Adventure #4 - The Incorrigible Mr. Mittens

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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Glitz on Sat Jan 18, 2014 12:43 pm

After the columns are formed, Elodie will move towards the entrance, keeping her wand out in case the golem breaks through.

Move to H14.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Sat Jan 18, 2014 6:50 pm

R & R - Round 11 (Continued)

Init 11
Jeremiah gets ready to strike the Golem when it approaches.
- OOC: Assuming he wants to use his axes, he'll need to delay until Elodie moves.

Init 10
Elodie moves out of the hallway, to stand behind Gumphrey and to get out of Jeremiah's way. She also pulls her wand.
- Note: Elodie's torch moved with her, so the Golem is now in dim-light.

Init 9
Jeremiah steps forward, ready to axe the Golem if the opportunity allows.
- Full-round: Ready; 5'-step to M14

R & R - Round 12 ...

Init 18
Talmut calls upon the ancient treaties of his house and summons another Archon of Xerona. The glowing orb appears and immediately starts blasting the Golem with beams of holy light.
- Touch Attack (Light Ray) = 21; Hit. 4 Damage.
- Touch Attack (Light Ray) = 8; Hit. 3 Damage.
- The Golem's Touch AC is normally 8, but he's -4 for squeezing and +4 for having cover. So, his Touch AC is 8. 

Init 17
The Golem attempts to move forward, loses its footing (in the grease) and falls to the ground with earth-shaking THUD! Mindless, as it is, it immediately climbs to its feet, without hesitation or embarrassment. Still, the unexpected fall may have bought the heroes a few more seconds to react.
- Move: Acrobatics Check = 0 (vs. DC 10); It falls.
- Standard: Stand-up from Prone.

Init 16
Gumphrey watches the action unfold.

Init 10
Elodie continues to wait with her wand in hand.

Init 9
Jeremiah stands with his axe at the ready.

R & R - Round 13 ...

Init 18
The Archon continues to radiate beams of destructive energy.
- Touch Attack (Light Ray) = 6; Miss.
- Touch Attack (Light Ray) = 15; Hit. 1 Damage.

OOC: Is Talmut going to just let the Archon attack? Or did he want to do something this round? Maybe summon a second Archon? Or attack? Something else?
- Note that there is a 20% miss chance, due to the dim-lighting (the Archon has low-light vision, so he doesn't suffer the miss chance).


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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Swifthand on Sun Jan 19, 2014 8:49 am

Yes, another Lantern Archon...can I use a Summon Monster 4 for that and bump him up a bit?  If I need to move back a square to allow him to attack, I will.  And extend it, as well.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Sun Jan 19, 2014 9:50 am

Talmut wrote:can I use a Summon Monster 4 for that and bump him up a bit?
OOC: Sure. The other outsiders listed for SM4 are all CR 3 or 4 ... as a temporary approximation, that should given the Lantern maybe 1 or 2 additional HD (we'll go 2). That should double its HPs, increase its attack bonus by 2, and increase all of its saves by 1. It'll get 4 more skill points and an additional feat. A generous interpretation would give it another point of Dexterity, as well. His damage won't change. So, under the circumstances, the biggest difference will be that this one is +6 to hit (instead of +3). I'll worry about the rest when it actually matters.



R & R - Round 13 (Continued) ...

Init 18 (Continued)
Stepping back, Talmut conjures another servant of Xerona, to aid the first. It immediately starts attacking. 
- Touch Attack (Light Ray) = 23; Hit. 4 Damage.
- Touch Attack (Light Ray) = 18; Hit. 6 Damage.

Init 17
The Golem presses forward, slowly advancing toward you.
- Acrobatics check = 19 (Success).

Init 16
Gumphrey. The Shadow Man.

Init 10
Elodie keeps her wand at the ready.

Init 9
Jeremiah keeps his axe at the ready.

R & R - Round 14 ...

Init 18
The summoned beings continued to blast the approaching Golem.
- Touch Attack (+3 Light Ray) = 15; Hit. 5 Damage.
- Touch Attack (+3 Light Ray) = 6; Miss.
- Touch Attack (+6 Light Ray) = 18; Hit. 1 Damage.
- Touch Attack (+6 Light Ray) = Natural 1; Miss.

OOC: Talmut is next. Is he going to sit back and let these two Archons go to work? Is he going to keep summoning more? Is he going to cast or do something else?

OOC: I am hoping to start post multiple rounds at once, so this combat doesn't take too long. I assume the Archons will blast every round. Jeremiah's readied action will allow him to attack the Golem when it attacks the gate (the Golem has reach, but Jeremiah can strike its hands every time it punches the gate). Elodie is waiting for someone to get hurt (at which point I would revert to round-by-round posting). Talmut has Archons in place, so I assume he is either going to stand back and watch OR use some sort of attack. If any of these statements are false, please let me know.


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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Swifthand on Sun Jan 19, 2014 1:57 pm

Talmut will Acid Dart (if no SR/save) each round until it's destroyed.  If it is immune to the A.D.'s, Talmut will wait it out.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Sun Jan 19, 2014 4:00 pm

R & R - Round 14 (Continued) ...

Init 18 (Continued)
Talmut conjures another bit of acid, which fires from his fingertips and strikes the Golem center-mass. The acid seems to "melt" the surface of the Golem, which oozes down into the cracks of its carapace before it solidifies ... seemingly repairing the earlier damage suffered by the Golem.
- Touch Attack = 12; Hit. No damage suffered. Damage roll = 4, which heals the Golem 1 HP.

Init 17
The Golem stands fast, striking the stone columns with its massive fists. As it does so, Jeremiah strikes the monster's fist with his axe.
- Jeremiah's ready action. Attack = 28 (20 rolled +12 attack -4 called shot) vs. AC of 20 (24 normal - 4 for squeezing); Damage = 8
- Jeremiah's Initiative is now 18.
- Slam Attack = 28 (vs. AC 2); Damage = 9 (17 - 8 Hardness)
- Slam Attack = 34 (vs. AC 2); Damage = 8 (16 - 8 Hardness)

- The first stone column is reduced to 73 HPs.

Init 16 & 10
Gumphrey and Elodie wait.

R & R - Round 15 ...

Init 18
Realizing that acid repairs this sort of Golem, Talmut refrains from firing any more of it. Instead, he just watches and waits.

Jeremiah readies his axe. The Archons continue to fire.

OOC: From this point on, it's a race to see whether Jeremiah and the Archons are able to destroy the Golem before it gets through the stone columns.
- Archon's Touch Attack (+3 Light Ray) = 18; Hit. 4 Damage.
Archon's Touch Attack (+3 Light Ray) = 8; Hit. 1 Damage
Archon's Touch Attack (+6 Light Ray) = 20; Hit. 6 Damage.
Archon's Touch Attack (+6 Light Ray) = Natural 1; Miss.

Init 17
Jeremiah's Readied Axe Attack = 26; Hit. 9 Damage. The Golem is down 42 HPs.
- Slam Attack = Natural 1; Miss.
- Slam Attack = 26 (vs. AC 2); Damage = 8 (16 - 8 Hardness)
- The first stone column is reduced to 65 HPs.

Init 16 & 10
Gumphrey and Elodie wait.

R & R - Round 16 ...

Init 18
Talmut waits. Jeremiah readies his axe. The Archons continue to fire.
- Archon's Touch Attack (+3 Light Ray) = 14; Hit. 4 Damage.
Archon's Touch Attack (+3 Light Ray) = 19; Hit. 4 Damage
Archon's Touch Attack (+6 Light Ray) = 18; Hit. 2 Damage.
Archon's Touch Attack (+6 Light Ray) = 11; Hit. 2 Damage.

Init 17
Jeremiah's Readied Axe Attack = 21; Hit. 7 Damage. The Golem is down 61 HPs.
- Slam Attack = Natural 1; Miss.
- Slam Attack = 26 (vs. AC 2); Damage = 8 (16 - 8 Hardness)
- The first stone column is reduced to 57 HPs.

The Golem's earthen body begins to crumble. Small cracks adorn its outer shell, but it's enormous fists are busted and broken ... resembling worn stones more than fists, now.

Init 16 & 10
Gumphrey and Elodie wait.

R & R - Round 17 ...

Init 18
Talmut waits. Jeremiah readies his axe. The Archons continue to fire.
- Archon's Touch Attack (+3 Light Ray) = 18; Hit. 3 Damage.
Archon's Touch Attack (+3 Light Ray) = 18; Hit. 3 Damage
Archon's Touch Attack (+6 Light Ray) = 25; Hit. 5 Damage.
Archon's Touch Attack (+6 Light Ray) = 8; Hit. 5 Damage.

Init 17
The Golem continues to assault the stone columns.
Jeremiah's Readied Axe Attack = 20; Hit. 10 Damage. The Golem is down 87 HPs.
- Slam Attack = Natural 1; Miss.
- Slam Attack = 28 (vs. AC 2); Damage = 8 (16 - 8 Hardness)
- The first stone column is reduced to 49 HPs.

Init 16 & 10
Gumphrey and Elodie wait.

R & R - Round 18 ...

Init 18
Talmut waits. Jeremiah readies his axe. The Archons continue to fire.
- Archon's Touch Attack (+3 Light Ray) = 20; Hit. 5 Damage.
Archon's Touch Attack (+3 Light Ray) = 14; Hit. 9 Damage
Archon's Touch Attack (+6 Light Ray) = Natural 1; Miss.
Archon's Touch Attack (+6 Light Ray) = 20; Hit. 2 Damage.

Init 17
Jeremiah's Readied Axe Attack = 20; Hit. 10 Damage. The Golem is destroyed.

With worn stumps, the Golem throws its mighty fists toward the stone columns once more ... and once more Jeremiah intercepts the attack with his magical axe. The Golem's arm cracks and falls away, colliding with its massive leg, which then cracks apart, as well. The Golem tumbles to the floor in pieces.

OOC: End combat.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Glitz on Sun Jan 19, 2014 4:16 pm

OOC: Jeremiah and the Archons--sounds like a band name! 

Elodie cheers when the golem crumbles to the floor. After a brief moment of celebration, she says, "Well, if we want to get back in there, we'll have to take out the columns ourselves, or come back tomorrow after I have rested and restored my power. Maybe we should find out what's behind the doors in this room, for now?"
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Swifthand on Sun Jan 19, 2014 7:49 pm

"My allies have some time before they will be recalled to their Lady - until then, let them continue to harry the golems!"

Talmut entreats his celestial allies to teleport to the ceiling of the golem room and concentrate attacks on one golem until they are recalled.

OOC - Their attacks are specifically suited to take out the golems, so mine as well get their use while they are here...
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Mon Jan 20, 2014 5:17 pm

Talmut wrote:Talmut entreats his celestial allies to teleport to the ceiling of the golem room and concentrate attacks on one golem until they are recalled.
OOC: Assuming they fly close to the ceiling, so the Golem's can't reach them, that should go something like this ...

Round 1
Attacks = 20, 23; Hit, Hit. Damage = 3, 8
Attacks = 8, Natural 1; Hit, Miss. Damage = 6
Golem #1 has suffered 17 Damage
Berserk Rolls = 89, 43 vs 1%

Round 2
Attacks = 14, Natural 1; Hit, Miss. Damage = 6
Attacks = 13, 26; Hit, Hit. Damage = 5, 2
Golem #1 has suffered 30 Total Damage
Berserk Rolls = 86, 87 vs 2%

Round 3
Attacks = 5, 14; Miss, Hit. Damage = 5
Attacks = 20, 8; Hit, Hit. Damage = 1, 2
Golem #1 has suffered 38 Total Damage
Berserk Rolls = 70, 59 vs 3%

Round 4
Attacks = 11, 22; Hit, Hit. Damage = 5, 4
Attacks = 20, 8; Hit, Hit. Damage = 3, 3
Golem #1 has suffered 53 Total Damage
Berserk Rolls = 33, 47 vs 4%

Round 5
Attacks = 12, 12; Hit, Hit. Damage = 2, 1
Attacks = 14, 10; Hit, Hit. Damage = 3, 1
Golem #1 has suffered 60 Total Damage
Berserk Rolls = 13, 33 vs 5%

Round 6
Attacks = 16, 14; Hit, Hit. Damage = 2, 1
Attacks = 23, 8; Hit, Hit. Damage = 3, 5
Golem #1 has suffered 71 Total Damage
Berserk Rolls = 75, 32 vs 6%

Round 7
Attacks = 15, 23; Hit, Hit. Damage = 1, 6
Attacks = 17, 22; Hit, Hit. Damage = 2, 6
Golem #1 has suffered 86 Total Damage
Berserk Rolls = 91, 93 vs 7%

Round 8
Attacks = 14, 5; Hit, Miss. Damage = 4
Attacks = 13, 13; Hit, Hit. Damage = 6, 3
Golem #1 has suffered 99 Total Damage
Berserk Rolls = 22, 71 vs 8%

Round 9
Attacks = 11, 5; Hit, Miss. Damage = 2
Attacks = 16, 13; Hit, Hit. Damage = 3, 4
Golem #1 is destroyed!
Berserk Roll = 75 vs 9%

Round 10
Attacks = 10, 13; Hit, Hit. Damage = 5, 1
Attacks = 13, 23; Hit, Hit. Damage = 6, 2
Golem #2 has suffered 14 Damage
Berserk Roll = 08 vs 10% ... BERSERK!

Round 11
Attacks = 10, 13; Hit, Hit. Damage = 5, 1
Attacks = 13, 23; Hit, Hit. Damage = 6, 2
Golem #2 has suffered 28 Total Damage

Round 12
Attacks = 20, 17; Hit, Hit. Damage = 6, 1
Attacks = 13, 19; Hit, Hit. Damage = 2, 5
Golem #2 has suffered 42 Total Damage

Round 13
Attacks = 18, 12; Hit, Hit. Damage = 6, 3
Attacks = 10, 20; Hit, Hit. Damage = 2, 2
Golem #2 has suffered 55 Total Damage

Round 14
Attacks = 20, 17; Hit, Hit. Damage = 5, 3
Archon #1 winks out.
Attacks = 21, 24; Hit, Hit. Damage = 6, 1
Golem #2 has suffered 70 Total Damage

Round 15
Attacks = 14, 8; Hit, Hit. Damage = 4, 3
Archon #2 winks out.
Golem #2 has suffered 77 Total Damage
Golem #2 hastes itself and moves to hallway.
- Free Action: Haste
- Move: Move to R14
- Standard: Move to Q14 (Acrobatics check = 2) It falls.
- Haste Action: Stand-up from Prone

Round 16
Golem #2 continues it's approach ...
- Move: Move to P14 (Acrobatics check = 15)
- Standard: Move to O12
- Haste Action: Attack the Gate! Attack = 23; Hit. Damage = 20-8 (12 Total)
- Jeremiah's Readied Action: Attack = 25, Hit. Damage = 8
The stone column has 37 hit points left.

Round 17
Golem #2 assaults the gate ...
- Jeremiah's Readied Action: Attack = 12, Miss.
- Full-round Action: Two attacks vs. the gate: 31, 30; Hit, Hit. Damage = 17-8, 14-8 (15 Total)
- Haste Action: One more attack vs. the gate: 28; Hit. Damage = 19-8 (7 Total)
The stone column has 15 hit points left.

Round 18
Golem #2 assaults the gate ...
- Jeremiah's Readied Action: Attack = 14, Hit. Damage = 8
- Full-round Action: Two attacks vs. the gate: 29, Natural 1; Hit, Miss. Damage = 18-8, 14-8 (10 Total)
- Haste Action: One more attack vs. the gate: 24; Hit. Damage = 17-8 (9 Total)
The stone column is destroyed (there are still four more).

Round 19
OOC: We should return to normal posts at this point, because somebody could get hurt.

Initiatives ...
- Gumphrey = 23
- Elodie = 16
- Talmut = 8
- Jeremiah = 8 (due to readied action; initial initiative was 17)
- Golem = 7

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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Alpha Omega on Tue Jan 21, 2014 10:58 am

OOC: Can I reach the golem?

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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Tue Jan 21, 2014 5:23 pm

Alpha Omega wrote:OOC: Can I reach the golem?
OOC: Not from where you are now; you can only reach adjacent squares. (The Golem is bigger and has longer reach). You could squeeze through the broken columns to N14 and hit him from there; or, you could ready to strike his hand when he attacks (like before). A third (but less wise) option would be to throw your axe.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Alpha Omega on Tue Jan 21, 2014 5:53 pm

Jeremiah will ready an action to attack the golems hands as he strikes the columns.

M.H. Axe: 18 + 11 - 4= 25 | DMG: 8
M.H. Axe: 12 + 5 - 4 = 13| DMG: 5

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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Tue Jan 21, 2014 7:40 pm

R & R - Round 19 ...

Init 23, 16, 8
After a long series of battles, Gumphrey, Talmut, and Elodie wearily watch, as the last Golem continues to batter down the stone barricade. Each is ready to fight on, but knowing the battle is all but won, they watch, as Jeremiah delivers the final blows. Jeremiah readies his axe, poised to intercept the constructs powerful fists, hopefully for the last time.

Init 7
Broken and battered, the last of the Golems punches at the interposing columns, only to be met with brutal retaliation from Jeremiah's axe. Its enormous clay fist cracks down the center, splitting the golems arm in two. Enough is enough. The crumbling Golem finally collapses, busting into a thousand pieces as it tumbles to the ground.

OOC: End combat.

The battle is won.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Glitz on Wed Jan 22, 2014 4:03 pm

Elodie puts her still-unused wand away. "Well, that worked out well for us. I wonder if my fire-y friend from a few minutes ago survived?"

Elodie then attempts to summon the same small fire elemental that ran through the door at the back of the golems' chamber. If the same elemental appears, Elodie will ask the elemental what is in the back hallway. If the elemental is able to provide any new information, Elodie will share with the group. If not, Elodie will say, "So...which door first?"

Cast Summon Nature's Ally II, summon small fire elemental.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Wed Jan 22, 2014 4:08 pm

Elodie wrote:"So...which door first?"
Unfortunately, a different fire elemental appears ... evidence that the first one was destroyed, either by the Golem or by whatever lies in the room ahead.

"Well," Gumphrey replies, "I guess it would be one of these on the left, right? That's what we always say. How about the left-most left one? Any objections?"
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Glitz on Wed Jan 22, 2014 4:14 pm

"Sounds good to me," Elodie agrees with Gumphrey. If everyone else is in agreement, Elodie will ask Gumphrey if he checked for traps around the doors earlier.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Wed Jan 22, 2014 4:18 pm

Elodie wrote:Elodie will ask Gumphrey if he checked for traps around the doors earlier
"Uh ... I didn't see anything, earlier, but I can take another look."

Gumphrey spends a few moments checking all six doors more thoroughly. "I'm pretty sure they're safe ... but do we need to take a rest before we press on? What if there's more of those things? Can we handle them? Or do we need a breather? I'm alright to keep going (obviously, since I haven't actually done much, so far), but how's everyone else holding up?"
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Swifthand on Wed Jan 22, 2014 5:33 pm

"I suggest we now break for the day.  I am getting low on spells, and I would assume you are not at full strength either, Lady Elodie.  I would rather have spells for an unforeseen emergency, if that that is alright with he rest of you.  I will, however, send an aerial servant to scout out more of the dungeon.  Perhaps you can catch us some lunch or dinner while we regain out strength, Jeremiah?"

If everyone agrees, and upon returning to the surface...


"Flint, could you begin to set up a firepit for us?  We will be spending the night out here, but I will take care of our shelter."

At that, the Conjuror sits on a rock, takes out his pipe and a book, and enjoys a smoke while reading a bit on some new spells he is learning. 

O.O.C. - Talmut will conjure an Air Elemental with the Rod of the Chameleon Lord to scout as much as possible, and then begin his notes and map of the new dungeon and some research.  Mid-afternoon, Talmut will summon a Secure Shelter in the most defensible spot he can find near the dungeons entrance (14 hour duration, and I want it to last until we head back into the dungeon the following morning).    
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Glitz on Wed Jan 22, 2014 6:09 pm

"A rest would be good," Elodie agrees. She will also climb to the surface, and at Talmut's suggestion to Flint, she will offer the services of the fire elemental currently summoned to assist with the fire.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Alpha Omega on Thu Jan 23, 2014 7:01 pm

Jeremiah will climb out of the dungeon as well. Once he is out of the dungeon he will construct a shelter and set some traps. Right after he enjoys a smoke with Talmut...

Survival: 14 + 12 = 26

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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Thu Jan 23, 2014 7:18 pm

Flint gets to work building a fire pit and, with the help of the fire elemental, gets a campfire started. Meanwhile, Jeremiah puts together a temporary shelter and then joins Talmut for a smoke.



While Jeremiah is out setting traps, the air elemental returns before too long and describes the subterranean complex in as much detail as possible. It explains that there was one door it could not open. (OOC: It returns long before mid-afternoon, so Talmut hasn't conjured the secure shelter, yet).

OOC: What the elemental describes could be mapped something like this ...

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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Glitz on Fri Jan 24, 2014 4:59 pm

Not wanting to sit idly, Elodie will explore the area nearby. She will attempt to gather some food to supplement the supplies that the party has brought. She will also search for tracks nearby, to tell if anything dangerous has been in the area lately.

Survival (gathering): 21 (3 + 18)
Survival (tracking): 22 (4 + 18)
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Fri Jan 24, 2014 5:48 pm

OOC: Based on the description in the book, I imagine the Secure Shelter to be laid out sort of like this ...

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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Swifthand on Sat Jan 25, 2014 10:32 am

Once the shelter is conjured, Talmut will move resume his study and annotation inside, at the desk.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

Post  Malazek on Sat Jan 25, 2014 7:40 pm

Jeremiah wrote:Once he is out of the dungeon he will construct a shelter and set some traps.
Halvar assists. Now that the traps are in place, Jeremiah only need wait ...

Talmut wrote:Talmut will move resume his study and annotation inside, at the desk.
Gumphrey, Flint, and Glory come in a short while later. They seat themselves at the big table and start quietly at each other, until Glory suggests a game of dice. The four of them begin to play an energetic game of ... oh, who cares? Talmut ignores them and focuses on his studies.

Elodie wrote:She will also search for tracks nearby, to tell if anything dangerous has been in the area lately.
Lindy tags-along. Elodie finds several animal tracks, as well as two sets of extremely large boot-prints. These don't look like the primitive ogre or giant tracks the party found before; these prints appear to have been made by heavy crafted boots, not by simple foot-wrappings. Do giants wear actual boots? Elodie doesn't know.
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Re: Adventure #4 - The Incorrigible Mr. Mittens

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