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Post by Dead Greyhawk on Sept 7, 2008 18:48:29 GMT -5
Basil makes 3rd level, Rensslaer makes 3rd level, Morvan makes 2nd level cleric.
We finished outside of a locked door, now battered apart, revealing a sitting room of sorts. The sound of running, clanking feet echoes from behind you.
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Post by Wolfgar on Sept 7, 2008 22:36:16 GMT -5
I forgot to apply my additional thief abilities. Might have been useful picking the lock on the door.
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Post by Wolfgar on Sept 8, 2008 7:48:31 GMT -5
Basil makes 3rd level, Rensslaer makes 3rd level, Morvan makes 2nd level cleric. How far are Zinc and Kazan from 3rd level? Will working on the write-ups make up the difference? We finished outside of a locked door, now battered apart, revealing a sitting room of sorts. The sound of running, clanking feet echoes from behind you. Can we enter the room at this point? How much does the door occlude entry into the room? How many people can fight at the door? I think Morvan should get the scroll with Web ready. Do you think we should apply Slow Poison to Basel?
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Post by venger on Sept 8, 2008 8:44:27 GMT -5
Agreed on the Web spell. If there's more than a dozen guys we should probably Web them.
Was there a Bless on that scroll we found in the library?
Rensslaer has a Protection from Evil memorized and a 7th level one on the scroll from the witches. That would give Basil a -3 AC and Rensslaer a -2 AC.
What is everybody down, hit point wise?
Rensslaer is down 4.
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Post by Dell on Sept 8, 2008 9:15:16 GMT -5
I think Morvan should get the scroll with Web ready. Do you think we should apply Slow Poison to Basel? Readying the Scroll. And as long as it hasn't been 7 turns since he was hit, I say go on and Slow Poison.
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Post by venger on Sept 8, 2008 9:39:13 GMT -5
Isn't that part of the Slow Poison description only for the revivifying aspect? If someone is struck dead by poison, you have X level turns to bring them back to consciousness with Slow Poison. Think that applies in the case of this milder venom which will presumably wear off in some number of hours/days?
I wonder if Morvan has any special knowledge about the poison of a giant centipede, being a Priest of Bralm.
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Post by Wolfgar on Sept 8, 2008 9:40:48 GMT -5
Readying the Scroll. And as long as it hasn't been 7 turns since he was hit, I say go on and Slow Poison. I think it has been longer than 7 turns. We have spent a lot of time trying to pick locks. However, I agree with Eddie's interpretation. It should still work since the original poison was non-lethal.
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Post by Ginger on Sept 8, 2008 14:38:15 GMT -5
I'll be late next week, so Zinc will start off reading Bless from Dagon the Demon's scroll. I don't think slow poison is a good idea, since we might want to save it for when someone is actually poisoned to death. Besides, we spend 2 turns picking the lock to Cullen's door, 2 turns bashing this door, and several turns in between. I think his poison should be running out soon.
If the corridor is 10 feet wide, I think we can have Basil and Rennslear block it, with on of the protected from Evil. If we see that there are more than a dozen hobgoblins, we'll think about using the more powerful spells. Keep in mind that we just tore through 8 hobgoblins and a bugbear without too much trouble. We might want to save the web for when we see the enemy leader and his entourage.
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Post by Dead Greyhawk on Sept 8, 2008 19:02:37 GMT -5
Basil makes 3rd level, Rensslaer makes 3rd level, Morvan makes 2nd level cleric. How far are Zinc and Kazan from 3rd level? Will working on the write-ups make up the difference? Zinc is at 2776. Kazan at 3880. Rensslaer at 4296. Basil at 4296. Morvan at 1939/1939.
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Post by Dead Greyhawk on Sept 14, 2008 22:19:12 GMT -5
Kazan makes 3rd, Zinc makes 3rd, Morvan makes 2nd in magic user. We end with the party having routed the hobgoblins, but the king and three of his men retreating.
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Post by Wolfgar on Sept 15, 2008 8:20:53 GMT -5
Kazan makes 3rd, Zinc makes 3rd, Morvan makes 2nd in magic user. We end with the party having routed the hobgoblins, but the king and three of his men retreating. Since it is likely that you will be able to sleep 8 hours either this week or the next and I won't be there to update Kazan... Let's give him the minimum hit points (3 hp), no percentile and distribute his thief skills as +10% FRT, +10% OL, +5% CW. The first two I can roll when I return. Note that his movement would be 17" and his natural AC would be 8 regardless of dexterity bonus. If time permits he will try to train himself in speaking with animals otherwise he can wait until we head back to the big city. Until we can get Basel healthy again Kazan will hang in the back and carry him. How much does Basel and his equipment weigh? We can put more stuff in the bag. Kazan can move at 11" carrying up to 180 lbs.
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Post by Mr. Trommer on Sept 15, 2008 9:48:07 GMT -5
Basil weighs 136 lbs and his encumbrance is 707.
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Post by venger on Sept 15, 2008 14:33:05 GMT -5
Assuming we survive the exodus from the dungeon.
We must work quickly and decisively to escape before the hobgoblin king has time to rally his forces. In our weakened state we won't fare well against a troop of hobgoblins, let alone "The Eel."
The magical fountain in the monastery has granted Rensslaer new wisdom and insight. He has been rash and impetuous, traits unbecoming a Priest (yay 3rd level title!) of Lendor. He will seek to atone and asks the party's forgiveness. : (
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Post by Wolfgar on Sept 15, 2008 15:59:44 GMT -5
As it is we still don't have enough to pay for training for everyone. I bet one of the doors in the throne room leads to the treasure room. I say we have Morvan convert all of his spells to cleric spells, heal people as much as possible, then check behind the doors. If one is the treasure room then we pack it up and get out. If not then we rest and hope that they take their time returning.
I don't think there are that many monsters left (knock wood). Matching bed counts to what we have killed - we have taken care of the 3 ogres from upstairs and the 6 bugbears near the cells. We have cleared out the barracks at the top of the stairs twice, the armory, two barracks downstairs, the two bodyguards plus another 6 hobgoblins in the throne room. Sure there are lots of doors we haven't entered and we haven't seen the Eel but they have had a lot of attrition.
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Post by venger on Sept 15, 2008 16:16:20 GMT -5
That is foolhardy, to say the least. Greed should not be the cause of Version 2's TPK.
When the king returns with half a dozen hobgoblins and the 7th level cleric who presumably wrote that scroll of Slow Poison, we're done for. Even if we heal up, and that's only three healing spells and a potion, we don't have an able fighter. No offense to Gareth's abilities, but he has the same AC as Kazan.
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Post by venger on Sept 15, 2008 20:33:33 GMT -5
But then again I've been wrong before...
If everyone else wants to stick it out and the two NPCs aren't flashing red, yelling "warning, warning, danger Will Robinson" I will not object.
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Post by Mr. Trommer on Sept 16, 2008 15:30:38 GMT -5
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Post by Mr. Trommer on Sept 16, 2008 15:33:25 GMT -5
I would say that the best thing that could be done is find and kill the king before he runs away. That way he won't be bringing reinforcements back.
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Post by Ginger on Sept 17, 2008 9:29:07 GMT -5
I think discretion is the better part of valor here. We have about 3 healing spells between our clerics, good for about 15 HP in all. Kazan and Basil are basically non-combatants. I think the king would be tough to take down.
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Post by Mr. Trommer on Sept 17, 2008 11:31:14 GMT -5
The King is down 12 hp from Cullen's arrow shot. The other two goblins are injured. The wild card is the Eel fellow. He in platemail and probably is the invisible guy Kazan ran into. If he wanted bodies to sacrifice it could mean he is also a priest.
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Post by venger on Sept 17, 2008 12:13:22 GMT -5
They move at a 9, we move at a 6. They have a couple minutes head start on us and know the lay of the dungeon. We have unexplored areas on our map and rooms we haven't checked out. Catching up to them doesn't sound feasible.
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Post by Wolfgar on Sept 17, 2008 14:59:43 GMT -5
I would think the hobgoblins are going to be pretty wary of attacking us. They have seen us take out 20 or so of them and only 1 of us went down. We have 6 able bodies and an unknown number of spell casters. They know we are injured but they don't know how injured. Nor how many spells we have left.
The Eel is going to have to use some spells to heal the King. If he does show up we use the magic missile scroll on him. It takes less time to read than hold person takes to cast. That can't leave him with much left.
I say we rest here, heal up and keep going. We leave Cullen, Kazan and Gareth on guard while the clerics rest for 4 hours. Cullen and Kazan can hang out near the bend in the passage and listen for noises coming down the hall. They move plenty quick to retreat and alert the others before the hobgoblins return. Also we can set up a barrier to slow down anything coming down the hall - we can use tables and beds from the guardrooms.
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Post by Wolfgar on Sept 17, 2008 21:04:26 GMT -5
Fixed up a couple of minor things. Added last names for Kazan and Rennslaer including the ö.
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Post by venger on Sept 17, 2008 21:27:22 GMT -5
I would think the hobgoblins are going to be pretty wary of attacking us. There's supposed to be a hobgoblin army... we've killed what, 50? 60? I'm worried there could be 50-100 more. Added last names for Kazan and Rennslaer including the ö. I thought we decided on a ü.
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Post by Ginger on Sept 18, 2008 9:11:05 GMT -5
I would be surprised if the bad guys aren't intelligent enough to realize that we're trying to sleep to regain spells and attack us often enough to keep us from getting rest.
They're kind of stuck in this situation. They're not going to flee and abandon their base. They just have to fortify their base and wait for us to attack again.
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Post by Mr. Trommer on Sept 18, 2008 9:18:07 GMT -5
I'm for spiking the door shut and resting. Of course the other doors need to be checked. It would be bad if we were caught from two directions in a corridor. If there are more already in the place for the King to gather up better to face them in a defensible room.
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Post by Ginger on Sept 18, 2008 10:18:39 GMT -5
What are the arguments against heading back up to the temple to rest securely? 1. The king and the eel will use the 10 hours to pack up everything of value and flee. 2. We are vulnerable while we're on the move and will be attacked as we head upstairs.
I'm not persuaded by either of them. We are very exposed in here. There are two doors, leading to places unknown. I don't like it one bit.
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Post by Wolfgar on Sept 18, 2008 11:44:41 GMT -5
What are the arguments against heading back up to the temple to rest securely? 1. The king and the eel will use the 10 hours to pack up everything of value and flee. 2. We are vulnerable while we're on the move and will be attacked as we head upstairs. I'm not persuaded by either of them. We are very exposed in here. There are two doors, leading to places unknown. I don't like it one bit. Option 3 - the king uses the 10 hours to fortify his position and we aren't able to get back down here for the valuables. If we don't want to rest here I am fine with heading back to the temple but I think we should check behind the two doors first. If there was anything behind those doors that could have helped the king it would have come through earlier. However if the treasure room is there then we can just collect everything and get out of here. We could then skip the temple altogether and head back to the sisters. Also we should check the bodies of the hobgoblins we killed as well as the two rooms the reinforcements came from.
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Post by venger on Sept 18, 2008 12:19:52 GMT -5
The major worry should be that they'll fortify the place against our escape in the four hours we spend resting down here.
Popping open the two doors in the throne room isn't a bad idea. One is probably the king's chambers, which may hold loot, the other might be the treasure room or just a gnoll kitchen full of Great Druids. If we can do this quickly, before they have time to reorganize, it could work.
10 hours of rest in the Home of the Fallen isn't going to put Basil back on his feet. Without his AC -1, specialized bastard sword 3/2 attacks per round, +3 to hit, +6 damage we're going to get creamed if we run into any serious opposition. Better to head somewhere safe ASAP, be it the sister's glade or Fort Guy. Or maybe Halfingtown, near the ogre cave, if we can find it.
We need to save a couple healing spells for the journey out. If we use them all and someone goes unconscious, we won't be able to bring them back up.
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Post by Ginger on Sept 18, 2008 13:26:00 GMT -5
Option 3 - the king uses the 10 hours to fortify his position and we aren't able to get back down here for the valuables. I'm not at all worried about that. It's basically what I hope he does. We can overcome a lot of things if we get a fresh start. As long as the stuff stays down there, we'll get it eventually. I'm worried about them fleeing, but not that worried. Maybe we could head back to the glade and pay the sisters to cast Death's Door on Basil?
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