Ch. 2: Into The Tomb of Horrors
Re: Ch. 2: Into The Tomb of Horrors
Here's the overview:
Re: Ch. 2: Into The Tomb of Horrors
<OOC: I believe Malibran has a Raise Dead spell; why not cast it on one of the fallen? Also; I thought we were gonna spend a night here in camp to replenish spells and what-not?>
Re: Ch. 2: Into The Tomb of Horrors
Abrex says, "I'll follow you unless you'd like me to be in front. I am somewhat sturdy and healthy."
Abrex tells lucky to stay close or in his backpack for safety. Ula follow me, but be safe. Ula follows Abrex after he gives her a good pat on her side.
If in front Abrex has his sword out.
If in the back he will keep his spells handy.
Abrex tells lucky to stay close or in his backpack for safety. Ula follow me, but be safe. Ula follows Abrex after he gives her a good pat on her side.
If in front Abrex has his sword out.
If in the back he will keep his spells handy.
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Re: Ch. 2: Into The Tomb of Horrors
OOC: do we have a preference for raise dead recipient based on availability of play, waiting list, etc?
Re: Ch. 2: Into The Tomb of Horrors
The remaining dead characters' players haven't been on in a while (Oct. 15 for jdluna, Sept. 23 for Vargr). If a raise dead were attempted, it's highly likely that the deceased would turn out to prefer the afterlife.
- ChubbyPixie
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Re: Ch. 2: Into The Tomb of Horrors
"Why, thank you, Madame. I just had it polished." says Eduardo. He looks thoughtfully concerned about the news of the poisoning deaths. Then abruptly he snaps out of it. "Well, I've never met an asp who could bite through plate!" failing to add that he's never met a poisonous snake at all.Grognardsw wrote:"Welcome Eduardo," says Elsa the Fair. "That armor looks fabulous, if I may say so. Aye, in one day - indeed in under 30 minutes in one chamber - those unfortunate heroes died from poison. I thank the gods the venom did not down me as well."
He looks around at the flurry of camp activity, but is unable to determine its immediate purpose. "Will we re-enter the tomb immediately? If so, I am ready. I'd be happy to take a position up front... right behind any... um, trap experts. he adds.
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Re: Ch. 2: Into The Tomb of Horrors
Elsa makes small talk that night with the new party members, as the mages and clerics study and pray for magical replenishment.
The next morning, rested, she joins the others in reentering the tomb.
"I vote we return to the asp chamber, and continue our search."
Though the pit traps are stone-sealed shut, Elsa is still cautious and will use her trident to poke ahead at the ground. She is curious about the yawning black abyss of a mouth at the end of the corridor. The half-orc tosses one of the dead snakes, which she collected in her sack, into the mouth.
Re: Ch. 2: Into The Tomb of Horrors
Casters, please post your spell lists for the day.
I'll post an update after the party has decided where it will go next.
I'll post an update after the party has decided where it will go next.
Re: Ch. 2: Into The Tomb of Horrors
OOC - Spell list for Abrex. The following spells are memorized and ready to go.
Level 1
Comprehend languages
Detect magic
Detect Magic - Rangers Druid spell
Detect Pits and Snares - Rangers Druid spell
Read Magic
Shield - Ranger M/U Spell
Level 2
Detect Invisibility
Levitate
Mirror Image
Web
Level 3
Fireball
Protection From Evil, 10' Radius
Protection From Normal Missiles
Water Breathing
Level 4
Minor Globe Of invulnerability
Polymorph Self
Wall of Fire
Level 5
Cone of Cold
Passwall
Telekenisis
Abrex says to all, "Where do you want me in the marching order? Is there a rogue in this party that we should have up front too? Is somebody leading this group?"
Abrex thinks to himself, "This group is a little skittish. I wonder if they have battle plans for encounters inside the dungeon."
Abrex will first familiarize himself with the entrance to the dungeon. He takes the time to scribble down the main features, that he can refer to, for a future teleport. He draws it out on some paper and puts it in a scroll case in his backpack. Abrex gets himself and his companion & Familiar ready to go.
Level 1
Comprehend languages
Detect magic
Detect Magic - Rangers Druid spell
Detect Pits and Snares - Rangers Druid spell
Read Magic
Shield - Ranger M/U Spell
Level 2
Detect Invisibility
Levitate
Mirror Image
Web
Level 3
Fireball
Protection From Evil, 10' Radius
Protection From Normal Missiles
Water Breathing
Level 4
Minor Globe Of invulnerability
Polymorph Self
Wall of Fire
Level 5
Cone of Cold
Passwall
Telekenisis
Abrex says to all, "Where do you want me in the marching order? Is there a rogue in this party that we should have up front too? Is somebody leading this group?"
Abrex thinks to himself, "This group is a little skittish. I wonder if they have battle plans for encounters inside the dungeon."
Abrex will first familiarize himself with the entrance to the dungeon. He takes the time to scribble down the main features, that he can refer to, for a future teleport. He draws it out on some paper and puts it in a scroll case in his backpack. Abrex gets himself and his companion & Familiar ready to go.
Re: Ch. 2: Into The Tomb of Horrors
Worren, magic-user (cleric)
Worren rests, studies, and prays, preparing his spells for the next foray into the tomb.
Seeing how they were able to exit the tomb for the safety of the camp, Worren forgoes Leomund's Secure Shelter, and based on the two companions who died and whose souls were content to rest, he prays for Cure Critical Wounds instead of Raise Dead. He also studies some different spells from his magic-user repertoire based on what he has seen in the tomb so far.
Worren begins the day by casting Deeppockets (ooc:15 hour duration) and Stoneskin (ooc: duration until dispelled), and Rary's Mnemonic Enhancer which he uses to memorize three uses of Magic Missile.
Worren's remaining spells are, as noted on his character sheet:
Level 1
Clerical: cure light wounds, detect magic, protection from evil, protection from evil, sanctuary, sanctuary
Magic-user: feather fall, grease, magic missile, magic missile, magic missile, magic missile, Tenser's floating disc
Level 2
Clerical: find traps, resist fire, resist fire, silence 15' radius, slow poison
Magic-user: knock, rope trick, web, (deeppockets)
Level 3
Clerical: cure disease, meld into stone, remove curse
Magic-user: dispel magic, fireball, gust of wind, slow
Level 4
Clerical: cure serious wounds, neutralize poison
Magic-user: dimension door, (Rary's), (stoneskin)
Level 5
Clerical: cure critical wounds
Magic-user: passwal, teleport, wall of stone
Worren rests, studies, and prays, preparing his spells for the next foray into the tomb.
Seeing how they were able to exit the tomb for the safety of the camp, Worren forgoes Leomund's Secure Shelter, and based on the two companions who died and whose souls were content to rest, he prays for Cure Critical Wounds instead of Raise Dead. He also studies some different spells from his magic-user repertoire based on what he has seen in the tomb so far.
Worren begins the day by casting Deeppockets (ooc:15 hour duration) and Stoneskin (ooc: duration until dispelled), and Rary's Mnemonic Enhancer which he uses to memorize three uses of Magic Missile.
Worren's remaining spells are, as noted on his character sheet:
Level 1
Clerical: cure light wounds, detect magic, protection from evil, protection from evil, sanctuary, sanctuary
Magic-user: feather fall, grease, magic missile, magic missile, magic missile, magic missile, Tenser's floating disc
Level 2
Clerical: find traps, resist fire, resist fire, silence 15' radius, slow poison
Magic-user: knock, rope trick, web, (deeppockets)
Level 3
Clerical: cure disease, meld into stone, remove curse
Magic-user: dispel magic, fireball, gust of wind, slow
Level 4
Clerical: cure serious wounds, neutralize poison
Magic-user: dimension door, (Rary's), (stoneskin)
Level 5
Clerical: cure critical wounds
Magic-user: passwal, teleport, wall of stone
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
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Re: Ch. 2: Into The Tomb of Horrors
After having chatted a bit with Elsa the night before about the severity of the danger inside the tomb, Eduardo the Fabulous has trouble sleeping. He dreams of giant skeleton asps with green devil faces. The others find him up early polishing his armor one last time. Looking at him, with the rings under his eyes, "fabulous" is not the first word that springs to mind.
"Well! I guess we're ready then." he says. I'll take the marching position of your... ahem... previous fighter, if you like.
"Well! I guess we're ready then." he says. I'll take the marching position of your... ahem... previous fighter, if you like.
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Re: Ch. 2: Into The Tomb of Horrors
Level 1
Cure Light Wounds
Cure Light Wounds 2
Cure Light Wounds 3
Detect Magic
Light
Sanctuary
Level 2
Aid
Augury
Find Traps
Find Traps 2
Resist Fire
Silence, 15' Radius
Level 3
Cure Disease
Dispel Magic
Remove Curse
Remove Paralysis
Level 4
Cure Serious Wounds
Cure Serious Wounds 2
Neutralize Poison
Level 5
Raise Dead
Raise Dead
Cure Light Wounds
Cure Light Wounds 2
Cure Light Wounds 3
Detect Magic
Light
Sanctuary
Level 2
Aid
Augury
Find Traps
Find Traps 2
Resist Fire
Silence, 15' Radius
Level 3
Cure Disease
Dispel Magic
Remove Curse
Remove Paralysis
Level 4
Cure Serious Wounds
Cure Serious Wounds 2
Neutralize Poison
Level 5
Raise Dead
Raise Dead
Re: Ch. 2: Into The Tomb of Horrors
Two last questions before we get moving again:
1) What's the marching order?
2) I've seen one vote for going back to the room with the chests. Any dissenting opinions?
1) What's the marching order?
2) I've seen one vote for going back to the room with the chests. Any dissenting opinions?
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Re: Ch. 2: Into The Tomb of Horrors
I'd prefer not to be at the front
Agree that going back to that room makes sense - have a new area branching off of there that warrants a look.
Agree that going back to that room makes sense - have a new area branching off of there that warrants a look.
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Re: Ch. 2: Into The Tomb of Horrors
I volunteer Eduardo to go second, behind anyone with means of locating traps. Or first if that's not an option... (Cue instant death scene here. Maybe he should say his goodbyes now?)
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Re: Ch. 2: Into The Tomb of Horrors
Good point - i should definitely go third then. Not only to raise your dead corpse, but also the person in front of you who will also, presumably, die a horrible and unplanned death. If I had a 3rd raise dead spell, i'd happily let someone else go 3rd .
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Re: Ch. 2: Into The Tomb of Horrors
I'm not familiar with the particulars of the characters, but based on class how is this:
Cwreando: Abrex Myzeen (R9/MU11): 103/103
Nuke66: Mason (Mk10): 34/56
ChubbyPixie: Eduardo the Fabulous (F10): 84/84
Grognardsw: Elsa the Fair (F10): 58/58
ravenn4544: Malibran (C10)
Edgar: 3/3
zebediah: Zoster (F9/D12): 76/76
Rover (wolf animal friend): 12/12
NJWilliam: Worren (C9/MU11): 53/53
Max_Vale: Xale Mav (F8/C8): 54/54
Malvexa (F0): 6/6
Abrex is versatile the most hit points, monk is only one with thief abilities, etc.
Cwreando: Abrex Myzeen (R9/MU11): 103/103
Nuke66: Mason (Mk10): 34/56
ChubbyPixie: Eduardo the Fabulous (F10): 84/84
Grognardsw: Elsa the Fair (F10): 58/58
ravenn4544: Malibran (C10)
Edgar: 3/3
zebediah: Zoster (F9/D12): 76/76
Rover (wolf animal friend): 12/12
NJWilliam: Worren (C9/MU11): 53/53
Max_Vale: Xale Mav (F8/C8): 54/54
Malvexa (F0): 6/6
Abrex is versatile the most hit points, monk is only one with thief abilities, etc.
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Re: Ch. 2: Into The Tomb of Horrors
OOC: All of Xale's spells have been accounted for; with no Thief in the party; Xale can go first...or double up with the Monk....he can only detect stonework traps; but it's better than nothing; I guess.