Wednesday, April 30, 2014

Beginning the Delve

Afternoon, July 30 by Kingdom Reckoning

In response to Shade's question as he hurries underground, the giant responds, "Kotas." Then says, in what sounds like a rehearsed chant, "my work is finished, I return to the ground to await the pilgrims." The outlines of the spell begin to shine through the skin on his forehead and as you pass into the darkness underground, you hear the clatter of bones. 

The earth seals behind you.



The stairs are steep, obviously made for longer legs than any in the group have so the going is slow. The ceiling is vaulted and it's far enough above your head that you have to squint in the torchlight to see it, easily 15-20 feet. At regular intervals there is a landing, lined with columns like the staircase, with walls set with basins and alcoves. The alcoves must be there for illumination but contain no lamps, the basins are empty.

The stairs go on for quite a long time. Your knees grow tired from stepping, stepping, stepping down farther than is comfortable with every step. Your back hurts from the weight of your pack, bouncing on your back. Your eyes are sore from squinting and you can hear the pounding of your heart in your ears.

Finally, at a depth that Rayla estimates as 600 feet below the earth, you see that the stairs open up into a large doorway which in turn opens up into a room lined with columns. It is still dark, and even those with darkvision can see nothing beyond the torches but more columns.

The room is quiet and dark as a tomb, you stand 10-15 feet back up the stairs, near the same level as the top of the entrance to the great room. What do you do?

Wednesday, April 16, 2014

Tracking the Horses

Noon, August 30 670 by Kingdom Reckoning

Tom leads the party southwest in the direction that the horses bolted but after two hours he loses their tracks in the sparse grass and loose sand that makes up the dunes in this barren area of land. He casts about for a time, moving east and west several hundred yards to try to pick up the trail again, but to no avail. 

He does, however, stumble upon something interesting: a humanoid skull, as high as a man's thighs, covered in a pattern of runes. In a single eye socket in the middle of the head, is a yellow gem.




Thursday, March 27, 2014

Rat Swarm (Round 4) A New Threat Approaches

Early Morning, August 30 670 by Kingdom Reckoning

Draymun's warhammer crashes in among the rats and the rest scatter in fear.

You lose 4 days worth of rations and two of your tents are destroyed. Your other gear looks to be intact.

20 feet away from Twiggy's position, two shapes appear out of the ground. They're hard to see in the dim light thrown by Shade's lantern, but they are large and the light plays across a shiny carapace of some sort.

(Twiggy's initiative vs. the new creature's: 9+2 vs. 13+0)

They scuttle forward into the light:



Acid drips from their clacking mandibles and they are nearly the size of your horses. One scuttles up to Twiggy and rears up to bite him. The other makes it's way to Shade and attempts to grab him.

(Attack against Twiggy: Natural 20, confirmation roll: 12+5 = 17 which is a hit. 3+3+2+4+8 = 20 points of damage as well as 1 point of acid damage. I believe that's enough to knock Twiggy out.)

Twiggy slides, unconscious, from his horse and the horses he had gathered up scatter in fear, bolting as far as they can in every direction.

(Attack against Shade: 8+5 = 13 which is a hit. 6+6+4 = 16 damage and Shade is grabbed)

Shade is grappled and his lantern is in danger of being flung from his hands, but he manages to hold on to it for this round. (Successful Reflex save.)

It is the party's turn.


Friday, March 14, 2014

Fighting the Swarm (Round 2)

Early Morning, August 30 670 by Kingdom Reckoning

I rule that since Tom is still standing on the ground at the head of the onslaught (and his Dex is higher than Thorvald's) that the party will go on his initiative.

Party Roll: 10+4 = 14
Swarms Roll: 6+5 = 11

The party may take another turn.

Twiggy's Inspire Courage begins this round so you all add 1 to your hit and damage. Note that Twiggy can only take one additional action this round since he started singing.

Wednesday, March 12, 2014

Fighting the Swarm

Early Morning, August 30 670 by Kingdom Reckoning



(You're welcome for not posting a picture of a real swarm of rats.)


Draymun's desperate gambit is successful and a large part of the swarm is engulfed in the thick saw grass that springs up at the druid's chant.

But some of the rats still dodge through the thickening growth and fall upon Tom and Draymun. It is a decidedly uncomfortable feeling to be standing amidst a sea of rats as they pass over your feet, scurry up your clothing and bump into you.

Then they begin to bite with their rotted teeth and the pain starts. Dozens of pricks like the tip of a dagger piercing your skin.

Tom takes 6 damage, Draymun takes 2 and you both must make a Constitution save. You each can make an opportunity attack as well.

You hear the rest of the rats coming toward you and some are veering off toward the tents.

It's the party's turn.



(Draymun's Entangle goes off and the swarm must make an immediate save. In reality you are facing 3 swarms so there are three saves. One makes it and moves toward the camp, the other two fail and are immediately stopped.

The swarms win initiative.

The swarm that saved initially must make another save and it fails and thus moves half, but still makes it to the front line of Tom and Draymun.

The two swarms that didn't save at first must also make additional saves. This time they both succeed and can move normally, ending their turn just short of camp.)

Tuesday, March 4, 2014

The Past Awaits

December 17, morning in the year 670 by Kingdom reckoning

At the end of the month the party says it's goodbyes to new friends and acquaintances and goodbye to hot meals and warm beds and you pack your gear for the new adventure that awaits you.

It's cold, bitter cold, as the party makes its way to the site where the entrance to the mysterious dungeon once stood. You're not surprised when you discover that there is nothing there but trees and frost covered grass. Draymun is sure this is the correct spot though.

(OOC: Questions for the Party

1. Who goes? NPC's included.
2. Do you take horses? The wagon?
3. If not, who cares for the horses and where does he/she go?
4. How do you set the dials on the device?
5. Do you leave word with anyone?


As you are aware, there is a possibility for catastrophic circumstances. The things you have with you may very well be the only possessions you have from here on out. I trust you will make the preparations on your blogs for this and stick with them.

)

Monday, February 24, 2014

OOC: Back in Bremel

After the epic battle with Minx and her Lieutenants and the fine roleplaying, there will be no trouble recovering whatever loot you wish and making your way back to town. We will return to play in Bremel.




I am planning to allow the party a month in town to take care of any outstanding tasks such as: research/identification of magical items, scribing of scrolls, crafting, pursuing professions, looking for hirelings, looking for rumors, carousing.

Everyone please tell me what you wish to do and ask any relevant questions in the comments. If you don't post in a couple of days, I'll assume you don't have any urgent plans and will go with the group.

Recall my rules for carousing/research:

You can carouse for xp. Roll a d6 and pay the result times 100 gp for ale, food and pleasant company. Gain that as experience points and then make a Fort save to see if you made any enemies or got anyone pregnant in your inebriated state.

You can do magical research for xp. Roll a d6 and pay the result times 100 gp for supplies, books and lab rentals. Gain that amount as experience points and make a Will save to see if you accidentally summoned a demon or burnt yourself with acid.


Specifically, I'm looking for decisions on:

What to do with the gold; do you smelt it or do you retain it in it's stamped state? Do you keep it and how much, if any, do you return to the Rawley Estate?

What do you do with the "unholy" symbol of the Dark One.

What do you do with Minx's head? On this point, Alis urges Thorvald to at least put the head in a sack as it is greatly unsettling to him.