Lost in the darkness, Kreel wipes the blood from his face and fumbles for his axe.
"Well, it coudn't get much worse I suppose."
Feeling his way to the wooden wall, he sets himself up and takes a swing.
Attack Vs. Wooden Wall [4,3] = (7) Vs 21 = MISS
Sadly, the darkness does nothing for Kreel, and he misses
"Well... That didn't work."
Kreel, as I gather the attack was his move (I am out of office the rest of the day and at least wanted to do something), will just try to listen next round.)
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
With the trap no longer working, you think you're free to act without any potential hostile interference.
Initiative cycle has been ceased! Feel free to act however, and whenever, you wish.
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
Kreel:
All five of your senses are intensely attuned to the environment you find yourself in - perhaps it's because of the adrenaline pumping through your veins after the ordeal you've gone through. Perhaps this dark, dangerous room reminds you of the cell you were raised and trained in. Whatever the reason, you're able to perceive the shit out of this room.
Unfortunately, there isn't that much to perceive. The walls you previously saw are still there, although they are turned 90 degrees to the side. You also feel that the space which used to be opening up into the pit now has been capped with solid stone. There's a small gap, where the stone and wooden chamber meet, but not big enough to fit more than a finger through.
You can also hear that there's no noise emanating from outside your spiked prison - the only way out, it seems, will involve some serious hacking at the wall. Now that you're no longer rushed, however, you can attack the wall with impunity.
That means, if you want, you can just hack the shit out of that wall - if you make an AC21 strike against the wall, with a +2 bonus due to your calmer situation, you'll get your rhythm going and make short work of the remaining wood. If you don't crack it this time, however, there's no hope of you making it - you'll have to wait for someone to come rescue you.
Lost in the oneness that only total darkness can bring, and emboldened by the depth of understanding that his moment of quiet has given him, the Goliath again makes his measure against the wooden wall. Both hands grip the leather covering the axe handle, feet set just so apart. Face set in fierce determination, the Avenger hauls back as carefully as he can and swings the greataxe towards its target.
The strike hits true, and Kreel feels the wood begin to weaken.
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
With a thunderous crack, the wood splinters under Kreel's mighty blows. Light, though only a small amount of it, begins to creep through the holes that his axe has made. Eventually, with a final blow, the wood falls from its position and lands on the ground with a dusty thud, leaving Kreel able to simply walk out of his wooden prison.
Now that he's out, he can more fully see the chamber in front of him - the gears and mechanisms that worked the trap are motionless, partially melted, with pieces of it glinting in the darkness. Overall, he'd say the area was ten feet wide, and perhaps thirty feet long, including the area taken up by the now-defunt chamber.
There's nothing else of interest down here, it seems - of more interest to most would be the exit that floats some thirty feet above. Kreel can see the heads of his comrades floating, disembodied by the shadows that this dark place can make.
I figured, but wasn't sure if it would be Arcana or something.
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited June 2009
"Was that you getting busted apart, Kreel?" Blublo shouts into the darkness, "or are you still in one piece? I suggest you hack your way out of the mechanisms and find your way back to our rope."
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
Kreel looks up, and recognises the knobbly face of Blublo shouting down at him.
He can also see the lowered rope, danging down from the open mouth of this pit.
Climb check! Make me two DC15 Athletics checks, if you want to climb up the rope and all the way back to your waiting friends. Failure by 4 or less on either check with result in you crashing back to the ground, but with no damage taken - fail it by 5 or more, however, and you'll climb as high as you can on that check... before crashing to to ground and taking full fall damage.
If you fail the check, however, you get one free "catch hold" check - it'd be DC20 Athletics check to make, and if you hit it, you'll catch yourself before falling, thereby negating the fall.
However, the showing off proves too much for the Goliath and he loses his one handed grip and starts to plummet to the ground.
# 2 = 1d20+3 → [1,3] = (4)
Flailing, the Avenger makes a desperate bid to grab onto the wall.
1d20+3 → [13,3] = (16) vs 20 = Fail
But he fails, utterly.
(So, 30 damage? I think I am unconcious now...Or dead)
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
Haha, Jesus, a natural 20 followed by a natural 1. Classic.
Being a clumsy fuck attacks Kreel for 3d10 damage... 21 damage!
Yeah, you're pretty unconscious right about now.
Kreel lands on the ground with a sickening squelch. This final piece of brutality is just too much for Kreel's system to take - he lapses into unconsciousness, his still body facing up at the comrades who were waiting at the top of the pit.
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited June 2009
"Kreel, we are *not* supposed to fail like that!" The Gnight shouts at the half-giant man's unpleasant fall back into the darkness. "I demand you get back up here this instant!"
I use an Inspiring Word to heal him, which I believe should work at this distance. I'll roll for the bonus and for an assisted Athletics check if he tries to scramble back up again.
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
Alas - Blublo's words fall onto deaf ears. Kreel is so very unconscious, he cannot hear the distant, encouraging words of the brave Gnomish Gnight. It will either take a louder voice, or moving close to the Goliath, for anything to make it into his darkened mind.
Inspiring Word is a close burst 5, unfortunately! You're five feet off being able to Inspire him.
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited June 2009
I thought it was a 20ft drop, not 30.
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
It was twenty feet, yes! But with that wooden chamber out of the way, you can see that it pit actually extends down another 10 feet. I think I mentioned this somewhere, but I may have been making it blatently obvious.
Do I have to draw another diagram?
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited June 2009
No, I just figured he'd climed up on top of it, and it was directly below the trap door for him to fall back onto.
Blublo glowers at the silence. "Don't make me come down there!"
After another moment of silence, he does in fact come down there. Blublo takes hold of the rope and carefully shimmies halfway down to shout a second time at his collapsed comrade.
"Don't tell me the wind has already been knocked from you, Kreel! On your feet!"
I'll assume Quinn is holding the hatch open still or something.
Shouldn't he be at 8? Inspiring Word allows for a surge plus 1d6 to heal, and I recall lhealing ignores negative HP.
Also, does that endeavor count as 2 Inspiring Word uses or just the one?
Ah, that's my bad - I remembered the rules saying that a surge used on the dying restores them to 1, and then you apply bonus points. Yeah, Kreel will be on 8 at this point in the game.
After this little catastrophe, my Dick DM counter has been reset. It only counts as one use, considering I didn't make it quite clear about the situation with distance.
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
If you guys keep this up I am just going to assume Kreel falls, again, and that he's dead forever.
Star-wipe to his corpse, bloated and being consumed by a pack of rats, while the remaining group manages to find themselves surrounded from all angles by a horde of Skulks, Dark Creepers and Uber-Bugbear-Kings, each wielding a flail of Bugbears.
The breath from the lead Uber-Bugbear-King blows Quinn's torch out.
Play 'em off, keyboard cat!
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Mike Danger"Diane..."a place both wonderful and strangeRegistered Userregular
edited June 2009
"All this bellyachin'! Y'sound like it's your first night sleeping rough! Grab the rope and let's find these kids!"
Kreel slowly sits up and rubs at his neck, checking to make sure he various gear is still in one piece. Waving to his comrades, he attempts to stand up.
"I think the rope is cursed... Or at least not too helpful. I suggest we tie some knots in it, or at least whip up something magical. I was a tad too close to meeting the Queen that time."
Did my gear survive the fall?
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
Unless I say otherwise, assume all your shit survives falls.
"I... I could probably blast you out of the pit, given enough time." Alead calls down into the pit, and then clicks his tongue noncommittally. "Perhaps it's best if you just use all of that vaunted Goliath mountaineering skill and get out of the pit? No? Fine."
The Deva spends a few minutes knotting the rope for easy climbing, and then lowers it back down in the pit. The rope seems much shorter than before -- the knots have eaten up some of the slack -- but the rope should still be in Kreel's reach. And Blublo's, if the Goliath is willing to give the Gnome a boost.
They should be able to climb out with minimal difficulty, now.
That okay, Simon? Trying to move things along a bit.
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
Poifect! I'll update you guys with a map and stuff when I get back from shopping.
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited June 2009
Now that the situation with the pit is dealt with, and Kreel is back to safety, you gather back together outside the still-open 'J' door, and re-draw the map to reflect what knowledge you have just learned from this place.
New map:
You guys have a variety of options to try out, at this juncture - Alead's detected quite a few magical spells and enchantments around the place, and there's always the hall of dancing lights...
Posts
"Well, it coudn't get much worse I suppose."
Feeling his way to the wooden wall, he sets himself up and takes a swing.
Sadly, the darkness does nothing for Kreel, and he misses
"Well... That didn't work."
Man, I perceived the HELL out of that wall.
Unfortunately, there isn't that much to perceive. The walls you previously saw are still there, although they are turned 90 degrees to the side. You also feel that the space which used to be opening up into the pit now has been capped with solid stone. There's a small gap, where the stone and wooden chamber meet, but not big enough to fit more than a finger through.
You can also hear that there's no noise emanating from outside your spiked prison - the only way out, it seems, will involve some serious hacking at the wall. Now that you're no longer rushed, however, you can attack the wall with impunity.
That means, if you want, you can just hack the shit out of that wall - if you make an AC21 strike against the wall, with a +2 bonus due to your calmer situation, you'll get your rhythm going and make short work of the remaining wood. If you don't crack it this time, however, there's no hope of you making it - you'll have to wait for someone to come rescue you.
Hell yeah serenity!
The strike hits true, and Kreel feels the wood begin to weaken.
Now that he's out, he can more fully see the chamber in front of him - the gears and mechanisms that worked the trap are motionless, partially melted, with pieces of it glinting in the darkness. Overall, he'd say the area was ten feet wide, and perhaps thirty feet long, including the area taken up by the now-defunt chamber.
There's nothing else of interest down here, it seems - of more interest to most would be the exit that floats some thirty feet above. Kreel can see the heads of his comrades floating, disembodied by the shadows that this dark place can make.
I figured, but wasn't sure if it would be Arcana or something.
He can also see the lowered rope, danging down from the open mouth of this pit.
If you fail the check, however, you get one free "catch hold" check - it'd be DC20 Athletics check to make, and if you hit it, you'll catch yourself before falling, thereby negating the fall.
#1 = [20,3] = (23)
However, the showing off proves too much for the Goliath and he loses his one handed grip and starts to plummet to the ground.
Flailing, the Avenger makes a desperate bid to grab onto the wall.
But he fails, utterly.
Being a clumsy fuck attacks Kreel for 3d10 damage... 21 damage!
Yeah, you're pretty unconscious right about now.
Kreel lands on the ground with a sickening squelch. This final piece of brutality is just too much for Kreel's system to take - he lapses into unconsciousness, his still body facing up at the comrades who were waiting at the top of the pit.
Do I have to draw another diagram?
Blublo glowers at the silence. "Don't make me come down there!"
After another moment of silence, he does in fact come down there. Blublo takes hold of the rope and carefully shimmies halfway down to shout a second time at his collapsed comrade.
"Don't tell me the wind has already been knocked from you, Kreel! On your feet!"
Here's my climb: 1d20+8 → [9,8] = (17)
And here's my Inspiring Word surge bonus: 1d6 → [1] = (1) Gee thanks, IC.
"We're all going to end up unconscious at the bottom of this hole, aren't we?"
Kreel's unconscious mind picks up some fleeting words. Is that... Blublo?
"On your feet!"
Filled with the strength to go on, Kreel awakens from his slumber.
"Bl...Blublo?" He coughs. "I hate trap doors."
Also, does that endeavor count as 2 Inspiring Word uses or just the one?
After this little catastrophe, my Dick DM counter has been reset. It only counts as one use, considering I didn't make it quite clear about the situation with distance.
"I also hate ropes."
Star-wipe to his corpse, bloated and being consumed by a pack of rats, while the remaining group manages to find themselves surrounded from all angles by a horde of Skulks, Dark Creepers and Uber-Bugbear-Kings, each wielding a flail of Bugbears.
The breath from the lead Uber-Bugbear-King blows Quinn's torch out.
Play 'em off, keyboard cat!
"I think the rope is cursed... Or at least not too helpful. I suggest we tie some knots in it, or at least whip up something magical. I was a tad too close to meeting the Queen that time."
The Deva spends a few minutes knotting the rope for easy climbing, and then lowers it back down in the pit. The rope seems much shorter than before -- the knots have eaten up some of the slack -- but the rope should still be in Kreel's reach. And Blublo's, if the Goliath is willing to give the Gnome a boost.
They should be able to climb out with minimal difficulty, now.
You guys have a variety of options to try out, at this juncture - Alead's detected quite a few magical spells and enchantments around the place, and there's always the hall of dancing lights...