10- UnderMountain-Trip 6-The New Crew
Re: 10- UnderMountain-Trip 6-The New Crew
Spanning - here is the list of spells from the new book, but I'll only let Tella and Roseheart roll to learn one before you head down, unless you guys take more time. I'm thinking around 2 days per spell level normally for each spell.
1st -
Magic missile
Feather Fall
2nd-
Scare
Blur
3rd-
Blink
Gust of wind
Vampiric touch
4th-
Polymorph self
Let me know if you guys want to take another week or more to learn new spells (beyond the one) before heading down.
1st -
Magic missile
Feather Fall
2nd-
Scare
Blur
3rd-
Blink
Gust of wind
Vampiric touch
4th-
Polymorph self
Let me know if you guys want to take another week or more to learn new spells (beyond the one) before heading down.
-
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Re: 10- UnderMountain-Trip 6-The New Crew
Roseheart is happy to continue as is (and not waiting another week). "Have fireball will travel"
Re: 10- UnderMountain-Trip 6-The New Crew
Chooses to wrap the vials of acid in some old cloth borrowed from the inn and arranges them in her pack. During their week above ground, she goes to the tavemple and ask the priest there for a blessing on her new gloves. She pays an appropriate tithe and thanks them for their help.
She then spends the night before their next delve bathing, praying, and checking her gear before getting a good nights rest.
She then spends the night before their next delve bathing, praying, and checking her gear before getting a good nights rest.
Brett
~A.K.A. Bluehorse
~A.K.A. Bluehorse
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Re: 10- UnderMountain-Trip 6-The New Crew
Steth is ready whenever the other members of the troupe are. In the mean time he will find other thing to to occupy his downtime.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
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Re: 10- UnderMountain-Trip 6-The New Crew
Tella - Elf Mage
Tella is ready to go, she'll x-fer the spells later.
BTW: Roseheart and Tella can transfer the spells later and then sell the book for a pretty decent price probably.
Tella is ready to go, she'll x-fer the spells later.
BTW: Roseheart and Tella can transfer the spells later and then sell the book for a pretty decent price probably.
Anall nathrack uthos bethos doss yell yenva. -Merlin
Re: 10- UnderMountain-Trip 6-The New Crew
Spanning, absolutely, after you guys get the spells out - that spell book will fetch a good price at the guild!
I'm moving quick today so I'll probably try to kickstart the dwarf rescue mission tomorrow.
I'm moving quick today so I'll probably try to kickstart the dwarf rescue mission tomorrow.
Re: 10- UnderMountain-Trip 6-The New Crew
Guys, I'll start the dwarf trip over the weekend.
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Re: 10- UnderMountain-Trip 6-The New Crew
whenever works fine for me Steth however is getting antsy
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: 10- UnderMountain-Trip 6-The New Crew
You meet the dwarves just before dawn, down in the dock ward at the sewer grate which leads down into Under mountain. A thick fog hangs along the dock ward in the hours before the sun comes up and the wetness of it puts a chill down in your bones.
Pulling your cloaks tight about you, Garl moves silently to the grate and picks the lock in seconds. As he does, the dwarves encircle your smaller party, moving forward quickly. They had been hiding in recesses of the street, since heading down into the sewers isn't technically legal....
You give the band of dwarves a quick look. Not all are adventures, some have makeshift weapons or armor, but all of them look determined to see this through. After Garl slips down into the sewer the rest of you follow quickly trying to get off the street. You lock the grate behind you and begin walking for the side shaft. You note that the sewer water is much higher in the wide trench,nearly up to the walkway.
You head down into the complex series of cellars, tunnels and chambers. Once again the going is smooth until Garl stops you because of flickering lights in the large underground street. The dwarves can be heward discussing how this all could happen, and are trying to estimate how fast this asll must have sunk by the look of the masonry.
The flickering lights stop, and then Garl leads you unchallenged the rest of the way to where the hatch leads to the lightning giant room. There is a big coil of rope already tied down in the room.
How will you guys do this? Will you all go down one by one on the rope?
On the return trip are you going to just tie the dwarves on the ropes and pull them up? This could be an extremely dangerous rescue.
Also, before we see any action, could all the spellcasters update their spell lists? If you are happy with current lists as they are, just let me know.
Pulling your cloaks tight about you, Garl moves silently to the grate and picks the lock in seconds. As he does, the dwarves encircle your smaller party, moving forward quickly. They had been hiding in recesses of the street, since heading down into the sewers isn't technically legal....
You give the band of dwarves a quick look. Not all are adventures, some have makeshift weapons or armor, but all of them look determined to see this through. After Garl slips down into the sewer the rest of you follow quickly trying to get off the street. You lock the grate behind you and begin walking for the side shaft. You note that the sewer water is much higher in the wide trench,nearly up to the walkway.
You head down into the complex series of cellars, tunnels and chambers. Once again the going is smooth until Garl stops you because of flickering lights in the large underground street. The dwarves can be heward discussing how this all could happen, and are trying to estimate how fast this asll must have sunk by the look of the masonry.
The flickering lights stop, and then Garl leads you unchallenged the rest of the way to where the hatch leads to the lightning giant room. There is a big coil of rope already tied down in the room.
How will you guys do this? Will you all go down one by one on the rope?
On the return trip are you going to just tie the dwarves on the ropes and pull them up? This could be an extremely dangerous rescue.
Also, before we see any action, could all the spellcasters update their spell lists? If you are happy with current lists as they are, just let me know.
Re: 10- UnderMountain-Trip 6-The New Crew
"Ebola, can you control the lighting?" Ask Garl.
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Re: 10- UnderMountain-Trip 6-The New Crew
Steth "A shame we don't have a way to levitate us all down and back up. Don't some of you magicy types have some sort of invisible floating disk spell? Maybe that could be used to get the dwarves up once we all get down to them?"
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
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Re: 10- UnderMountain-Trip 6-The New Crew
Roseheart agrees,"I have a few levitation spells I could use to get the sleeping one's out - then we could climb out or get dragged back up if needed. I don't have any disc spells that you mention. I could try to polymorph them into something really light, but that isn't always a guarantee, you understand - could also be deadly..."
OOC: DM, could you clarify how many dwarfs i could levitate out (per spell) if at all? Of course, if we need to try it to find out - that's all good too
OOC: DM, could you clarify how many dwarfs i could levitate out (per spell) if at all? Of course, if we need to try it to find out - that's all good too
Re: 10- UnderMountain-Trip 6-The New Crew
Rose - you could lift 100 lbs per level, but you can only affect one object. So probably only one dwarf per spell, unless you get real creative,
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Re: 10- UnderMountain-Trip 6-The New Crew
such as get some object that can hold them all and cast levitate on it?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: 10- UnderMountain-Trip 6-The New Crew
Enoka:
"Perhaps I can alter the stone to create steps."
Enoka looks at the distance and surrounding rock to see how much could be altered.
OCC: Shape stone can alter stone 3' cube plus 1' cube/level = max 10' (7th level). I have two memories to make it a total of 20'.
"Perhaps I can alter the stone to create steps."
Enoka looks at the distance and surrounding rock to see how much could be altered.
OCC: Shape stone can alter stone 3' cube plus 1' cube/level = max 10' (7th level). I have two memories to make it a total of 20'.
Re: 10- UnderMountain-Trip 6-The New Crew
Tantos Vek, failed paladin:
The grim warrior stoically stands guard, giving the wizards and dwarves freedom to lay their plans.
The grim warrior stoically stands guard, giving the wizards and dwarves freedom to lay their plans.
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Re: 10- UnderMountain-Trip 6-The New Crew
Tella - Mage
I can provide a magic disk for them to lay atop of...
OCC: Tella's spells are updated. Please excuse the delay.
I can provide a magic disk for them to lay atop of...
OCC: Tella's spells are updated. Please excuse the delay.
Anall nathrack uthos bethos doss yell yenva. -Merlin
Re: 10- UnderMountain-Trip 6-The New Crew
No problem guys, in the game your PCs would have had a week or two to plan this out and choose spells.
You could even levitate one dwarf and bundle all the dwarves together so they ride up in a bunch, if you think you can lift them all, or do it with two spells for sure and you can memorize two of them.
You could also try lifting a magic disc but you aren't sure how the magic of those two spells will work together.
You could try rock shape as well but you'd have to make one heck of a tall staircase, so it could take a long time
You could even levitate one dwarf and bundle all the dwarves together so they ride up in a bunch, if you think you can lift them all, or do it with two spells for sure and you can memorize two of them.
You could also try lifting a magic disc but you aren't sure how the magic of those two spells will work together.
You could try rock shape as well but you'd have to make one heck of a tall staircase, so it could take a long time
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Re: 10- UnderMountain-Trip 6-The New Crew
OCC: Let's give this on a try.Darkmane wrote:No problem guys, in the game your PCs would have had a week or two to plan this out and choose spells.
You could even levitate one dwarf and bundle all the dwarves together so they ride up in a bunch, if you think you can lift them all, or do it with two spells for sure and you can memorize two of them.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 10- UnderMountain-Trip 6-The New Crew
that works for me
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling