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Post by ffilz on Sept 5, 2010 23:15:10 GMT -6
Hmm, if we could direct the sewer water into the pit, and fill it up, Gallaine could walk across...
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Post by waysoftheearth on Sept 5, 2010 23:30:56 GMT -6
Not that Gallaine is at the front, but how far across is it? Could anyone safely jump across (without hitting their head on the ceiling)?
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Post by makofan on Sept 6, 2010 12:20:51 GMT -6
The ceiling is 6 feet high. The hole is about 10 feet long. A jump would be chancy for an athletic person
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eris
Level 4 Theurgist

Posts: 150
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Post by eris on Sept 6, 2010 13:11:48 GMT -6
Kell plays around with the net, and as his spear touches the floor of the narrow corridor, the floor crumbles away, falling into black nothingness! The first person to cross the threshold would certainly have taken a tumble! The entire narrow corridor is now one black pit "Ooo! That would'a stung!" Kell says as he pulls the spear and net back out of the room, "Ya think maybe having som'un up front to check for traps might be a goot idea?" "So, how what?" Kell asks, "I say close the door and move along."
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Post by coffee on Sept 7, 2010 0:23:05 GMT -6
"Absolutely!" William says with a shudder. He closes the door, glad he hadn't stepped in yet.
"Any volunteers to go ahead and search for traps?"
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Post by kenmeister on Sept 7, 2010 6:57:56 GMT -6
Hey all, My illness ran right into the family vacation and I didn't get a chance to let you know that I was away. Sorry 'bout that; anyways I'm back! I do want to mention what I think is a misunderstanding of the game rules about the following pair of posts: With William at one side of the door, Kell examines the secret door looking for any dangers, but that's not his forte, so he also turns and asks, "Anybody here have any special skills in checking for traps and such?" After encouragement from Yhency, Scamper worms himself to the front and puts on a big show, checking the door. "It's just a thin piece of wood, not really a door. You just need to bash it open with a hammer or something." A key element of the Original Dungeons & Dragons game - even with the Greyhawk supplement - is that everybody is equal when it comes to checking for traps. It's not a class skill. Read the Greyhawk thief description closely - they have a special ability to remove traps but not to find them. Finding traps in Original D&D remains driven by player description. **************************** "So, how what?" Kell asks, "I say close the door and move along." Yhency chimes in "Agreed. I propose we head back to the other secret door - the one to the south - where we suspect that undead lurk. We've got clerics with us aplenty, so if they're ready with their holy symbols, we should be able to win that fight and the undead fiends are bound to have the richest treasure on this dungeon level."
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Post by makofan on Sept 7, 2010 9:21:40 GMT -6
In answer to Ken's query, he is absolutely correct - the drawf and Scamper (and anyone else) have equal abilities to search and find traps. I figured Kell was playing it more for color, and dodging a dangerous job
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eris
Level 4 Theurgist

Posts: 150
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Post by eris on Sept 7, 2010 9:27:27 GMT -6
In answer to Ken's query, he is absolutely correct - the drawf and Scamper (and anyone else) have equal abilities to search and find traps. I figured Kell was playing it more for color, and dodging a dangerous job OOC: I was....on both counts.
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Post by ffilz on Sept 8, 2010 10:59:00 GMT -6
We should come back later with some means to cross the pit, in the meantime, perhaps we should continue to explore the sewers and see if we have indeed eradicated the spider menace.
We can come back to the undead on another trip when we are more prepared (sleep spells don't seem like the best way to fight undead...)
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eris
Level 4 Theurgist

Posts: 150
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Post by eris on Sept 8, 2010 11:21:24 GMT -6
We should come back later with some means to cross the pit, in the meantime, perhaps we should continue to explore the sewers and see if we have indeed eradicated the spider menace. We can come back to the undead on another trip when we are more prepared (sleep spells don't seem like the best way to fight undead...) "Aye!" Kell agrees, "Let's continue clearing this level before we try the next one down." "There is still more corridor to the east and west of us we haven't explored, and we haven't opened that door to the north with the water flowing under it." "What about we continue in the direction we were going, to the west?"
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Post by kenmeister on Sept 8, 2010 11:38:08 GMT -6
We should come back later with some means to cross the pit, in the meantime, perhaps we should continue to explore the sewers and see if we have indeed eradicated the spider menace. We can come back to the undead on another trip when we are more prepared (sleep spells don't seem like the best way to fight undead...) Was there anything across the pit? I thought the whole floor of the chamber collapsed. Yhency agrees to continue heading west or east then.
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Post by coffee on Sept 8, 2010 12:34:15 GMT -6
Well, we were going west until someone remembered that door. So I say let's keep going west.
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Post by makofan on Sept 8, 2010 12:40:22 GMT -6
To answer Yhency, the corridor leading to the chamber had its floor collapse. The chamber is still theer and unexplored
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Post by waysoftheearth on Sept 8, 2010 21:07:07 GMT -6
Gallaine is content to continue west. She checks the murky corridore to the rear again... wary of unwanted company.
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Post by makofan on Sept 9, 2010 8:57:52 GMT -6
 The corridor travels a short way past the sourthern chamber, then comes to an end. There is one of the ubiquitous strong, carved, drawrven doors at the end of the passage on the south wall
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Post by ffilz on Sept 9, 2010 9:35:03 GMT -6
Let's do our usual routine on the door. We should prepare for the possibility of undead beyond the door.
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Post by coffee on Sept 9, 2010 10:49:47 GMT -6
William is ready with his holy symbol, to turn if need be. He also has his mace ready to grab (under his shield arm) should he need to fight.
(I imagine the holy symbol is on a cord around his neck, so he can let go without dropping it.)
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eris
Level 4 Theurgist

Posts: 150
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Post by eris on Sept 9, 2010 11:30:12 GMT -6
I agree, the plan has worked well so far so let's continue it here.
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Post by ffilz on Sept 9, 2010 15:02:21 GMT -6
Jariel will be ready to cast sleep just in case it is actually spiders.
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Post by waysoftheearth on Sept 9, 2010 16:38:14 GMT -6
Gallaine guards the rear.
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Post by kenmeister on Sept 9, 2010 20:59:02 GMT -6
Yhency and his men have missile weapons at the ready.
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Post by makofan on Sept 10, 2010 7:09:27 GMT -6
The careful investigators drap Patronus' net over the doorway, then lift the door latch and kick open the door... Out of teh darkness rushes a nightmare - a huge, purple-black spider that collides with the net, ripping it off the doorway as it hurtles into the corridor. The net gave enough time for the party to scramble out of the way.
You have a madly thrashing spider at your feet - what do you do?
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Post by brumbar on Sept 10, 2010 7:33:34 GMT -6
Yelling at the top of his lungs "In the name of Heimdall" I smash the vile beast with my silvered mace.
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Post by ffilz on Sept 10, 2010 8:44:30 GMT -6
Jariel sensing that this creature may be too much for a sleep spell with switch to his bow and fire silver tipped arrows if he can get a clear shot.
His henchmen will use their silver tipped spears.
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Post by coffee on Sept 10, 2010 9:08:06 GMT -6
William also will smash it with his silvered mace.
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eris
Level 4 Theurgist

Posts: 150
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Post by eris on Sept 10, 2010 12:57:17 GMT -6
The careful investigators drap Patronus' net over the doorway, then lift the door latch and kick open the door... Out of teh darkness rushes a nightmare - a huge, purple-black spider that collides with the net, ripping it off the doorway as it hurtles into the corridor. The net gave enough time for the party to scramble out of the way. You have a madly thrashing spider at your feet - what do you do? Kell stabs the thrashing spider with his trusty silver tipped spear, not yelling at the top of his lungs...how undignified! 
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Post by waysoftheearth on Sept 10, 2010 17:53:57 GMT -6
If the spider gets anywhere near her, Gallaine will thrust the green sword into it. Otherwise, the passage looks too crowded for her to get into the action...
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Post by brumbar on Sept 10, 2010 19:30:51 GMT -6
That's not undignified. it's just religious ardour ;D
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Post by kenmeister on Sept 12, 2010 20:11:20 GMT -6
Yhency, Flinn, and Westbrook look for an opening to fire silver-tipped arrows into. If not, they pull out their silver swords and get ready for combat. Yhency orders Scamper to find a place to hide so that if the spider continues on down the corridor and moves past him, he can get a back attack.
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Post by makofan on Sept 13, 2010 9:48:29 GMT -6
Patronus, Carsh and William bash at the spider with their maces, while Thom, Gardfund and Kell jab from behind with their spears. The others stand ready in case the spider breaks containment. Patronus, Garfund and Carsh bash and skewer the giant spider for 9 points of damage, which only seems to enrage it. A nasty beak snaps through the net at William with an attack that should have hit, but the magic of the shield deflects the attack at the last minute.
The six attacking the surrounded spider can still attack, but the rest will have to wait their turn.
MECHANICS
Attacks: Patronus 13, Thom 6, Garfund 13, William 7, Carsh 16, Kell 6 Damage: Patronus 5, Garfund 3, Carsh 1
Spider attacks William: 9 [/color]
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