutz
I'm sorry guys, I always seem to forget to attach these things.
Posted: Mon Apr 19, 2010 8:27 pm
by RPGguy
Nvlutz wrote:I'm sorry guys, I always seem to forget to attach these things.
No worries Nicolas. The diagram was pretty close to what I was envisioning based on the description you provided.
Posted: Mon Apr 19, 2010 8:55 pm
by Nvlutz
Siberys
Right now you are standing on the "back" of the statue, in front of you there is a hugely steeped Wall leading up to a giant shrine like building 40ft by 40ft which is pretty much above you, but not a straight 90 degrees. You are standing on marble plateau which acts as the cap for the bronze cone. The statue and vault are also made of marble and are inset into the wall.The only thing not made of marble on the plateau are the metal (iron) chains being held by the statue. The hands which he holds them and the statue's front is underneath you. Hopefully the diagram that I attached helps. Very confusing, but trust me the dungeon will be better as far as clarity (but worse in confusion perhaps muhahaha), but seriously I'll try harder to explain the scenario. Feel free to ask these questions earlier on if I didn't explain something clear enough in the future.
The doorway is above you since you needed to slide down to the statue under the vault to help Ragh'nuul up. This explains why you had to dodge the acid that dripped down when the door opened above you. To get into the vault you would need a way to go straight up, or perhaps some hiking equipment to scale the marble floor that is acting as a wall do to the slope.
Khannon, Rhag'nuul & Azhag
Khannon asks Rhag'nuul about the thickness of the walls. Rhag'nuul takes a quick look, "The walls are a foot-wide solid marble. Probably constructed with magic since the sheer amount of marble required for the inital piece would be ridiculous.
While surveying the room Rhag'nuul finds a random piece of paper that is worn and aged lying on the floor. It is torn on one side leading you to believe it was ripped from a book, it has a bunch of sloppy handwriting on one side. Rhag'nuul decides to stick it in your pocket and deal with Khannon first. Rhag'null continues to search the room and finds a loose marble tile in the north eastern end of the room, behind the statue. You lift tile to reveal a few stairs leading to a dead end floor...?
The walls and stairs of this segment are made of granite bricks that have been held together with mortar, which is a sharp contrast to the solid marble of the rest of the vault's plateau.
Back on Khannon's end he asks Azhag to retrieve the grapple which is still hooked to the top of the vault along with a small section of rope. Azhag slides down the side of the plateau and lands somewhere on the wall of the vault entrance... Azhag retrieves the grappling hook and attaches some crudely made rope that appears to be made out of scavenged materials that he would have collected from his life at Fort Helmlock. Azhag looks over the edge of the vault with the newly repaired rope and looks at Khannon, "All fixed boss, do you want me to rig you up a harness as well? I think I could have it finished in a few minutes. Or maybe something else?"
Posted: Mon Apr 19, 2010 9:10 pm
by RPGguy
You lift tile to reveal a few stairs leading to a dead end floor...?
The walls and stairs of this segment are made of granite bricks that have been held together with mortar, which is a sharp contrast to the solid marble of the rest of the vault's plateau.
I run back to the vault doors and yell down to Khannon:
"Khannon! This vault anti-chamber appears to be ceremonial but otherwise of no use. Though I've come upon a hidden stairwell that descends, probably deeper into this structure. Seemingly, it dead-ends but warrants a closer look.
Do you want me to help you up here first? Or investigate the passage which may lead to the means to opening those doors behind you? Speak your will"
Posted: Mon Apr 19, 2010 9:34 pm
by Siberys
Now that I understand where I am, I know what I'll do.
"Rahg'Nuul, grab my arm when you can reach it!"
I punch the wall as hard as I can about 5 times, approximately 4 feet high (equal to where my head is sitting) to create a small indentation or hole. Marble is tough, but as long as I can create something to jump off of, that's good enough-
1d20+5
9+5 = 14
1d20+5
9+5 = 14
1d20+5
8+5 = 13
1d20+5
17+5 = 22
1d20+5
14+5 = 19
1d6+3
5+3 = 8
1d6+3
4+3 = 7
1d6+3
6+3 = 9
1d6+3
2+3 = 5
1d6+3
3+3 = 6
Next action. I step back as far as I can near the statue head, and dash straight forward towards the hole, jumping to get my foot inside-
Jump-
1d20+10
13+10 = 23
Dexterity Check to accurately get my foot placed in the hole-
1d20+2
14+2 = 16
Using that hole as a jumping point now being 4 feet up and with approximately 7 feet of reach with my arms reaching upwards and the rest of my body (totalling 11 feet). If you count the Derro's arm reach to grab my arm, that's approximately 3 more feet added to the count, totalling 14 feet. So, my high jump distance is 6-7 feet roughly-
Jump :: d20srd.org
1d20+10
19+10 = 29
I seriously hope that's enough.
Posted: Mon Apr 19, 2010 9:55 pm
by RPGguy
Out of game: holy cowabunga dude! monks are crazy :laugh:
Facing the vault doorway, I sidestep right so that all of my body is pressed face-first against the vault wall. Only my left arm extends out from the doorway (back into the other gravity), to ready myself for Khannon's acrobatic attempt. This should prevent any force from pulling me/us back out.
Posted: Tue Apr 20, 2010 9:46 am
by kozeph
IM SORRY my modem blew up(dont ask me how), so my internet is gone I have to change the modem in my hometown and that a six hour trip from where I am, the only day I can spare for the trip is friday so, I wont be posting till then...
SORRY
Here is my last post for the rest of the week.
I quickly cast "dancing lights" around the ninja so he can be spotted by the navigator (the lights will sorround the ninja)
Posted: Tue Apr 20, 2010 3:15 pm
by Nvlutz
kozeph wrote:IM SORRY my modem blew up(dont ask me how), so my internet is gone I have to change the modem in my hometown and that a six hour trip from where I am, the only day I can spare for the trip is friday so, I wont be posting till then...
SORRY
Don't worry about it, hope getting it fixed doesn't dent your wallet too much.
Brauer
You cast "Dancing lights" around the target which immediately grabs the attention of the navigator who can't help but be confused as to what is happening...
Initiative
Interloper: 9+1=10
Sailor:11+0=11
The sailor seeing the dark figure surrounded by orbs begins screaming "Ghost! Ghost!", while trying to flee...
The interloper sensing his cover being blown, decides to spin himself around the other side of the pillar, still unaware of your presence but trying to get away from where ever the spells are being cast. The interloper then aims his wand at the sailor and activates it.
Use magic device: 20+8=28
The wand acts with acute precision causing the sailor to fall down to the ground immediately with no struggle...
Spot: 11+1=12
...You can't see where the sailor has fallen to and can only hope that his body (whether unconscious, paralyzed or dead) doesn't roll off the boat and into the sea.
Khannon and Rhag'nuul
As Rhag'nuul sets himself up against the wall to get ready to catch the incoming Khannon he hears a rough gravelly noise from the northern end of the room... He'll have to explore it later he decides as he readies himself.
Khannon uses his iron-like fists to smash himself a decent enough dent in the marble tiled wall to create a foothold. He then uses his masterful areobics to propel himself upwards using a running start and swings his arm at Rhag'nuul and the Rhag'nuul grabs hold. Rhag'nuul feels himself being pulled against the wall as he strains to pull Khannon forward.
Strength check: 13+1+2 (For bracing self)=16
Rhag'nuul barely manages to pull Khannon through the entrance, but one Khannon's hand passes through the glyphs adorning the inner wall Khannon's weight shifts in his hand bringing him towards the ground of the vault, from this point Khannon is able to swing his other hand into the vault.
With his two hands lying flat on the vault Khannon feels a strange sense of vertigo, his entire lower body is dangling outside the temple in mid-air while his hands are planted solidly on the inner vault floor supporting all his weight. Quickly getting over this fascination, Khannon crawls himself up the vault floor to safety, then brushes himself off once inside the vault. Then looks around the marble interior of the vault.
The 40 by 40 room is quiet barren with only ornate marble columns scultped like men holding the ceiling in place and a large bronze statue of a nude muse with her hands held out, possibly offering something that is now long gone, and her head bowed down in reverence. The bronze statue is about 12 ft tall and considering the height of the vault being only something like 15ft it makes the statue dangerously close to the ceiling.
Rhag'nuul continues his inspection from before and notices that the central stonework (a large ornate pattern of 8 men in a circle tugging on a chain that goes all the way around), a disc with a radius of 8 ft, before the the bronze statue also seems to be disjointed from the rest of the brick work as if it didn't belong with the rest of the marble work you continue investigating the disc but can find no discernable way of figuring out what purpose it serves, although you know for one thing that it's not meant to be opened, like say a trap door.
Posted: Tue Apr 20, 2010 3:32 pm
by RPGguy
"that was quite a feat, Khannon. But beware, this room probably fraught with peril. Do you see the markings on the floor? Those figures...pulling a continuous chain? It undoubtedly relates to our friend out there [points to the statue below that Khannon just launched himself from]"
...
"Before we proceed, let me inspect this page I found on the floor. It appears to have come from a text or tome. Perhaps it will give us a clue as to what do do next".
[Rahg'nuul retrieves the piece of paper he found and starts inspecting it]
Decipher Script: 12+8 = 20
Knowledge: Arcana: 7+5=12
Posted: Wed Apr 21, 2010 1:29 am
by RPGguy
[Out of game]
Are we taking a break until kozeph gets back online?
Also, Nicolas, I emailed you a link to my character sheet for Cernd-ar. Since your email situation might be unreliable, please let me know if you didn't get it.
Posted: Wed Apr 21, 2010 7:12 am
by Nvlutz
RPGguy wrote:"that was quite a feat, Khannon. But beware, this room probably fraught with peril. Do you see the markings on the floor? Those figures...pulling a continuous chain? It undoubtedly relates to our friend out there [points to the statue below that Khannon just launched himself from]"
...
"Before we proceed, let me inspect this page I found on the floor. It appears to have come from a text or tome. Perhaps it will give us a clue as to what do do next".
[Rahg'nuul retrieves the piece of paper he found and starts inspecting it]
Decipher Script: 12+8 = 20
Knowledge: Arcana: 7+5=12
Rhag'nuul manages to make out what the note says after abit of study, it's in common, but the handwriting is so messy it still requires some reading. It appears to be a Journal entry. It appears to be roughly 3 years old.
"Day 12, Month of the Dragon 42 CA
Hahaha I've done it again! I was worried for a second that I'd be meeting death at the end of my drow bodyguards for failure. Turns out this vault, much like many of the other pains in my side, has been a real bugger to locate. But I finally figured out why. The obscure design, the odd angles. Turns out that by nightfall the entire vault burrows itself and resurfaces elsewhere by sunrise.
How else could such a magnificent vault avoid intrusion by my hand? Oh well I guess the vault entrance's acid could... one of my overzealous drow colleagues decided to open the door before I could examine it. Suffice to say he is feeling sorry and is also missing half his face...
But now that I'm inside the vault, I'll be able to infiltrate this vault in record time, 2 days perhaps. Then I'll still be able to slip away and go to Moderhiem for the festival of Tiamat.
Cheers,
Randall Fleetfingers"
RPGguy wrote:[Out of game]
Are we taking a break until kozeph gets back online?
Also, Nicolas, I emailed you a link to my character sheet for Cernd-ar. Since your email situation might be unreliable, please let me know if you didn't get it.
These last 2 weeks are going to be cramming time so I might update at maximum 2 times a day. Last night I was going to update again around 9:00, but due to a combination of homework, studying and a friend needing someone to talk to due to drama ect. I ended up just deciding to update in the morning.
As for your character I got it, I'm going to wait 2 weeks before I start up the character and I have more free time.
Posted: Wed Apr 21, 2010 8:44 am
by Nvlutz
Alright everybody, a new player will be joinning in the campaign, so give a warm welcome to Shaggypichu.
Jarrackt the Kobold Knight
Jarrackt was born in the south eastern end of the Western mountain front.
You grew up as a single child orphaned when your parents where killed by giants. Because of this you never really felt like part of the clan and the life of a miner never suited you.
You always felt that you were meant for more, and you wished to explore the vast world beyond the small cavernous tunnels of the mountain home you grew up in.
You tried to become one of the warriors of your mountain home's malitia but due to the strict caste system set in place, they would never give you a chance. After a small battle erupted you were cast out and sent into exile by the village elder.
It was at this time that you left and began to explore the world, and the first person you met outside of your hometown was a old knight by the name of Sir Charles. Having decided to become a knight like him, and he took pity on you he trained you to be a page along with his squire Frederick Tor, a Nordish man from one of the minor western houses that pledges allegiance to "the Veil" house.
After a rigorous training period Sir Charles abruptly bids the two of you farewell and begins travelling east, never to be seen again.
Frederick says that he will probably travel back north to go back to his post, although he personally admits to be enjoying the freedom of not having to work for a local lord to great.
You however seem more interested in something a little more that merely working for a local lord.
Posted: Wed Apr 21, 2010 9:00 am
by kozeph
I found a veeeeeryyyyyyy cheap internet cafe so I "might" post once a day or every two days till friday night or saturday morning.
I cast "greater invisibility" then proceed with as much power as I cast "ghost sounds" "Intruder! intruder!" using a random human voice. Then I retreat back to my room
Posted: Wed Apr 21, 2010 9:06 am
by Shaggypichu
Hello everybody!

this my character sheet let me know if i have to post anything else.
Name: Jarrackt
Gender: Male
Height: 2'8
Weight: 40 lbs
Chosen Feat: Weapon Prof. (Rapier)
Alignment: Lawful
Strength: 10
Dexterity: 15
Constitution: 13
Intelligence: 13
Wisdom: 8
Charisma: 17
climb: 2
concentration: 0
craft (trapmaking): 1
Handle Animal: 1
heal : 0
hide : 0
jump: 1
Knowledge (dungeoneering): 0
Knowledge (geography) : 0
Knowledge (nobility): 1
Listen : 0
move silently: 0
profession: Miner
Ride: 0
search : 1
spot: 0
survival : 0
swim : 2
tumble: 1
use rope: 0
Languages:
common and Draconic
Equipment:
Scale mail
Light steel sheild
Rapier
Backpack
Torch
waterskin
chain (10ft)
Grappling hook
flint n' steel
pipe
Green Vern 8 grams
bedroll
and rationsx5
gp:30
sp:9
cp:9
I ask frederick if he would rather join me then going back to his post. I also ask him if he has heard any rumors or would know where we could begin.
Posted: Wed Apr 21, 2010 1:36 pm
by Siberys
Assuming he reads that letter outloud or shares the information with me in some manner-
"Rahg'nuul, something doesn't add up.
That letter says this vault shifts locations every night right? So...how did Melkior know where it was today? He's been with -us- for the last few days so even if he knew the last location, he shouldn't have known this one.
Not to mention, if I recall correctly, he only said we need to find an artifact and bring it to him. This is partially my fault for not asking but he never did tell us what the artifact was or even what it looked like.
Do you think he maybe sent us on a wild goose chase to get us out of the way? Maybe I'm overthinking this but to me, a man deemed evil by an entire race of elves transporting us to the desert where we don't even know how to get home at the moment, I'm starting to regret this situation."
Posted: Wed Apr 21, 2010 1:56 pm
by Nvlutz
Brauer
You cast your spells and retreat back to your room, hoping that the captain can deal with the situation from there. Once you are back in your room you lay in your bed and before you know it you've fallen back asleep.
When you wake up in the morning there appears to be a giant meeting occurring in the mess hall. The captain of the ship is there, with his silent second in command. “Alright, listen up you tome maggots! Last night there was an assault on one of my navigators. I don’t know what the attackers where doing or who they were. What I do know is that this wasn’t an issue until you landlubbers came onto my turf. Furthermore, It looks like everyone is still here, meaning that the attackers didn’t jump ship after they failed to do whatever it was they had planned. That means that among you there are those who wish to commandeer my ship and take over it. This ship is on lockdown until we can sniff out who’s behind the attacks and deal with them. If anything more grievous occurs on this trip I swear I’ll pull this ship over on the nearest stretch of land and dump all of you there for the vultures. Any questions?”
Jarrackt
You ask Frederick whether he'd rather join you in exploring the world rather than return to his post immediately which he agrees. The two of you discuss rumors of the local area, which Frederick tends to know more about than you.
After discussing it for awhile you have narrowed you list of adventure ideas down to the top four:
Hunt for the Green Knight
You remember hearing tales from Sir Charles about a knight that roams around the forest of Blackoak that is a legend amongst knights, any knight that can defeat him in one-on-one battle would become renowned across the realm easily. But many of the realms greatest knights have faced defeat before him, and you only get one chance to fight him.
Bounty Hunting
A great way to start earning money would be to hunt after fugitives and criminals with bounties on their head.
Travel South
You could consider training further in the far off desert lands where you could learn exotic fighting styles and avoid the anti-weapon anti-armor laws that you as squires are still subject to while in Albion.
Travel East
Sir Charles went off south on some important quest… While he is able to travel faster than you since he’s on horseback, he is most likely off to do something incredibly urgent, perhaps there is adventure where his quest lays, but Frederick warns that that Eastern Albion is a truly dangerous realm, and the perils that lay there will be grave.
For those curious, you may notice that Jarrackt's inventory includes green vern, this is essentially one of many drugs that exist in the world. Common knowledge is that it's hard to find these sort of things in Albion legally, and outside of Morderheim nobody really performs arrests for low class drugs such as Green Vern. In Morderheim arrests are indeed made, but the penalties tend to be fairly light.
Posted: Wed Apr 21, 2010 1:58 pm
by RPGguy
"Day 12, Month of the Dragon 42 CA
Hahaha I've done it again! I was worried for a second that I'd be meeting death at the end of my drow bodyguards for failure. Turns out this vault, much like many of the other pains in my side, has been a real bugger to locate. But I finally figured out why. The obscure design, the odd angles. Turns out that by nightfall the entire vault burrows itself and resurfaces elsewhere by sunrise.
How else could such a magnificent vault avoid intrusion by my hand? Oh well I guess the vault entrance's acid could... one of my overzealous drow colleagues decided to open the door before I could examine it. Suffice to say he is feeling sorry and is also missing half his face...
But now that I'm inside the vault, I'll be able to infiltrate this vault in record time, 2 days perhaps. Then I'll still be able to slip away and go to Moderhiem for the festival of Tiamat.
Cheers,
Randall Fleetfingers"
[Rahg'nuul does indeed share the content of the note with Khannon, folds it up and puts it back into his pocket]
"Khannon, Melkior's form is misleading. Within the ghost-elf domain, my host told me a bit of his tale. It seems that Melkior did not choose lichdom to advance his power for personal aim, but did so as an act of desperation to help aid his people during their last confrontation with The Forgotten or their agents.
I agree there is much we have not been told, but I would not rush to judge him by his appearance, nor me by mine.
Come my friend, let us investigate these hidden stairs I found. It seems we have until dusk before we risk this monstrosity acting up again and taking us to places unknown. We must move deliberately."
[Rahg'nuul leads Khannon over to the tile he dislodged and shows him the stairs and apparent dead end. I descend slowly and carefully down the steps, screening the area for traps, hidden doors or some mechanism that might activate a nearby opening]
Search (stonework) 16+11=27
Knowledge: Dungeoneering 18+5=23
Posted: Wed Apr 21, 2010 1:58 pm
by Nvlutz
Khannon & Rhag'nuul
You hear a muffled rumbling noise come from the northern end of the room.
Posted: Wed Apr 21, 2010 2:04 pm
by Nvlutz
RPGguy wrote:[Rahg'nuul does indeed share the content of the note with Khannon, folds it up and puts it back into his pocket]
"Khannon, Melkior's form is misleading. Within the ghost-elf domain, my host told me a bit of his tale. It seems that Melkior did not choose lichdom to advance his power for personal aim, but did so as an act of desperation to help aid his people during their last confrontation with The Forgotten or their agents.
I agree there is much we have not been told, but I would not rush to judge him by his appearance, nor me by mine.
Come my friend, let us investigate these hidden stairs I found. It seems we have until dusk before we risk this monstrosity acting up again and taking us to places unknown. We must move deliberately."
[Rahg'nuul leads Khannon over to the tile he dislodged and shows him the stairs and apparent dead end. I descend slowly and carefully down the steps, screening the area for traps, hidden doors or some mechanism that might activate a nearby opening]
Search (stonework) 16+11=27
Knowledge: Dungeoneering 18+5=23
Rhag'null travels over to the staircase leading to the dead end as the rumbling continues, Rhag'nuul watches in confusion as where there was once a wall, there is now a staircase leading further down, sliding away off to the side and is slowly replaced by a wall again. Then the rumbling stops... You get the feeling that the rumbling sound you have been hearing must be the sound of the mysterious slab of wall sliding open and closed... The trigger remains unknown.
You go to investigate the wall... but instead of finding it to be a thin layer of stone with a thickness of perhaps 3-4 feet tops... your find the thickness of the wall to be over 40 feet? How could this possibly be?
Posted: Wed Apr 21, 2010 2:06 pm
by Siberys
I whisper "Hold on, be right back." And I disappear into the shadows-
Hide/Move Silently-
1d20+6
20+6 = 26
1d20+6
15+6 = 21
I head towards the northern end of the room and see what the deal is-
Spot check-
1d20+2
13+2 = 15
Listen Check-
1d20+2
8+2 = 10