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Post by (George) 3.5./ ZEM ( 4.0) on Jan 17, 2020 12:33:06 GMT -5
All her attacks hit true, oil gushed out all over her and her comrades below.
This clockwork dragon was now in a bad way.
Y50gn_fdp_1-20+3 dex save = 18
p_1-20+3 dex save = 21
(It barely saved on the first dex save.)
Her hits were true but it refused to fall out of the sky shaking off the impack of her blows.1-20�1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 17, 2020 20:30:08 GMT -5
Cunning action/Bonus action hide.
_Lwcw_5Pp_1-20+12= 24
p_1-20+10= 24 hits. advantage p_1-20+10=
p_1-8 HM p_1-8+6 = 16
Will apply to second shot if first attack misses and if the second shot hits.
p_1-6p_1-6p_1-6So far 21 dmg Second shot
p_1-20+10= 27 hits Advantage p_1-20+10=
p_1-8 H.M p_1-8+6. = 15 dmg
36 dmg.
Both shots hit the open plating near its upper neck. Over the corse of the fight from the many previous attacks help open up to where there was a clear shot that could cause quite a painful blow.
Breathing stedyly the magic bow lets lose two arrows. Both shots are dead on bulls eye shots into the clockwork twins neck. It thrashes in the air saling past the party and plummets from altitude into the mounds of coins causing may to scatter.
It lays still not moving.
The layer seals tall pits back up thank goodness none of the party were in them when it did do.
The coin monsters drop back to normal coins back into the piles they came from.
The vault is still once more.
Congratulations THE PARTY HAS LVED UP!!
1-20�1-20�1-20�1-8�1-8�1-6�1-6�1-6�1-20�1-20�1-8�1-8
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 18, 2020 0:35:41 GMT -5
Also for those i have not gotten a chance to inform : please start thinking what kind of magic gear you might want. The Entirety of the Forge could also upgrade things or help/make new gear if that is something the party might wants.
Also sides of the wall open up to see carts on rails full of gold.
The map informs the owners with a ping in thier pocket its updated.
It shows a new route that leads underneath The Red Keep.
There is with a bit of searching a scroll of sending.
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Post by harknail on Jan 18, 2020 14:33:27 GMT -5
Gold is useless for freeing prisoners, what they need is arms and armor. And to bring enough for everyone we need some way to transport it. So Katril will start by looking for magical containers. Bags of Holding, Haversacks, or portable holes.
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Post by at on Jan 19, 2020 17:14:52 GMT -5
"Bring the weapons to the slaves or the slaves to the weapons" mused Callo, "perhaps there are more constructs here that could be used for transportation, or simple carts. Hard to believe the dwarves carried all this gold and ore around a pack at a time when even their traps were mounted on rails."
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 19, 2020 19:09:05 GMT -5
Also for those i have not gotten a chance to inform : please start thinking what kind of magic gear you might want. The Entirety of the Forge could also upgrade things or help/make new gear if that is something the party might wants. Also sides of the wall open up to see carts on rails full of gold.The map informs the owners with a ping in thier pocket its updated. It shows a new route that leads underneath The Red Keep.... should have added in the rails lead right underneath The red keep with many off shoots shots connecting them. From the map they were deep enough the sounds of carts and digging would not be heard or ever found because the dragons only cared about the value in the caves they could get with least amount of effort possible. Think shawshank redemption or the Great Escape style of well hidden ways out and or back into the keep. So dwarfs they most certainly did not carry it in packs.
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 21, 2020 18:29:51 GMT -5
(Was just checking in to see who was still needing time to lv their character. My hope is to get underway with plot sometime this weekend if possible. )
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 24, 2020 20:25:32 GMT -5
( Who still needs to lv? I have a few ideas of who players want for gear.)
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Post by harknail on Jan 25, 2020 14:50:52 GMT -5
Just leveled up Katril, although it doesn't show as an update since just I replaced the PDFs that are being displayed.
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Post by harknail on Jan 30, 2020 2:02:38 GMT -5
Waiting for some highlights of what we find. With this big of a treasure, I don't expect a detailed list, since most of what we will be removing we'll be giving to the dwarves. It's' enough if we can arm and armor them with great equipment :-) Don't need to know the details of exactly what we're bringing them.
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 30, 2020 13:11:09 GMT -5
Thank you for heads up: sorry for bit of longer delay than i was expecting its been on a list of things to get done. It's been a crazy the last 2 or so weeks for me. So my hope is to update with that info by somepoint Saturday afternoon is my goal.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 1, 2020 12:46:14 GMT -5
Omar grabbed the staff of healing.
The rouge got a +2 bow that is now also has Dragon slaying ability. Because it dragon slaying, it does require attunement
One of the twins wanted magic gloves and bracers. Nither need attunement
The other got a portable hole as i recall does not need attunement.
It can fill so that it has enough mundane and magic weapons axes, warhammers, mauls, handaxes list goes on. All kinds of +1 armors and +1 shields to outfit the majority of the dwarfs who can fight ( basically all of them man a woman but not kids.). essentially your portable hole is an stowaway arsenal at the moment with of course food and water as you did mention you wanted to have that for them as well.
I'm still working on what Varis would want. Yet i won't let that delay party so no worries there.
Callo has let me know they are taking a staff of power.
Arianna: her original request was ring of spell storing but the party has the 4 gems that are not as powerful but still can hold spells.
updated
She now has a + 1 mithril Half plate that makes her ac 18 with no disadvantage on checks given its mithril. She will also get a +1 cloak of protection. making her ac due to that bonus to her ac +3 so her ac is now 21 with her saves going up by +2.
( the cloak of protection +1 and +2 are not in base book i added them in other campaigns and saw no reason they would not exist, they don't exist in mass quantity, so they are not easy to get or even make. as far as world knows there are no +3 ones in existence. ) I did talk to all our players everyone at this time has lved. With that I think we are ready to move on.
It does not take varis and the others to find and put on gear that would be helpful in their quest. a tablet was found that does have the sending spell ( max of 25 words or less) once used the tablet will brake and turn to dust ( it's a scroll ). The carts have been emptied out with the rail lines leading back deeper into the Mts. The map indicating there were options to get back. If they used the carts they would end up right below the Red keep vault. From there above that would be the throne room. however they could get out at hidden spots along the way because the map. These were used as hidden loot filling stations along the way. Those hidden shafts lead into hidden tunnels the Red Army does not know about.
The carts have a return home ruin function so they would roll back to the keep with no issues in having to push or pull them back.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 2, 2020 17:11:12 GMT -5
map has been updated. We are now open to start rping/questing back up.
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Post by at on Feb 3, 2020 16:59:10 GMT -5
"It seems we have our weapons", turning to the ex-prisoners, "now we must plan our next move."
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Post by harknail on Feb 5, 2020 2:53:44 GMT -5
OOC: That's a lot of coins!
Once she finds a portable hole, Katril will open it up and start filling it with weapons and armor. Not knowing much about weapons, she simply grabbing what is handy, figuring anything down here is of excellent quality. She leave the coins behind for the dwarves to claim later.
After filling the portable hole, she'll fold it up and tuck it into her chest. She'd been warned not to put any other magical stoarge into her skirt.
"Time to head back to the prison and figure out how to get this to the prisoners. The simple way would be to kill anyone in our way, but that could lead to us being overwhelmed by reinforcements."
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 8, 2020 16:25:10 GMT -5
( So far i have not seen a soild direction as to how the party wants to proceed. My hope is to have the party come to a conclusion so that i know what maps i need to start to build and what the party's clear objective is. My hope is to not delay progress too much longer. )
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Post by at on Feb 8, 2020 17:40:32 GMT -5
I think the plan is to head back to the prison, but only those that came from there know what the setup is like.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 8, 2020 20:18:03 GMT -5
( They only would know the portion of the Red Keep for the gaurds did not alow them into other areas. Even tho the map most likly could give u a map read out, it would be hard to have the hole keep on a single page in roll 20.
So map can only do a few sections at a time.
The team still has a good amout of time before they have to check in and you do have a sending scroll now in case that wants to be used.
To clerify there are multiple ways to approach The Red keep and the npc will have different passive perceptions depending on the approach witch is why in a mission such as this the approach is very important so that i give the proper maps and place of the Gaurds depending on said approach.
So far ones that cane to light that i can recall : use Carts to ho Underneath into the Vault of the Keep below the Throne Room.
Using the other hidden tunnals to get past the outerwalls undetected into the Main court yard. From there into the main prison cells.
Setting an ambush for the Gaurds who are ment to escort the pcs who were on said scouting mission back into the Keep. Causing a possible distraction of somekind and sliping into the castle with possible reduced Gaurd number.
I just wanted to be 100% of said approach is so that i knew how many Gaurds would be where and the layout for maps that sort of thing.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 9, 2020 16:44:21 GMT -5
Kizthe Intellect Roll to see what she remembers of what the main prison cells were like and layout.
With guidance on her by omar.
FCbzeIjQp_1-20+3 + p_1-4 = 18
Stone cutting p_1-20+11 +p_1-4 = 29.
1-20�1-4�1-20�1-4
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 9, 2020 17:06:09 GMT -5
Ok well i know what rout we can take that will get us to a section of the main prison cells.
The holding cells are the same like ours was ten feet down with iron or steal bars over the pit with levers to raise them up.
They won't have too many gaurds on partoll but we must take them out extremely quickly and silently.
There is a main security section that will house a higher ranked gaurd or two.
If we get in there we can take down the anti magic feild and raise or lower the gaurd gates that can be used seal off the section. I don't recall how many sections are in the main but there is about 25 ish housed in each section.
The keys are only going to be on the higher ranks and the locks to the security office to each section would have superior locks that if they are alerted with armbar the inside to prevent any getting inside it.
Good news There are 2 to 3 doors to get inside them.
However its next to impossible to get in if they each barred from the inside.
The bad news is they could hit an alarm ruin to alert the other security sections. I dont recall any windows so they have coad words and likly gaurd shifts to inform them of whats going on.
Yet some of who know their language can bluff if need be and hope it works.
The response time for back up would only be less then 6 mins for any of the sections cause they pull from closest section first. Yet they will seal the inner gates to the rest after back up is sent.
I do know if we had explosives and a way to hide the sound where we can breach to give us a direct way into one of the sections.
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