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Post by Wicksy on Apr 26, 2006 5:49:05 GMT -5
Init: Lusione (22), Ewan (13), Akatas (11), Tender (10), Roper (8), Mal (6), Coppertop (3) Lusione continues with her song, sending your spirits soaring. Ewan steps forward and lashes out with his adamantium claws. [dice=10] + 12 = 17 [dice=10] + 12 = 18 plus rend of [dice=8][dice=8] + 16 = 26 Ewan plunges both claws into the sides of the stalagmite and tears them free. It colapses in on itself, rent asunder. Peering down on the bloodied remains of the roper, Ewan pushes aside its body and finds a small crevasse underneath containing some interesting goods. Ewan finds: two small diamonds (500gp each) and a large ruby (650gp). Gathering them, you continue on your way. The passage way opens into another cavern about 30' wide and twice as long. Again, many graves line the walls of the cavern serving as a final resting place for the dead of Dordrien. At the other end of the cavern is another tunnel continuing into the darkness. Ewan again smells the reek of brimstone and sulphur. Something is in here too. Exiting the the cavern, you come across a junction. It continues forward and also branches out to your left. The left hand junction extend out and the reek of death is evident - even to those without scent. Your light source is still active BTW, just reminding you Which way will you go?[rand=45562933695854553864097470891515473205916857684588119302777520925]
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Post by spiral on Apr 26, 2006 7:53:00 GMT -5
Tender had never been in the Dordrien before, but he'd spent a lot of time in very similar locales. Typically, if you had a map, and knew where you were going, it had never proved helpful to explore on the way there. Crypts kept the living out, and the dead in. Thrown in for the mix were the undead. They'd wait around for robbers til the ends of the earth.
"We need to keep moving, from what I've seen of maps of this place, there are some holes further ahead. We shouldn't deviate, there's nothing worth exploring here, we'll just find trouble. Let's get ahead, and down, we're after Drow..."
Tender sticks to the right hand wall, Moving Silently in Shadows (make checks for me if you need them DM).
Heading onward, ignoring left. Entering just inside the next cavern.
I can scout ahead properly if the lantern is switched off and I'm allowed to adjust...
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Post by Japic on Apr 26, 2006 11:36:55 GMT -5
Before we go anywhere Coppertop isn't feeling all that great and can hardly move in his light armor. Knowing he'd readied a spell to help makes him feel better; but he also knows that it'll barely scratch the surface of his weakness. He also knows tha tif it's used now, he wouldn't be able to do so later on. if something mor dire were to crop up.
{Before I get too wrapped up in this, the Str damage I recieved from the Roper. Is it considered temporay loss, permanent loss or just a momentary inconvenience whilst in combat? The SRD doesn't specify.}
If Temporary he'll use Lesser Restoration to remove some of the negative effects.
[dice=4] Str points back.[rand=127650845005883088808253375112889446449263641094836853800803196473]
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Post by Wicksy on Apr 26, 2006 11:58:27 GMT -5
Only temporary loss. Permanant loss would be a bit of a shitter would'nt it?
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Post by Fangor the Fierce on Apr 26, 2006 13:21:19 GMT -5
Mal notices the Healer's discomfort and speaks up. "If you would like to lose that armour, I can compensate you for the loss." Mal then waits for the reply. If the healer would like, then Mal would cast Greater Mage armour on Coppertop, allowing him ease of movement, yet the same protection he had before.
If not, then Slythre scans the area, trying to spot anything or sense anything in this place. The smell was overwhelming, even for a rat. "There is something lurking here, and we had better be ready..."
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Post by Japic on Apr 26, 2006 14:06:54 GMT -5
{OK, did a little math, and found out that carrying all of my gear I've got about 30lbs (29 specifically for major items). With my current Str score of 3 I've got30 as my heavy load max. If I use a charge off the old Bulls Strength wand I'll be up to 7 str and capable of moving around without hindering anyone (30 lbs is medium load). It's a temp fix, but the best I can do for now unless we go rest somewhere.}
{DM: what level is my wand of bulls strength at, so that I know how long the effects last?}
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Post by Wicksy on Apr 26, 2006 14:24:18 GMT -5
The craft wand feat requires a 5th level caster. However, I'll rule that the caster level was 5 + d4 levels since every low level wand in existence would be made by a level 5 mage/cleric, which seems unlikely.
level = 5 + [dice=4] = 7[rand=497770223319134739788173925756949085432127564063714169685889085111]
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Post by Fangor the Fierce on Apr 26, 2006 14:26:07 GMT -5
{OK, did a little math, and found out that carrying all of my gear I've got about 30lbs (29 specifically for major items). With my current Str score of 3 I've got30 as my heavy load max. If I use a charge off the old Bulls Strength wand I'll be up to 7 str and capable of moving around without hindering anyone (30 lbs is medium load). It's a temp fix, but the best I can do for now unless we go rest somewhere.} {DM: what level is my wand of bulls strength at, so that I know how long the effects last?} How much of that weight as your armour? I can cast Greater Mage armour, and that would allow you to remove your armour, and still keep the +6 to AC. Your choice... It's a Level 3 spell, so I have a spare one to use easily.
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Post by Althael on Apr 26, 2006 14:58:57 GMT -5
Akatas will give the copper piece to Lusione, who will hide it in her hand, blocking every light from it, going back in the darkness.
Both girls hate the smell of death, so they'll simply wait for Tender to scout the area a little before going further.
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Post by Japic on Apr 26, 2006 16:09:18 GMT -5
{Fangor; the shirt is only 10 lbs; so it doesn't hinder me much. I suppose rather than blowing charges out of the wand every 7 minutes it would keep me more useful to the party. By the same token placing my heavy mace in a side pocket of my sack I could lise another 9 lbs. So with your spell and my armor/arms in the bag I'd be down 19 lbs, better if I have to run. Your call, they're your spells.}
{While I'm at it DM, another call for my Summon Monster II wand please. With these out of the way there shouldn't be any problems later.}
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Post by Fangor the Fierce on Apr 26, 2006 16:22:28 GMT -5
Mal will cast Greater Mage Armour on Coppertop, lasting for a whopping ten hours for +6 to AC. Every little bit helps....
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Post by Lin on Apr 26, 2006 17:37:46 GMT -5
[Japic: you have lesser or regular restoration memorized? That would cure some/all of the damage]
"This place is foul with the scent of waste, letting the dead lie fallow," Ewan notes. "The quicker we go, the better."
Ewan follows Tender at a short distance. He briefly considers rewarding himself for his combat prowess, but decides, at least for this moment, to hold off. Discipline was required of the great warrior. He would not drink yet, not until they were away from this scent. It would taint the taste, which was pure still in his memory.
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Post by Japic on Apr 26, 2006 17:48:27 GMT -5
{Yes, that's what my above d4 (with a 1 result) was for. Now I wish I'd prepared it a few more times. I just may be doing that going forward.}
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Post by Wicksy on Apr 27, 2006 3:32:43 GMT -5
Re: Wand of Summon monster II
Caster level: 5 + [dice=4] = 9[rand=9841913596796352500477142180692426008289637276959002485424361275]
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