Friday, September 21, 2012

An Unexpected End

August 29, in the year 670 by Kingdom reckoning. Approximately 9:00 AM

Tom pushes the door and it swings open easily. The light from the torch Kheldru is carrying illuminates yet another long, dark hallway. Tom advances carefully, following what he assumes to be the brothers' tracks and looking closely for traps. After 45 feet the passage takes an abrupt 90 degree turn to the right and then continues on for another 20 feet.

Then the passage abruptly ends in a stone wall.

93 comments:

  1. "Well I think that boy must have been a ghost, else I don't see how he could have passed through this way. Are you sure your rangerly ways have correctly discerned the path? Unless..." Kheldru searches for a hidden door.

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  2. Kheldru sees evidence of a quarter circle scraped into the floor, beginning in one corner of the dead end and ending about 5 feet along the wall.

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  3. Kring scratches his dangle bones. "Seriously? Are we going to wait here much longer? I'm really wanting to smash something."

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  4. "There seems to be a groove here from some sort of secret door. It may push open or be propelled from a secret switch, I can't be certain. Anyone have any ideas? I guess if everything fails we can have you try to smash it Kring." Kheldru sweeps his torch across his chest pouring the light unto this section of wall.

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  5. It's tight and dark but everyone pokes around a bit and Draymun finds a stone that is loose and when he presses it, the door swings back on its hinges.

    When the door opens, you see a stone room much like the last but smaller. This was obviously some sort of steam room. There are basins carved into the wall on one side with lions heads above them where water once flowed. There are stone benches on two walls. There is a door to your left and another directly ahead of you.

    The floor of this area is completely covered in a thick, lush carpet of green and in the middle of the room sits the hunched form of a dwarf, completely covered in the same green fuzz. Tendrils run around his form, apparently rooting him to the ground.

    The creature speaks with a gurgly, alien voice, using heavily accented common. "Well well, what have I here?"

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  6. ((OH it's on like Donkey Kong!))

    Tom examines the green stuff closely.

    ((Also, is there light in the room or just our torches?))

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  7. Tom leans down and looks closely at the green carpet. It consists of millions of tiny threads growing upon one another to a depth of at least one inch (2.54 cm). Each thread is moving and you can't help but note that there isn't the slightest breeze in here. When your breath hits a patch the threads all shrink back.

    This is obviously some living mold, but of what origin you can not say.

    Please make a fort save (you did say closely and I gave you important info, if you can figure out what it means.)

    No light, just the torch Kheldru is holding. If someone else has a torch, please let me know.

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  8. A few tiny hairs break off and Tom inhales them. He cries out in pain and jumps back. It's as if there's an itching behind your eyes that you can't scratch. You also feel weaker.

    (You lose 2 points of strength. If you don't know how poisons work in Pathfinder, basically you've been infected. The poison will keep acting for a number of rounds or minutes and you'll get a chance to save against it every round or minute or day or whatever. If you get a set number of saves, you shake it off. If not, you continue to suffer the consequences.)

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  9. "We do not seek a fight, we have come at the behest of a dying dwarf friend to discover the fate of his brother... One hundred long years lost. If you are seeking a fight then you can be assured you will not leave here unharmed. I demand you give us your name creature and what manner of beast you have become or I swear by the forge you will feel the touch of my flames."

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  10. You hear a choking gurgle come from the dwarf's body and for a moment you think it might be trying to speak but then you hear a sickeningly loud popping sound as the tendrils around it's neck tighten and snap the head straight back, farther than you think possible. The same alien voice emanates from the body's mouth.

    "We have no name. You come into our realm, kill our children with your fire and threaten us?! Leave now or you will join this one as our minion!"

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  11. ((Going to give this a couple of days for Josh and Maz to post so that they don't miss out on any of the action))

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  12. ((We're getting good now! Sy hasn't posted since the door was open either.))

    "I don't like the look of this stuff, and I like its attitude even less. Seems it's a little sore about fire, and I think we've got plenty of that! Anyone have a plan, or do we just rush in and hope for the best?"

    Draymun grins and bounces his hammer on his shoulder.

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  13. Tom pulls out his 5 oil flasks and the remaining unlit torches and places them on the ground in front of him. Pulling a strip of cloth out of his pack ((my assumption is a strip for bandages or pulled off some garment or bedroll)), he prepares an arrow to be lit.

    "My guess is, this mold is bad, I am suffering inhaling just a little bit, we need to burn this, since it seems to be the most efficient way. While I hate to shoot the dwarf, I can't imagine, he's still..alive..as it were. What do you guys think?

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  14. (((sorry, been sick with a horrible headaches an blogspot got blocked at work.)))

    I say we giv em a chance at one last drink afore we see im dealt with

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  15. "If you give him a chance he is gonna turn you into broccoli. Tom I'll hold this torch close so that you have easy access to its flame. Whatever that dwarf was he is not now... I don't want to desecrate another any less than you all but this is not a dwarf any longer and I shall not suffer an abomination to live," Kheldru whispers to the assembled heroes and with that he throws with all his strength the second last bomb he has, hoping for a splash zone large enough to burn the creature and it's unnatural creations. ((Rolls a 17))

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  16. ((I like how no one picked up on the whole wind hurts/bothers it thing and instead went right for KILL IT WITH FIRE. Ah, well.))

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  17. That's a hit, roll your damage Kheldru. I believe it's 1d6 + 3 damage to the dwarf and minimum damage, which is 4, to everything within five feet.

    Everyone, please roll initiative. Recall that you are all bunched up so you're taking a penalty to your attacks.

    I'm going to need another Fort save from Tom.

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  18. ((Not sure I remember the wind thing...))

    ((13 +5 bonus = 18 --Fort Save))

    ((Initiative: 20 + 3 dex modifier))

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  19. ((The post on your observation: it recoiled when you breathed on it. Also, he made sure to point out that there is zero wind/air movement in this area. He didn't specifically say it, but he said he gave us a pretty big hint. I'm only speculating, of course.

    Initiative: Roll(1d20)-1: 2,-1 Total:1 Slow Druid is slow!))

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  20. ((is it the breath or the heat that causes it to shrink back. I am not prepared to produce a lot of wind, if you are, go for it))

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  21. ((Rolled a 1, so 4 damage. Also I anyone watched the news out of Australia there was a fire tornado... Basically high winds wiped a firestorm into a cyclone of fire which burned for 45 minutes... Don't know how powerful our Druid is but if you can summon a tornado I can give ya the fire lol))

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  22. ((I rolled an 8 on my intiative as well. I believe, if I'm not mistaken that me and Tom stand in the doorway with me to his right and a line of extremely volatile bottles of oil at his feet. Behind us, I'm guessing, lies the remaining dwarves with Kring in the rear (with the gear!) I'm not all that sure of how they are situated though that was only my assumption. Also about the wind, as dwarves we sense things about stuff in underground caves and the like... Such as direction, stonework etc, it may be possible that the wind/lack of same, was noted precisely because we can tell whether chambers have exits that open to the world above or not. Insofar as this chamber exists entirely underground it could be possible we are only subconsciously aware that this place had but one exit, and we are standing in it. That said you did raise the point about the moss recoiling from his breath, I had assumed the previous statement and with that assumption I had also assumed that the moss recoiled from either the heat of the breath or life itself. These are my speculations not yours.. (that's a sign off phrase from the local radio show)... So they ultimately await DM intervention/correction etc))

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  23. You hear a guttural cry from the mass at the center and some of the carpet surrounding the creature burns quickly to ash.

    (That was a "surprise round", now we're waiting for Kheldru, Kring and Ghalen's initiative before we go on.)

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  24. Realistically, it's more like you and Tom are standing sideways facing one another. It's tight. You're going to take penalties to your ranged attack rolls and you probably won't be able to swing weapons at all if you keep fighting like this. Your options, then, are to back up or go forward. I leave the choice, and consequences, up to you but be mindful that you will be restricted in what you can do if you stay bunched up.

    The actual order you're lined up in is Tom, Kheldru, Draymun, Kring, Ghalen. I took this from the order you left the last room in or the order you declared you were ready to move on in since no one actually gave me a marching order.

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  25. Kring asked me to roll for him, he gets an 18 + 2 = 20

    So far the order is: Tom, Kring, Kheldru, the Creature, Draymun.

    I will be waiting on word from Ghalen before moving on but if you guys want to continue to discuss strategy, feel free to do so.

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  26. ((I would move at the end of my last round but Tom needs the light and I don't want to abandon him on that, can I just move when/if he moves?

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  27. The torch casts light for 20 feet.

    You can move on your turn, or you can pass your turn this round and move it to wherever you want it in the order.

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  28. ((But if I move out of range to let him use the flame to light his arrows then I have doomed him worse than not providing light. I assume we are gonna want to not stand in the green shit which means we try and draw the creature into the hall, right? What does everyone think? We could try splitting to either side of the entrance and taunting the beast... Hoping rage will fuel it to come out of its protected zone.... Still getting in contact with the beast will still result in infection... So maybe retreat doesn't gain us much? I don't know, never really thought about monsters as biological warfare lol))

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  29. (Ghalen texted his roll of 19 so we're ready to go.)

    Initiative order is Tom, Ghalen, Kring, Kheldru, the Creature, Draymun.

    Tom, what's your play?

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  30. Lighting a second torch, Tom smashes a flask of oil inside the room, around 10 feet in, then tosses the torch in.

    (let me know if you need rolls)

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  31. I need a to hit roll (d20 + BAB + Dex mod) and a d6 to see if the flask breaks or rolls.

    Lamp Oil in my world is like kerosene. It burns pretty well, but it's kept in these flasks and they're kind of hard to break, which is good or else you'd be lighting your backpack on fire all the time. But that means you have to roll to see if they break in combat. For future reference, you can also take a round and make a molotov cocktail of sorts with a wick of cloth or something. That has a slightly better chance of breaking but of course it takes a round in combat. Give and take, gentlemen.

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  32. ((18 + 1 (BAB)+ 3 (dex) = 22))
    ((d6 = 5))

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  33. The vessel shatters and coats the green carpet in a 10 foot area with oil, then when the torch hits the whole floor lights up and begins to burn quickly. You hear an enraged scream and the form of the dwarf begins to stir.

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  34. ((Think Ghalen is transfixed by the flames...))

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  35. It's been nearly a week. Ghalen holds his turn, contemplating what to do about the green carpet and the creature at the center of it.

    Kring's turn.

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  36. (Kring's play via text, has anyone else had trouble posting to the campaign?)

    Kring surveys the immediate area, looking for something to throw at the form coming to life in the center of the flaming moss. Wondering if he should just bum rush the thing and remove its face with his axe.

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  37. Kring, about the only things you see to throw are your party members and the things attached to them. You think you might be able to pound the stone door off it's hinges but it would take a long time and you might not be able to lift it once it's free.

    Kheldru's Turn

    (By the way, no one needs to feel bad about "holding us up" or anything. We all started this knowing that real life takes precedence and that we'd play at our own pace.)

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  38. ((Agreed. We picked this as the forum for our game specifically so people can post when they want/can. I'm in no rush, just happy to be playing with everyone!))

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  39. Tom did a great job setting the room ablaze but the beast seemed to still be clinging to life, and would soon no doubt be upon them. Backing away from the doorway into the hall, Kheldru's hands slippery with nervous sweat worked frantically to mix the admixture of his last bomb, setting the two ingredients to mix, he pulls back his arm and throws with all his might, hoping that maybe this last ditch effort may work.

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  40. It's a hit! Your bomb explodes right on the creature and it screams. Another patch of the green carpet bursts into flame.

    Then it begins tearing itself from the floor. The sound of breaking bones and ripping flesh is disturbing. Not as disturbing, however, as the sight of the creature once it is standing. The form is that of a dwarf but the innards have long dropped out, leaving a gaping hole in it's stomach where you can see the ribs are covered with tendrils of vine. From it's eye sockets and mouth, a green slime pours and it's beard is covered in mold. From it's back are growing several long, thick cords of vine as well and it uses them to steady itself as it lumbers towards Tom (who I have standing in the front, since Kheldru moved back.)

    Tom, it will take two attacks at you with it's vine appendages since it moved this round, you can be sure it will take more next round if given the chance.

    With your AC as high as it is, it only hits you once but it is a smashing blow. 7 damage and you are grappled in it's viny embrace.

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  41. ((Holy crap batman! Turn order is what?))

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  42. ((Now I wish we had all attacked first, I have no bombs, no mutagens and I'm shortly going to start throwing whatever I can at this thing... Kring eat it!))

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  43. Tom, Ghalen, Kring, Kheldru, the Creature, Draymun is the turn order so Draymun is up, then Tom is on deck.

    The creature is inside the room and Tom is in the doorway, grappled.

    Kheldru is behind him, then Draymun, then Kring, then Ghalen. Remember you can move through spaces your party is standing in but you can't end your turn in the same space as them.

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  44. ((I can make cure light wound potions, can I share these with others? If so, Pie I plan on getting you some HP if you can find a way to break free of the monster. Don't know about you guys but I vote we fall back to the hall, flank the doorway to either side and when the creature comes forth we can strike it without provoking attacks of oppurtunity and with flanking bonuses. In order to do this though we need to try and get Pie free from the creatures grasp and get him away from the front lines... Any suggestions? I think we're gonna need to pool our thinking on this one, he ain't going down easy. Sam is there anyway to gauge how much our attacks have affected him, even if we are just ball parking, could help us identify how we need to fight it))

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  45. ((Found the answer to my cure light wounds question... I cannot share extracts but must drink them myself. That said, once drank I can duplicate the spell, therefore I can make the extract, drink it and touch Pie to heal him. I'm not useless! I have 5 Cure Light Wounds (or can enlarge person etc, but I'll take on the role of healer) so you guys figure out how to get him free, I'll keep him alive and in the fight.))

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  46. "an alchemist cannot normally pass out his extracts for allies to use"

    "duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist."

    Sorry, it only affects you. Further, if you haven't already mixed your formulas, it takes a minute apiece.

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  47. And you can tell that it's been injured significantly. Enough that it's attacking.

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  48. ((am i grappled so much I can't equip shield and mace?))

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  49. ((I'm in Ohio through tomorrow. Will post when I get home.))

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  50. Tom, you could probably draw one or the other. You're expressly prohibited from taking "action that requires two hands to perform."

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  51. ((Oh, I was thinking that the cure light wounds saying that it makes my hands have curing power would mean that in alchemy it would still affect me but affect me in the way of giving me the healing potential as the end result. It was a misunderstanding of the wording, thanks for clearing that up. I did read the one minute mix time, but it recommends not mixing til you know what you need, how many rounds is that in combat? I was thinking that it would be a round since we are taking time for each person to perform actions, but now that I think about it you had said something about it being shorter I think))

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  52. ((I think one "round" is 10 seconds or so... so it would take 10 turns for that.))

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  53. (No worries, just a simple misunderstanding. I just wanted to clarify so you could continue planning. A round is 6 seconds so a minute would take you 10 rounds. I think the idea is that you don't mix til you need an extract, but that you mix them before battle if possible.)

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  54. (Draymun, then Tom, then Ghalen. Let's see if we can get through at least one round this week.)

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  55. ((Whoops, my math was wank, but I knew what I meant. 10 rounds, not 10 seconds. heh!

    If I were to use my Acid Dart, there's a chance that I'll hit Tom instead, since he's being grappled, right?))

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  56. Only if you roll a 1 on your to-hit roll. Acid Dart is a ranged touch attack so it's a d20 + Base Attack + Dex Mod. And since it's a touch attack, it ignores his armor bonus. Nice work.

    I need a d20 + Base Attack + Dex and a d6 please.

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  57. ((Oh, snap! That's what I like to see!))

    Draymun glares as the creature latches on to Tom, mentally paging through the many talents he's learned in the mines.

    "So you don't like burning, eh? How about a little acid?"

    With a flick of his hand a small green object flies toward the lumbering creature.

    [Acid Dart]
    [Rolls: Roll(1d20)-1: 14,-1 Total:13; Roll(1d6)+0: 3,+0 Total:3]

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  58. It's a hit! The creature screams in pain as more of the mold covering it's body sloughs off.

    Tom's turn, then Ghalen.

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  59. Tom twists and turns in an attempt to free himself from the vines holding him.

    ((20 yes natural 20 + 3 (cmb) = 23))

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  60. (Great roll! And at just the perfect time.)

    Tom breaks free.

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  61. ((previous move to get behind deleted, in case folks are seeing this in a reader))

    Once free, Tom pulls his shield and equips it.

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  62. (Ghalen's turn. If I don't hear from him by Thursday, I'll hold his turn again. Kring is on deck.)

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  63. "Enough of this!" Kring reaches for the spear attached to his back, flying into a Fury, hurling it full force at the mold-demon-dwarf-monster, while letting out a blood curdling roar. ((D20 roll for hit right? I rolled a 16, I add my str. Modifier to this? That was a 4... So 20? I feel like a noob... Wait, I am.))

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  64. (For ranged attacks it's d20 + Base Attack + DEX Mod. So you get a 16 + 1 + 2 = 19 which is a hit! I'll roll your damage which is d8 + Str so you do 7 + 5 = 12.)

    Kring's spear strikes true, hitting the creature dead in the chest. The spear hits with such force that it flies through the monster's bony form and lands with a clatter on the floor behind it.

    Still, it wavers unsteadily from the damage caused by the spear as it tore through.

    Kheldru's turn.

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  65. Kheldru reflects on what he knows trying to discover weaknesses to the creature or even it's nature at all. Meanwhile he slinks out into the hall, yelling at the monster, "I know where the rest of your babies and creations are and while you waste your time against these heroes, I will ensure that not a piece of your kind survives.... Unless you think you can stop me... And my fire!" Kheldru winks slyly at the others as he says this hoping the creature is intelligent enough to understand the implications and stupid enough to fall for his ruse. ((I rolled two D20's, the first was 11 and the second 17... I was hoping to do a knowledge check and taunt the beast... Let me know how successful I have been!))

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  66. (You have knowledge nature so that might give you some insight but I don't think there's anything else you don't already know. It's a mold that consumes a host corpse and takes over it's consciousness. Anyone who breathes in the spores and then dies comes back as a zombie-like mold creature.)

    By the way, Tom can I have another Fort save?

    Since Kheldru has moved back and there is now a five foot gap between Tom and Draymun, the creature can't reach anyone but Tom. Tom will then take the full force of the creature's wrath. It might have heard Kheldru's words but if there's any response it's in the fury with which he redoubles his attacks.

    Three vines lash out at Tom, the fourth is being used to stabilize the monster. It also attempts to bite Tom with it's dwarven host's mouth.

    Since Tom is now wearing his shield, only one attack hits! It does 10 points of damage (which is max damage for a vine attack).

    Draymun's turn, then Tom.

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  67. Draymun continues his assault on the creature with his conjured acid.

    [Acid Dart]
    [Rolls: Roll(1d20)-1: 16-1=15; Roll(1d6)+0: 6+0=6]

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  68. The dart hits the monster square in the face and it shrieks in pain as the acid drips down the skull. It looks around frantically and begins scrabbling at the walls with it's viny appendages.

    Then it falls backwards to the ground in a puff of spores and begins to smolder in the fire left on the floor.

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  69. ((Fort Save 5 + 5 = 10))
    ((D100 roll = 45))

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  70. Tom fails his Fort save and loses another 2 points of Str. However, he is stable. Meaning that while he is unconscious, he is not in danger of dying.

    As it stands, the creature is lying inside the room, Tom is lying unconscious in the doorway. Draymun is behind him 10 feet and Kring is immediately behind him. Ghalen and Kheldru are around the corner.

    The floor of the room is still perhaps 30% covered with green mold. You see a mound in the center where the dwarf-creature sat. Patches of mold cover a leather sack, the bottom of which has rotted out. You can see the glitter of coin and several bulges.

    We are out of combat so you may act in any order.

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  71. Anyone that knows how to bind wounds or mend bones see to Tom or else we may have to carry him out. If we have to carry him I will give my share of the loot to whoever can do so, the human appears too much for me and the gods will judge us harshly if we leave such a hero to be claimed by this dark place. Kring you may be best suited to that task, if your up to it... And if you stay with us I'm sure I could find more treasure for you in the future. I'm going to brave the mold to secure what treasure I can see, this hankerchef will have to suffice to hold back those spores. While I do so please scan the room for anything else of value, as I will be emptying the oils as I brave the room and skirt the edges of the mold. Once I'm clear we will set flame to this room and head for the surface will all haste, something tells me we haven't much time. ((If you need rolls let me know))

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  72. First of all, you each receive 750 experience points for the fight with the zombies and the fight with the mold monster. You need 2000 to advance to second level so this was quite the boost.

    Kheldru ventures into the room, skirting the mold as best he can.

    Inside the leather sack you find:

    1020 silver pieces weighing 102 pounds
    55 gold pieces weighing 5 pounds
    A well-made longsword with runes carved into the blade
    4 daggers of normal make
    2 vials of a shimmering metalic paste that Kheldru immediately identifies as Silversheen
    2 golden goblets
    a brass necklace with Euri's family crest stamped on it
    a scroll case, sealed with wax
    3 potions, 2 green in color and 1 purple in color
    The sack itself is rotted and useless. Some other scraps of leather indicate leather armor that is rotted beyond repair.

    Of note: The daggers, potions, silversheen appear to be a century old. The sword, goblets, coins and scroll case appear to be much, much older.

    The oil is in place. The monster remains motionless. The treasure is dusted off and it's pretty obvious that the mold only infects by being inhaled. Is there anything else anyone wants to do before we move on?

    Kring could use his experience binding wounds after an arena fight and anyone with Knowledge Dungeoneering could also bind Tom's wounds.


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  73. "It appears that there exists more than one mystery to be solved in this place, several of these items are much older than I what the dwarves may have brought in here. We have 12 hours before the entrance closes, what say you all to a bit more adventure?" Kheldru tosses the items into his pack and retreats out of the room, back to the hall and begins to mix two potions of cure light wounds and one potion of enlarge person. "It appears our path has concluded down this tunnel, after we manage to awaken Tom we could journey back to the start and try the two other paths that are there if you all agree?"

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  74. ((Wasn't there another exit from this room, to the left?))

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  75. I might be persuaded to stay, even if I am sick of the smells, sights, and company... Let me see that sword. (( I have knowledge weapons... Plus, big swords need a big guy to swing them...)) (( knowledge check Sam? I need to roll a d20?))

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  76. There is another exit from this room, directly in front of the door you entered by.

    Kheldru, considering all of your gear, plus the loot you just grabbed, you're probably at a heavy load now. Your dex bonus is reduced to 1 and your speed is 20 unless you want to spread the loot around.

    Note: When I give loot, someone should be keeping track of it, either on your character blog or in a google doc or something. I don't keep track.

    Kring, since you craft weapons, you don't have to roll. It's a masterwork longsword, +1 to hit.

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  77. ((I have Knowledge Dungeoneering, so Draymun will do what he needs to do to help out Tom))

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  78. (Just roll a d20 and add your level + Wis mod. I'm just letting you guys know, it's a long shot to get him conscious.)

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  79. "Looks like there is a door I overlooked beyond this monster, if anyone would like to carry my mace you can have it, I'm kinda heavy at the moment." Having finished making his potions, Kheldru takes out the potions and tries to discern their contents. ((Rolled a 12, 9 and 14)) After watching Draymun attempt to revive Tom, Kheldru moves to the door and looks down the hallway, searching intently for signs of traps, secret passages or any signs of habitation. ((Rolled a 19, Woot!))

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  80. I'll wait on Draymun's roll to tell you know what happens to Tom.

    (Lucky rolls Kheldru, I just took them in order so you identified one green potion and get the other one for free.)

    The green potions are potions of Cure Light Wounds. The purple potion is Hide from Undead.

    15 feet down the hallway, there is a T-Junction leading left and right.

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  81. ((Derp. Forgot to add my bonuses. Roll(1d20):14,+1,+4; Total:19))

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  82. Well, you didn't succeed in reviving him but you did cure him of his poison.

    Tom remains unconscious at -3 hit points but he is in no further danger of being infected.

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  83. Tom continues to lay on the floor.

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  84. Kheldru tosses a potion of cure light wounds to Draymun from his pack to give to Tom.

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  85. We'll assume Draymun administers the potion to Tom. You get lucky as the DM rolls the max and Tom gains 8 hit points.

    What will the party do now? When I get a consensus, I'll start a new thread.

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  86. ((I say we go two-by-two and check the passages. I'll lead one. Ghalen the NPC can act as relay for now.))

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