Thursday, April 4, 2019

DnD Thu Ep#72(278) Played Mar 28, 2019 (Ches 8, 1490) New Arrivals Pt 2

INTRODUCTION

When last we left Team Deep Hammers
and those lucky enough to share mutually assured destruction with them,
the party found itself experiencing mathematical delight
both added to, in the form of 3 new members, 
AND divided across 4 locations, which is always good for ratings, right?!
Having escaped three death knights, two hell hounds
and an demonic Alkilith using a gothic archway to open a portal to hell,
FLORA, GILAM, and VERALT find themselves exploring dark electrified corridors,
ARGUS, HERBAK, and LLYRIN find themselves in a 90'x50' room with 3 visible doors,
CLOVER finds himself facing down a grumpy former death knight/Paladin 
alone 
near the Lower Anvil Room,
and MR. MUSTER, NAUTI MANCER and SWIG GREENSPOT, 
newly-arrived-from-somewhere-completely-different, 
speculate as to what on TURIL is happening to THEM 
as they find themselves suddenly enclosed 
in a 70'x110' room with three visible doors.
That should keep you busy for a while, Team Deep Hammers.
Your move ... 

TODAY WE ARE JOINED BY ... 

Three new party members from our Burbank, California office

  • Ann Campea playing the role of Neutral Yuan-ti Pureblood Wizard Nauti Mancer
  • Loanne Ostlie playing the role of Neutral Lightfoot Halfling Rogue Mr. Muster
  • Erik Hartley playing the role of Neutral Good Firbolg Druid Swig Greenspot

RULES OF ENGAGEMENT

We are four parts of a single party, divided in the game across 4 locations and divided in real-time across 4 locations ... catchy, eh? So, a few rules of engagement:

  • > We'll handle one location at a time, allowing the folks in one room in-game to have the spotlight until their turns are resolved
  • > Keep in mind that I need to hear what the folks in the spotlight room are saying, so please keep side-conversations soft 
  • > When it's not your turn, try to keep focus on the game and what you can/will be doing next to support the action. Our play is more intense this way, and time taken to regain focus if you're doing something else is time we lose from play, and we only have an hour. 

ROUND 01

CLOVER 

beings the round hiding behind the corner, wondering why it's so quiet

FLORA / GILAM / VERALT(out today) 

> 20' of corridor then a right turn
> Dead end after the right turn
>>  Check for secret door - (Dungeon Delver Ring gives ADV on finding SD's)
>>  19/19+5=24
>>  GILAM opens the secret door and goes through a trap door in the next 10' of floor
>>>   3hp bludgeoning damage from falling 10'x10' pit (no additional features)
> FLORA considers lowering a rope to GILAM, knotting the rope
>>  GILAM does his best (11) and is just able to climb out of the pit
> FLORA looks into the next room
>>  Within the first 60', the floor is tiled in an elaborate labyrinth
>>  Something is dripping from the ceiling

LLYRIN / ARGUS / HERBAK(out today)

> 90x50' room - 3 doors
>>  Room appears otherwise empty except for a books shelf by the WEST door
>>  LLYRIN "Unfortunate, but could be worse" ... don't know how they got there
>>  ARGUS throws his pack on the ground and starts smoking his pipe
>>>   "You figure it out"
>>  LLYRIN checks for traps
>>>   NORTH - 6: not able to detect any traps
>>>   WEST - 13: no traps detected - but there's a book shelf next to the door
>>>>    Something fishy about the book shelf
>>>   SOUTH - assumes untrapped
>>>   WEST - checking the books in the shelf
>>>>    Something is going on here, but having trouble (low rolls) figuring out what
>>>>    Keeps at it, pulling books off the shelf
>>  ARGUS blows his whistle at the NORTH door (cuz' this whistle does that)
>>>   05% :( - drop the whistle and it bounces under the crack under the NORTH door
>>>   "We have to go through this door and reclaim my whistle"
>>>   "There's no trap on this door, is there" (LLYRIN confirms no)
>>>   ARGUS fails his STR roll and is stuck in the room :(
>>>   ARGUS refuses to try to slide the whistle out from under the door
>>  LLYRIN (32) is able to to hear and feel needles firing from a trap in the book shelf into his chest (which goes numb) and it becomes difficult to breathe
>>>   Assuming he's poisoned - casts Lesser Restoration on himself - cured
>>  HERBAK begins preaching at the book shelf, attempting to convert it from it's evil ways
>>  LLYRIN - casts RITUAL DETECT MAGIC - no book shelf magic
>>>   Detects a glowing rune over the ??? door - something to do with mind control
>>  ARGUS - offers to help with the book shelf

MR MUSTER / SWIG / NAUTIMANCER

110'X70' room
> Anyone with darkvision can make out three doors (NORTH, SOUTH and WEST)
>>  SWIG - In the room you also see 
NORTH - mirror (undamaged, hanging straight)
SOUTH - in blood "Nardur, slain by a basolisk"
>>  SWIG - takes a look at the mirror
>>>   DETECT MAGIC on the mirror - the mirror glows!!
>>>>    Everything appears normal when looking into the mirror.
>>>>    Other than being fanciful and magical, the view in the mirror is normal
>>>>    The graffiti is ordinary, and no more magic in the room except in the NE corner of the room, there's an indication of magic from the cracks between the stones in the floor.
>>  NAUTI MANCER checks out the door on the WEST wall - CHECK FOR TRAPS (2!!)
>>>   Not able to detect traps on the NORTH door.
>>>   Jiggles the handle of the NORTH door
>>>>    DEX 14 - oops - triggers a lightning trap and takes 28hp  of Lightning Damage
>>>>    NAUTI MANCER falls backward onto the floor with no additional damage
>>  MR MUSTER tries to unlock the door
>>>   Uses Slight of Hand (10) but MM takes 10d10 lightning damage as well, for 49 hp of lightning damage - which causes MM to fall unconscious to the ground.
casts HEALING WORD on MM restoring (??) hp.
>>  SWIG checks the SOUTH door for traps (15)- no traps, but the door is locked
>>  REMINDER - you detected magic under the NE corner of the floor
>>  SWIG does an INVESTIGATE check on the NE corner floor - there's a loose panel in the floor

ROUND 02

CLOVER (L.A.R.)

>>  BACK IN THE ORIGINAL CORRIDOR, CLOVER Finds himself facing an approaching paladin ... yells "Hello, is that your elephant?!", now noticing an elephant standing at the end of the corridor. 
>>  The PALADIN reaches for his sword, hearing CLOVER crinkling a bag of peanuts, preparing to feed the paladin and/or the elephant
>>  The PALADIN draws his sword and approaches CLOVER
>>  CLOVER replies "You don't need a weapon for peanuts!"
>> >   Using his extensive hiding experience (27!! Stealth), CLOVER attempts to slip past the Paladin who's paused at the sudden disappearance of the halfling. 
>>>   Zipping past the Paladin into the 50x50' room, CLOVER approaches the white elephant and shares peanuts with it, then attempting to climb atop it, and it seems friendly in return. 
>>  CLOVER and the ELEPHANT find themselves in a new place, with CLOVER zipping under the elephant - 30' wide 70' long room with no other features. 


FLORA, GILAM, VERALT(out today)

>>  GILAM and FLORA: look around and is able to see that the stuff dripping from the ceiling is blood and notice a deviation in the labyrinth tile pattern that looks disturbed. 
>>>   GILAM casts DETECT MAGIC as a ritual - doesn't detect anything
>>  FLORA and GILAM take a closer look at the disturbed tiles - 6'x6' of tiles have been lifted out. 
>>  GILAM starts pulling out a crowbar and popping out all the tiles (casually)
>>  FLORA uses MAGE HAND to help sweep tiles away
>>>   Beneath is a wooden trap door (which wasn't trapped) - inside is a locked wooden chest
>>  GILAM turns the lock into paper and pulls it off!!!
>>  FLORA and GILAM find the following inside the chest:
>>>   TREASURE:  
  • 400 cp, 
  • 5000 sp, 
  • 1900 gp, 
  • 60 pp, 
  • 2 x Amber (100 gp), 
  • 2 x Chrysoberyl (100 gp), 
  • Garnet (100 gp), 
  • Jade (100 gp), 
  • Jet (100 gp), 
  • 2 x Pearl (100 gp), 
  • 3 x Spinel (100 gp), 
  • Tourmaline (100 gp)
>>  GILAM puts the chest with its contents into his bag of holding


ARGUS, HERBAK(out today) and LLYRIN 

>>  LLYRIN has determined that the bookshelf is a secret door
>>>   Opens the door (assuming there are no more traps) - leads into a corridor which snakes around and ends in a T
>>>   Which branch (Left or Right) do you want to explore, BUT
>>  ARGUS wants his whistle back!! 
>>>   Gets his whistle back from under the now smashed open door and follows LLYRIN down the passage from the SOUTH door and down the wiggly passage 

MR. MUSTER, NAUTI MANCER and SWIG GREENSPOT


>>  SWIG checks for traps under the loose tiles - all clear
>>  SWIG lifts the loose panel in the floor (which glowed to reveal hidden magic) to reveal another large wooden chest:
>>>   TREASURE:  

  • 500 cp, 
  • 5000 sp, 
  • 900 gp, 
  • 120 pp, 
  • Silk Robe trimmed with Ermine (250 gp), 
  • Fine Steel Cloth Gown (250 gp), 
  • Crystal Box set with Onyx (250 gp), 
  • Electrum Cloth Pennant (250 gp), 
  • Figurine of Wondrous Power (silver raven) (uncommon, dmg 169)
  • Gloves of Swimming and Climbing (uncommon, dmg 172)
  • +1 Weapon (light crossbow) (uncommon, dmg 213).

>>  THE MIRROR calls out from across the room.
>>>   "There's nothing in there!"
>>  The Party asks: Who are you?
>>>   "I am the god of stealth"
>>  The Party asks: Can you help us get out?
>>>   "You are trapped here for eternity!"
>>  The Party asks: Why are you here?
>>>   "I am here to torment your soul!!"
>>  The Party asks: Can you grant us wishes?
>>>   "I can grant you 9,000,000 wishes!!"
>>  The Team comes to the conclusion (Insight check = 18) that the MIRROR is full of crap :)
>>  MR. MUSTER drinks a potion of healing!

And that's where the wrap


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