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Post by Ska on Apr 29, 2008 15:46:03 GMT -5
Tiberious will back out through the doorway to prevent a line of sight acid attack and will fire his light crossbow as he does so.
He will alert the fighters to hurry up !
Axe, see PM
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Post by ermanaric on Apr 30, 2008 0:07:15 GMT -5
Ermanaric will run, up to the side of the doorway opposite Tiberious and bring his crossbow into firing position. Peering in, discovering what kind of danger he is dealing with.
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Post by AxeMental on Apr 30, 2008 5:33:12 GMT -5
OK, I'll assume the thief and monk attack and then back away to let Ermanaric have a shot.
Tiberius fires his bolt at the nearest one which sticks into the mass causing it to drip a crystaline slime. Subdolus uses odinary daggers both of which fail to puncture anything critical. Ermanaric fires his bolt at the same one and inflicts another 5 pts damage.
Edit, I'm going to assume the thief and monk will move to the sides to allow the fighters to enter the battle. Both of you have to hang over the side to do this theres such little room at the top of the stairs. Once the fighters enter you can come back up and get into the battle.
Zargon and Calhagn both charge into the room firing their bows at the same one damaged by the others causing it to drop to the floor with a splat obviously dead. Sog stays with the princess behind the fighters, both are too far back to act just yet.
What does Fletcher wish to do (attack with sword, use bow, or take cover from the globual attacks (6 per round total) by getting behind the giants shield? Once Fletcher goes I'll role initiative.
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Post by The Master on Apr 30, 2008 13:28:11 GMT -5
Feltcher will try to take cover behind the shield and use his longbow.
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Post by AxeMental on Apr 30, 2008 17:37:26 GMT -5
Fletcher dives behind the table sized metal shield hopefully providing the cover he seeks as the slimes prepare to fling more acid at him. They will be at the shield after the next round and so far are ignoring the rest of the group.
Init: monster 1 group 4 , players go first.
Do the fighters wish to attack with swords or arrows (if swords you can reach the one near the door but the other 3 you'll not be able to reach until next round (though you could reach them with arrows).
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Post by AxeMental on May 1, 2008 19:11:17 GMT -5
In terror everyone stands still not sure what to do and are eaten by the crystaline slimes! Just kidding, but seriously, what do you guys want to do. Remember, P&P is waiting to get into the game. If no one posts I'll assume the fighters run foward with swords and attack.
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Post by The Master on May 2, 2008 7:02:53 GMT -5
As i said, I am going to fire my bow
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Post by subdolus on May 2, 2008 7:17:30 GMT -5
Subdolus prepares to back up the fighters when they assault the slime.
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Post by AxeMental on May 2, 2008 7:57:11 GMT -5
OK Fletcher fires into the nearest glittering slime (now on the ground and closing fast) sinking 2 arrows deep into it causing a clear goo to erupt from the arrow holes...but it keeps coming!
The rest of the group charges in to help their trapped comrad. Calhagn and Ermanaric cut the last one near the door down with their swords while Zargon charges across the room swinging at the one closest to him (hitting for 11 pts) clear slime flings across the room.
The rest of the group will need to wait another round before they can get a clear shot. Counter: The slime nearest Zargon halts and swings with a tentacle like arm covered in goo toward the fighter, hitting him for 5 pts (plus he will take 1 pt. of damage per round until he's taken 4). The 2 remaining move closer toward the ranger throwing 4 more globs his way. The shield prevents 2 from hitting (cuasing the shield to start melting) but 2 more hit for 2 pts (plus another 6 pts at the end of the 4th round).
Initiative: Monster 4, group 2. Monsters go first. The two near the ranger attack with tentacles of shimmering goo. Both miss as the fighter manuevers back. The one on Zargon hits again doing another 7 pts (plus covering him in more goo which starts to disolve him for a total of 4 more). Counter: Zargon hits the slime twice cutting it to ribbons. The other fighters charge the remaining goos along with the thief and monk and SOgathan. Together they rip them to shreds covering the ground in a sticky acidic mess.
I'll assume the clerics heal up the party back to normal (Sog uses up CLW 5 spells and the Half Orc cleric 3). Subdolus checks the secret door traps but finds non. Fletcher discovers giant sized foot prints (only a few) going in and out of this secret doorway, but they are old, at least a month probably older. The fighters push in and evenutally get the heavy door open. Within you see a hall going 100 feet with a stairway (giant sized) going up at the far end. Following this passage and then up the stairs you emerge into what appears to have been a cave bear cave (given the number of bones). Its not very deep (perhaps 40 feet) and at its end is the mouth of the cave 12 feet tall with huge icycles and snow hiding it from the outside. Subdolus and Fletcher move to the cave entrance and have a good view of the keep (you have moved across the snow field from it). On this side the stairway is hidden from plane view by a sheet of stalagmites and stalagtites and appears to be nothing but a pit. The group finds nothing else of interest here (save a few giant sized pieces of broken pottery) and coninue back down. There Calhagn discovers a secret door the group passed first time crossing it. The door is on the floor of the passagway mid way down and is not trapped. The entire strength of the fighters is needed but eventually the trap door of stone is thrown open. Inside is a drop straight down into a circular room (this one is cut from stone) at least 50 feet in diameter and 30 feet high. You look in and see at the end opposite yours is the huge thrown made of black marble. sitting upon it is the mumifide and skeletal remains of a frost giant holding his axe and covered in armor and fine jewelry of giant proportions. In one eye of its skull is a large diamond (apparently used as a false eye). The room has boxes of treasure around the giant (3 in all) and paintings of giants killing and torturing humans hung about. After alot of slow investigating you find nothing guarding the treasure (13,000 gps worth in gems, gold and platnum total). Do you wish to take the belongings of the mumifide frost giant and his diamond eye?
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Post by The Master on May 2, 2008 8:12:49 GMT -5
Fletcher recommends a detect magic and detect evil spell be cast on the giant and his treasure.
"I have a bad feeling about One-Eyed Willie here."
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Post by AxeMental on May 2, 2008 8:42:46 GMT -5
Sogathan casts both spells and finds the large diamond glows magical while the remains of the giant glow evil. He informs Fletcher that if the giant was extremely evil and powerful in life its possible he's picking up a trace left behind (it doesn't nec. mean it is undead). Sog thinks the remains are very old, probably over 300 years in age. By the painted depictions, this appears to have been their king or chief who originally brought them to this range and led to the great accumulation of wealth. Sog aslo sees something odd in the paintings. Humans working with the giants bringing prisoners. They are clad in the yellow tounge order robes (the group has had several run ins with the monks of the Yellow Tounge order, they have a monistary in Grime as well). Also of interest is a huge maggot looking thing suckling from the tit of a female giant princess. This, you think, is similar to what was in the crib in the giantess's dressing room. For you guys that weren't playing then, when the party first took over the keep, they had to fight a bunch of giants. In the queen giants chamber upstairs was a hiddeous maggoty worm thing that escaped out a window into a blizzard, but left a trail of slime. It also attacked Sogathan psionically when he tried to read its mind using his crown of ESP. Paintings there suggested the beast fed from the breast milk of the giantess. Of interest, the frost giantess queen could use magic (could cast spells and use magical devices such as a wand (actually a magical staff now stone and held by Cadellin the small action figure toy).
In any event, it appears the Yellow Tounge order of monks was helping the frost giants back then as well, and the tradition of feeding and caring for these maggoty worms was also practised by the most elight of their clan. Caring for such a beast must have been a great honor or duty.
So, who wants to grab the diamond?
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Post by The Master on May 2, 2008 9:17:51 GMT -5
Fletcher will attempt to pull the diamond.
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Post by Semaj The Silent on May 2, 2008 21:25:10 GMT -5
Meanwhile, keeping one eye on Fletcher and what happens to him, Sogathan will mar the paintings with the maggot nursing on the giantess because 1) that's a depiction of a highly evil act, and 2) it's just freakin' nasty.
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Post by zargonthelucid on May 3, 2008 11:25:32 GMT -5
Zargon does his best to ignore the distrubing images, and at the same time, distract the princess from them by recounting fun tales involving he and his boss, may he rest in peace.
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Post by AxeMental on May 4, 2008 8:30:44 GMT -5
As Subdolus and Tiberious strip the giant of its jewelry (another 5,000 worth in metal and jewels) Fletcher reaches up to remove the large diamond eye (which Sub checked around for traps). Just as fletcher holds onto the fist sized diamond it disappears and reappears in fletchers eye socket replacing his right eye (now the diamond is the size of a marble)!!! (save vs. magic 8) "AAHHHHHH" the ranger falls grabbing at his eye. When he opens it he can see threw it as somewhat normal just more crisply somehow. The group look at the ranger is disbelief and horror, when slowly (OOC: like those mood rings popular in the 70s) the flawless clear diamond turns color to somewhat match Fletchers other eye duplicating it (though if stand close you can still see the many facets (a viewer at 10 feet has a 20% chance of noticing the eye is false every round). Fletcher drops to a knee trying to pull the thing out, but it won't budge. His fellows gather around him as the ranger begins to think, suddenly an old woodsman appears before the group patting the head of a young boy. "Ahhhh", it says patting the boys head "As I told you before, your curiosity will one day get the better of you". The old man looks around at the group as does the boy in confusion and then disappears. "By the gods!" screams the princess.
Fletcher informs the group he was thinking that thought just when it appeared before them, he felt the sensation that his eye projected it. The scene was of himself at a very young age talking to the old man who trained him as a ranger as a favor to his father (his name was Godfree of Wistledown).
The ranger believes the diamond now in his eye projected the image, and is able to once again produce such a manifestation, this time of an eagel flying about the room. With some practise the ranger gets the hang of it. The diamond allows Fletcher to create an advanced phantasmal force one time per day or normal phantasmal force 3 x a day (the effort gives the sensation of exhausting his new eye) as per the spell cast by a 10th level illusionist, as well as detect illusions at all times like the spell (he knows this as that eye detects what he makes as see threw while his other eye believes) and perhaps some other powers he's not aware of yet. Despite some vertigo for a few hours, and the wierd sensation of blinking over the diamonds facets, the ranger adapts.
The group gets back into the boat (I'll assume) and heads back upstream, the ranger still rubbing at soar eye socket now and then.
They reach the split an hour later exhausted (having had to slowly drag the boat back up stream at various points) the drop had been far more severe then you'd realized. The group then heads down the other branch marked with the single eye (Fletcher at the helm). The drop is steep this time, fast and steady (like a long water shoot), if any rocks were in the way the boat (moving at high speed) would have been splinters, and Fletcher couldn't do anything to stop it. After going down 1000 feet with water spraying everyone in the boat, they hit bottom, where the river enters into a huge chamber 1000 feet in diameter and 50 feet high. Light barely filters down threw the glacial ceiling giving a dim illumination you can barely see in, similar to twilight.
From here the group can see your on a lake (perhaps the one the aquatic fish people told you about where they live (that was when Sog telepathically communicated with them)). Several other large undergound streams enter into this chamber making it difficult to hear each other talk. As you cross you see several exits out of the lake into rough rivers, however, one is marked with a single eye. Fletcher thinks this one actually looks to be the biggest river with the highest ceiling and most gradual drop.
As the group crosses the room they notice lights blinking from 30 feet away toward the north. They are multi-colored and beautiful. Do you wish to move closer and investigate, or move on?
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