Difference between pages "Lexent" and "The Deep Dark"

From The Juvenis Adventure
(Difference between pages)
Jump to navigationJump to search
 
 
Line 1: Line 1:
Lexent Povarov is a male [https://wiki.alexissmolensk.com/index.php/Gnome_Race_%26_Physiology gnomish] [https://wiki.alexissmolensk.com/index.php/Cleric_(class) Cleric]. His eyes are pine green, his skin is olive and unnaturally smooth, and his hair is tawny, wavy, and oily.
+
__TOC__
 +
Continued from '''[[The Mine]]'''
  
{| class="wikitable"
+
'''The DM:''' As before, the temperature of the air drops and the stairs are steep going down.  They come to a landing about 25 feet down, revealing another flight of stairs below that, descending on the left.  The air is thicker, somehow; your torches seem to have trouble permeating it.  Detectably, there is the slight odour of raspberries mixed with the smell of rotting meat.  Do you wish to continue descending?
|-
+
[[File:Door at the Bottom.jpg|right|420px|thumb]]
| Height || style="text-align:right;" | 3'4"
 
|-
 
| Weight || style="text-align:right;" | 75 lbs.
 
|}
 
  
= Activity =
+
'''The DM:''' It occurs that I should ask for your marching order.
  
{| class="wikitable"
+
'''Pandred''': Me, Vaf, Lex, Arduin? Is that acceptable guys?
! colspan="5" | [https://wiki.alexissmolensk.com/index.php/Encumbrance Encumbrance]
 
|-
 
! 5 AP !! 4 AP !! 3 AP !! 2 AP !! 1 AP
 
|-
 
| Up to 14 || 15-28 || 29-42 || 43-56 || 57-70
 
|}
 
  
{| class="wikitable"
+
'''[[Vafrandir]]:''' Let's do it.
!  !! Weight !! [https://wiki.alexissmolensk.com/index.php/Action_Points AP]
 
|-
 
| Fighting || style="text-align:right;" | 28 || style="text-align:right;" | 4
 
|-
 
| Carrying || style="text-align:right;" | 48 || style="text-align:right;" | 2
 
|}
 
  
[https://wiki.alexissmolensk.com/index.php/Stealth_(sage_ability) Stealth Rules]
+
'''[[Lexent]]:''' Fine by me. We continue down in that order.
  
[https://wiki.alexissmolensk.com/index.php/Scrambling_(sage_ability) Scrambling Rules]
+
'''Pandred''': Onwards then. ''"Hroagh!"''
  
== Defensive ==
+
'''Marcule:''' I will take the back.
  
{| class="wikitable"
+
'''The DM:''' 50 feet down now, you find yourself addressing a heavy reinforced door, like you’ve seen before.   There are two dead flies carcasses on floor in front of the door, like those you saw aboveThe light from the torches seems strangely orange in colour, rather than yellow.
| [https://wiki.alexissmolensk.com/index.php/Stun_Lock HP] || style="text-align:right;" | 9
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP (max)] || style="text-align:right;" | 26
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Injuries Injury] || 0
 
|}
 
  
{| class="wikitable"
+
'''[[Lexent]]:''' I set my godentag down to the side of the door.
| Base Armor || style="text-align:right;" | 7
 
|-
 
| Shield || style="text-align:right;" | +1
 
|-
 
| '''AC Total''' || style="text-align:right;" | '''7'''
 
|-
 
| '''AC Total (With Shield)''' || style="text-align:right;" | '''6'''
 
|}
 
  
+4 AC when confronting bugbears, ettin, gnolls, ogres, ogre magi, trolls and giants of every kind.
+
'''Pandred''': I'll test to see if it's unlocked. If it is, I'll check that everyone gets ready, that Marcule and Lex have a chance to call for a spell before I open it.
  
-1 damage per die from all heat attacks, not including fire (Progenitor's Legacy)
+
'''[[Lexent]]:''' I cast ''Protection from Malevolence'' and discharge it on myself.
  
1 Damage per die vs. cold-based attacks against the character. (Physical Prowess)
+
'''The DM:''' It's stuck.
  
{| class="wikitable"
+
'''Pandred''': Stuck ain't locked. I'll HROAGH it open.
! [https://wiki.alexissmolensk.com/index.php/Saving_Throws Saves] !! Base !! Modifier !! Remarks
 
|-
 
| Poison (1) || style="text-align:right;" | 12 || style="text-align:right;" | 0 || 
 
|-
 
| Paralyse & Petrify || style="text-align:right;" | 11 || style="text-align:right;" | +3 ||  Gnome toughness
 
|-
 
| Polymorph || style="text-align:right;" | 13 || style="text-align:right;" | +3 ||  Gnome Magic Resistance
 
|-
 
| Rod, Staff, & Wand || style="text-align:right;" | 14 || style="text-align:right;" | +3 || Gnome Magic Reisistance
 
|-
 
| Breath Weapon || style="text-align:right;" | 15 || style="text-align:right;" | +3 || Gnome Magic Resistance
 
|-
 
| Other Magic || style="text-align:right;" | 15 || style="text-align:right;" | +3 || Gnome Magic Resistance, (2)
 
|}
 
(1) Saves at 1 level higher (Health).
 
  
(2) Additional +3 vs. mind altering magical effects from Wisdom.
+
'''The DM:''' You're not as strong as you used to be.
  
== Offensive ==
+
'''Pandred''': But stronger in spirit! HROAGH! Vaf, you'd probably have better odds.
  
{| class="wikitable"
+
'''[[Vafrandir]]:''' I'll try it!
! To Hit !! AC 10 !! AC 9 !! AC 8 !! AC 7 !! AC 6 !! AC 5 !! AC 4 !! AC 3 !! AC 2 !! AC 1 !! AC 0
 
|-
 
|  || style="text-align:center;" | 9 || style="text-align:center;" | 10 || style="text-align:center;" | 11 || style="text-align:center;" | 12 || style="text-align:center;" | 13 || style="text-align:center;" | 14 || style="text-align:center;" | 15 || style="text-align:center;" | 16 || style="text-align:center;" | 17 || style="text-align:center;" | 18 || style="text-align:center;" | 19
 
|}
 
  
+1 to hit when in battle with bugbears, gnolls, goblins, hobgoblins and norkers.
+
'''The DM:''' Roll a d100.  Corrected.
  
-3 To hit when using any non-proficient weapons.
+
'''[[Vafrandir]]:''' 96.
  
As a cleric, can keep sling spinning for 2 rounds per level.
+
'''The DM:''' No, that door is stuck.
  
{| class="wikitable"
+
'''[[Vafrandir]]:''' A question of DM mechanics, if you'll allow: I know you normally don't "roll for success"; either we're strong enough or not. Why the d100 here? Just curious.
! [https://wiki.alexissmolensk.com/index.php/Cleric_Combat_Abilities '''Weapon'''] !! Damage !! [https://wiki.alexissmolensk.com/index.php/Critical_Hits_%26_Fumbles Breaks on] !! Point Blank (+1) !! Short !! Medium (-2) !! Long (-5)
 
|-
 
| Godentag || style="text-align:center;" | 2d4 || style="text-align:center;" | 1-4
 
|-
 
| Gauntlet || style="text-align:center;" | 1d4-2 || style="text-align:center;" | 1-36 (1-4 injury)
 
|-
 
| Sling || style="text-align:center;" | 1d4 || style="text-align:center;" | 1-6 || style="text-align:center;" |  -  || style="text-align:center;" | 2-13 || style="text-align:center;" | 14-25 || style="text-align:center;" | 26-37
 
|}
 
  
[https://wiki.alexissmolensk.com/index.php/Pummelling Pummeling]
+
'''[[Vafrandir]]:''' The sappers can handle this, no doubt. So it'll have to wait.
  
[https://wiki.alexissmolensk.com/index.php/Overbearing Overbearing]
+
'''The DM:''' Been thinking about this.  It’s a game, right?  So the strongest person should be able to attempt the game.  So while yes, you’re either strong enough or you’re not, from a metagame point of view, you don’t know that you are or are not strong enough, yes?  And so there’s a “chance” you are ... and a chance is calculated by dice.
 +
: Is the die a bafflegab?  Perhaps.  I’d like to invent a structured determination for stuck doors that supersedes my decision, but I’m still working on it in my mind.
 +
:'''[[Vafrandir]]:''' Makes sense. Thanks!
  
[https://wiki.alexissmolensk.com/index.php/Grappling_(hand-to-hand) Grappling]
+
'''[[Vafrandir]]:''' Shall we investigate the small tunnels? I think only the gnomes can do that.
  
[https://wiki.alexissmolensk.com/index.php/Charging Charging]
+
'''The DM:''' Can you think of another way to get through this door?  Or the other stuck door on the first level (d.)?
  
== Supplementary ==
+
'''[[Lexent]]:''' Would Pandred and Vafrandir be able to employ a crowbar and attempt it together?
 +
:'''[[Lexent]]:''' Scratch that. I don't see a crowbar anywhere in our supplies.
  
=== [https://wiki.alexissmolensk.com/index.php/Clerical_Spell_Acquisition Spells] ===
+
'''[[Lexent]]:''' Also, where are the hinges?
{| class="wikitable"
 
! Cast !! Spell !! Description
 
|-
 
|  || [https://wiki.alexissmolensk.com/index.php/Cure_Light_Wounds_(spell) Cure Light Wounds] || restores lost hit points.
 
|-
 
|  || [https://wiki.alexissmolensk.com/index.php/Detect_Magic_(spell) Detect Magic] || detects magic.
 
|-
 
|  || [https://wiki.alexissmolensk.com/index.php/Endure_Cold_%26_Heat_(spell) Endure Cold & Heat] || reduces natural weather effects.
 
|-
 
| X || [https://wiki.alexissmolensk.com/index.php/Protection_from_Malevolence_(spell) Protection from Malevolence] || protects against attacks.
 
|-
 
| X || [https://wiki.alexissmolensk.com/index.php/Aid_(spell) Aid] || aids attacks and gives hit points.
 
|-
 
| X || [https://wiki.alexissmolensk.com/index.php/Augury_(spell) Augury] || queries the gods.
 
|-
 
| X || [https://wiki.alexissmolensk.com/index.php/Hold_Person_(spell) Hold Person] || immobilizes creatures.
 
|}
 
  
=== [https://wiki.alexissmolensk.com/index.php/Cleric_Sage_Abilities Sage Abilities] ===
+
'''Pandred''': I mean, we can hack the door down. That is an option. It just seems like a waste since "stuck" implies to me at least that the door just swelled up with the humidity or something. But hell, we don't plan to live here. Are we against hacking the door open now that we've already alerted what's on the other side?
  
{| class="wikitable" style="display: inline-table;"
+
'''Marcule:''' Can i cast chill on the door to see if i can shrink it?
! colspan="2" | The Church
 
|-
 
| Heraldry, Signs, and Sigils || 0
 
|-
 
| History || 6
 
|-
 
| Politics || 6
 
|-
 
| Religious Art & Music || 4
 
|-
 
| Religious Design || 4
 
|}
 
{| class="wikitable" style="display: inline-table;"
 
! colspan="2" | Legends & Folklore
 
|-
 
| Artifacts || 4
 
|-
 
| Beasts || 3
 
|-
 
| Demi-gods || 3
 
|-
 
| Heroes || 6
 
|}
 
{| class="wikitable" style="display: inline-table;"
 
! colspan="2" style="background-color:#ccf;" | Power
 
|-
 
| Divination || 6
 
|-
 
| Dweomercraft || 6
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Faith_(sage_study) '''Faith'''] || '''18'''
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Medicine_(sage_study) '''Medicine'''] || style="background-color:#fcc;" | '''30'''
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Outer_Planes_(sage_study) '''Outer Planes'''] || '''10'''
 
|}
 
{| class="wikitable" style="display: inline-table;"
 
! colspan="2" | Theology & Customs
 
|-
 
| Astronomy & Astrology || 3
 
|-
 
| Gods || 7
 
|-
 
| Law & Policy || 0
 
|-
 
| Ritual || 4
 
|}
 
  
==== No Rank ====
+
'''[[Vafrandir]]:''' Ice expands.
 +
:'''[[Lexent]]:''' But chilling an object (Metal specifically) causes it to contract.
  
* [https://tao-dndwiki.blogspot.com/search?q=turn+undead Turn Undead]
+
'''Pandred''': Sure, but enough to make a difference? We're not even 100% sure I'm right about what "stuck" means. There could be something like a bar on the other side of the door, or more furniture.
  
==== Amateur ====
+
'''Pandred''': Alexis hasn't said what side the hinges are on, and I presume he's had time to see the question, so I'll take that to mean either there aren't any for whatever reason or that we can't see them. With that said, I'm hacking. Battleaxe. Hroagh. Etc. This door is coming down.
  
* [https://wiki.alexissmolensk.com/index.php/Chandler(sage_ability) '''Chandler''']: ???.
+
'''The DM:''' Page 66 of the DMG suggests: ''"Evil Areas: You may wish to establish areas where evil has made speciol power bases, i.e., an evil shrine, temple, or whatever. Such areas must be limited, of course - the shrine to perhaps a 10" by 10" area, the temple to twice that area. Such areas will automatically reduce the chonce of any cleric affecting undead or other creotures within their precincts by a previously stipulated factor - perhaps 1 or 2 in the shrine area, 3 or 4 in the temple area."'' I've long considered this to mean that the "rules" change when encountering certain kinds of creatures in the setting.
  
* [https://wiki.alexissmolensk.com/index.php/Aid_Rest_(sage_ability) '''Aid Rest''']: Increases hit points restored from rest.
+
'''The DM:''' As it happens, Pandred, the door was designed by the goblins, so the hinges are on this side.
* [https://wiki.alexissmolensk.com/index.php/Binding_Wounds_(sage_ability) '''Binding Wounds''']: Improves skill at ending hit point damage caused by wounds.
 
* [https://wiki.alexissmolensk.com/index.php/Diagnose_Ailment_(sage_ability) '''Diagnose Ailment''']: Identifies a disease or poison affecting the patient's health; does not provide treatment.
 
* [https://wiki.alexissmolensk.com/index.php?title=Olfactory_Acuity_(sage_ability)&action=edit&redlink=1 '''Olfactory Acuity''']: Ability to identify some potions and other substances by smell.
 
* [https://wiki.alexissmolensk.com/index.php/Preach_(sage_ability) '''Preach''']: The power to deliver a sermon, influencing an audience to adopt moral truth, right conduct and worthy leadership.
 
* [https://wiki.alexissmolensk.com/index.php?title=Proselytize_(sage_ability)&action=edit&redlink=1 '''Proselytize''']: The skill to speak with others and encourage them to adopt the cleric's faith.
 
* [https://wiki.alexissmolensk.com/index.php?title=Essence_(sage_ability)&action=edit&redlink=1 '''Essence''']: Provides a general illustration of the known outer plane.
 
*[https://wiki.alexissmolensk.com/index.php?title=Transmogrification_(sage_ability)&action=edit&redlink=1 '''Transmogrification''']: Provides an explanation elaborating on how living, become the dead, become residents of a known outer plane.
 
  
==== Authority ====
+
'''[[Lexent]]:''' I attempt to remove the hinges.
  
* [https://wiki.alexissmolensk.com/index.php/Amputation_(sage_ability) '''Amputation''']: Increases the likelihood of a patient surviving the removal of a limb.
+
'''The DM:''' Using what?
* [https://wiki.alexissmolensk.com/index.php/Bloodletting_(sage_ability) '''Bloodletting''']: Ensures better health through the deliberate draining of blood.
 
* [https://wiki.alexissmolensk.com/index.php?title=Minor_Invasive_Surgery_(sage_ability)&action=edit&redlink=1 '''Minor Invasive Surgery''']: Enables minimal cutting into the body with a likelihood of patient survival.
 
* [https://wiki.alexissmolensk.com/index.php?title=Detoxification_(sage_ability)&action=edit&redlink=1 '''Detoxification''']: Lessens the severity of various forms of toxic attacks against the body.
 
* [https://wiki.alexissmolensk.com/index.php?title=Set_Injury_(sage_ability)&action=edit&redlink=1 '''Set Injury''']: Reduces the amount of injury damage by setting broken bones or easing bodily stress.
 
* [https://wiki.alexissmolensk.com/index.php?title=Treat_Disease_(sage_ability)&action=edit&redlink=1 '''Treat Disease''']: Enables treatment of diseases to reduce their severity and probable fatality.
 
  
=== Ability Scores ===
+
'''[[Lexent]]:''' An Iron spike and a hammer.
  
{| class="wikitable"
+
'''The DM:''' An iron spike isn’t thin enough or hard enough to work out the hinge.
! Stat !! Score !! Remarks
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Strength_(ability_stat) Strength] || 14 ||
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Intelligence_(ability_stat) Intelligence] || 11 ||
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Wisdom_(ability_stat) Wisdom] || 17 || +3 to Mental Saves
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Constitution_(ability_stat) Constitution] || 10 ||
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Dexterity_(ability_stat) Dexterity] || 13 ||
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Charisma_(ability_stat) Charisma] || 13 ||
 
|}
 
  
He gains a +1 Charisma bonus when speaking to persons with a charisma at least 3 points lower, due to feelings of camaraderie (Personal Magnetism).
+
'''[[Lexent]]:''' Dang. Any other thoughts, guys?
  
=== Other ===
+
'''Pandred''': Take my handaxe. Dig it into the hinge plate somewhere and hammer it in. Or just hack to bits. Should be single-headed so that leaves a flat-ish (or at least unbladed) metal bit opposite the head to hammer on.
  
{| class="wikitable"
+
'''The DM:''' if you use the hand-axe, you could fracture the blade and I’d increase the chance of it breaking if you dropped it.  Your axeblade isn’t made of carbide steel.
! Level !! XP !! Next Level
 
|-
 
| style="text-align:right;" | 3 || style="text-align:right;" | 3094 || style="text-align:right;" | 6001
 
|}
 
  
Gains a 10% bonus to all experience gained, whether or not possessing the prerequisite ability (Tendencies & Interests).
+
'''Pandred''': I get that. A question for the future: would a woodsman's axe avoid such a danger? Is there such a tool for these situations? Either way, I'm willing to risk it. I want in this door, and at this point the axe is just a potential gp cost to do so.
  
Requires only 4 hours of sleep per night to feel fully rested (Composition).
+
'''The DM:''' the proper tool would be a chisel.  If you used a wood axe, you’d be free from the break problem because of its not used as a weapon, but if you notched the blade, it would take longer to cut wood and would be an unpleasant experience.  As a cook, I can tell you that working with a dull knife, even one that is very slightly dull, is annoying as all hell.
  
Experienced at squeezing through tight spaces, and may move through unusually small holes (Agility).
+
== The Sigh ==
 +
'''The DM:''' make a d20 roll for saving the axe against a “[https://wiki.alexissmolensk.com/index.php/Saving_Throws_for_Items normal blow]”.  The hinge comes out.
 +
: you hear a deep, resonant sigh echo through the door from the other side, like a great beast suddenly taking notice of something.
  
Able to juggle up to 3 hand-sized smooth and symmetrical objects; can catch any object weighing 3 lb. or less if tossed from a distance of less than 10' when a save vs. poison is made (Reflexes & Coordination).
+
'''The DM:''' A good cliffhanger for Tuesday. Out.
  
=Equipment=
+
'''Pandred''': '''5'''.
  
==[https://docs.google.com/spreadsheets/d/1ySH-T-SjCikIUOaVcDMvoUmcTzTZgprB_4ywJUmN58M/edit?usp=sharing Personal (Google Drive)]==
+
'''The DM:''' It fails Pandred. The axe breaks on a 1 or 2 when a roll is required.
  
====Always(ish) worn====
+
'''The DM:''' In.
* holy symbol (small), satinwood
 
* clothing (see equipment sheet)
 
* boots (high hard), cowhide
 
* money belt (See Monies table)
 
** belt pouch (small, for sling stones), cowhide
 
*** sling stones (10)
 
** belt pouch (small, for bandages), cowhide
 
*** bandages
 
** godentag, 40 in. long, fir with 8 in. spike
 
** sling, cowhide
 
* belt, cowhide
 
** belt pouch (small, for medicine), cowhide
 
*** Salt of Ammon
 
*** Alum
 
** shield (small), fir with iron bracing
 
** staff of healing (left with backpack while combat ready)
 
  
====When Travelling====
+
'''[[Vafrandir]]:''' In.
* doublet, wool
 
* gloves, lambskin
 
* cloak, wool (as needed per weather)
 
* backpack (see equipment sheet)
 
  
====When Combat Ready====
+
'''The DM:''' Push on through the door?
* helmet
 
* Studded Leather Armour
 
* Studded Gauntlets
 
* '''godentag, 40 in. long, fir with 8 in. spike (right hand)'''
 
  
====Monies====
+
'''Marcule:''' In.
{| class="wikitable"
 
|-
 
| GP (16 SP) || 2
 
|-
 
| SP (12 CP) || 0
 
|-
 
| CP || 6
 
|}
 
  
===Magical Items===
+
'''Pandred:''' In but on phone.
Staff
 
* +1 to hit and damage
 
* Can heal 3d4 hp per day to a single target
 
* 8 Charges
 
* Charge can be spent before an attack to provide +2 damage per cleric level of the wielder
 
  
==[https://docs.google.com/spreadsheets/d/1KK9o9c-HPQjTqafZt7mZAUOjY9aqmg63ryWaBjI2V8U/edit?usp=sharing Party(Google Drive)]==
+
'''[[Vafrandir]]:''' We push on.
  
=== Monies ===
+
[[File:Mok-Losh.jpg|right|700px|]]
{| class="wikitable"
 
|-
 
| GP (16 SP) || 26
 
|-
 
| SP (12 CP) || 8
 
|-
 
| CP || 8
 
|}
 
  
====Monthly Hireling Expenses====
+
'''The DM:''' Pandred works out the other hinge and the door falls forward with a bang into a large room.
  
{| class="wikitable"
+
'''[[Vafrandir]]:''' Well, dang. Looks to be a pretty big jelly?
! Name !! Role !! Cost/Month !! Due Date !! Birthday !! XP
 
|-
 
| Howell Oddsdraken || Packbearer || 65 c.p.? || 3rd
 
|-
 
| Nadia || Pilot, Fisher || 4 s.p. + 60 c.p. || 19th || 7 Aug || 31
 
|-
 
| Valda || Farmer, Forager, Hunter || 93 c.p || 18th || 20 May || 31
 
|-
 
| Arvid || Sapper || 6 g.p. || 11th || || 31
 
|-
 
| Helga || Sapper || 6 g.p. || 11th || || 206
 
|-
 
| Marit || Sapper || 6 g.p. || 11th || || 106
 
|-
 
| Asger || Sapper || 6 g.p. || 11th || || 156
 
|-
 
| Bjarni || Sapper || 6 g.p. || 11th || || 47
 
|-
 
| Ole || Cook || 6 g.p. || 11th || || 31
 
|}
 
 
 
= Biography =
 
 
 
He has a 3 inch scar on his left thigh from an accident as a child (Choices).
 
 
 
He has received the notice of the Lord of Buskerud and may therefore seek one favour therefrom (Personal Relationships).
 
 
 
He has a strong chin and unnaturally smooth skin (Beauty).
 
 
 
Lexent's associates and family's behavior has always helped him, they may be relied upon for help (Talent).
 
 
 
Lexent was born in the town of Parnuin in the Gnomish kingdom of Vepses, near Lake Ladoga on 5 Dec 1600 (making him 49 years old as of June 1650). He is 3'4" tall and 75 lbs. He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. His father was a chandler and Lexent learned this profession from him. As a boy, Lexent's mentor was invited to Narwa to teach there, and asked Lexent along. That took him down river from Lake Ladoga upon the Baltic Sea. There he found a gnomish community living in the market town, which had a priest there who led him into the seminary. Following that, he worked as a chandler for some years, then finding a place as a substitute temple leader. He was then asked to be part of an embassy to gnomish lands in the west, specifically Lenglin and Nanbrun. Finding the lands of southern Norway interesting, when the embassy was done he elected to stay. He had made a friend of another gnome named Marcule and, inquiring after him, learned he had travelled to Stavanger and then on to Treborg. Following him out of town, he found him investigating a goblin encampment about five miles out of town. He joined the party [http://adventure.alexissmolensk.com/index.php/The_Great_Hall there].
 
 
 
 
 
[[File:Lexent.jpg|bottom|700px]]
 
 
 
= Notes =
 
 
 
*Try to meet boat from Glesvaer on Thursday the 14th in Treborg
 
 
 
Treborg
 
: Stopover point for trading ships from Bergen
 
: No market or reasonable ability to purchase supplies.
 
: 193 persons
 
: Chapel and graveyard
 
:: Father Arvin
 
 
 
Stavanger
 
: Gnomish community - several hundred
 
:: Bookbinders and Scribes
 
::: Medicine, prospecting, and music
 
::: 2 printing presses
 
:: Medical school
 
::: Narina(m) - Head of school w/ 20 students
 
:: Prospectors
 
::: Mostly out prospecting until the light fails in autumn
 
::: Glinner(m) -  engineer drafting plans to rework and replumb a mine north of Sauda in Ioglefeld. (May not have this info yet)
 
:: Musical College
 
::: Pumbar - head of college for music and poetry of 25 attendants
 
 
 
What legal document are being carried by the party - [http://adventure.alexissmolensk.com/index.php/Bang! Document info]
 
 
 
Knowledge about the gnomish religion.
 
:Vafrandir is baptised Lutheran
 
:Marcule is dedicated to the gnomish pantheon
 
:Pandred dedicated Lutheran
 
 
 
Knowledge of gnomes living among human populations instead of gnomish kingdoms in Norway.
 
: How much familiarity do I have with Bergen, how near is it to Nanbrun?
 
 
 
Precise rule on half weight items for gnomes (etc.?)
 
 
 
Party plan is to hexcrawl from Treborg
 
: Found ship - using as base
 
::Dilhak and the axe
 
::[http://adventure.alexissmolensk.com/index.php/An_Unpleasant_Discovery Children of Grond]
 

Revision as of 10:23, 25 May 2021

Contents

Continued from The Mine

The DM: As before, the temperature of the air drops and the stairs are steep going down. They come to a landing about 25 feet down, revealing another flight of stairs below that, descending on the left. The air is thicker, somehow; your torches seem to have trouble permeating it. Detectably, there is the slight odour of raspberries mixed with the smell of rotting meat. Do you wish to continue descending?

Door at the Bottom.jpg

The DM: It occurs that I should ask for your marching order.

Pandred: Me, Vaf, Lex, Arduin? Is that acceptable guys?

Vafrandir: Let's do it.

Lexent: Fine by me. We continue down in that order.

Pandred: Onwards then. "Hroagh!"

Marcule: I will take the back.

The DM: 50 feet down now, you find yourself addressing a heavy reinforced door, like you’ve seen before. There are two dead flies carcasses on floor in front of the door, like those you saw above. The light from the torches seems strangely orange in colour, rather than yellow.

Lexent: I set my godentag down to the side of the door.

Pandred: I'll test to see if it's unlocked. If it is, I'll check that everyone gets ready, that Marcule and Lex have a chance to call for a spell before I open it.

Lexent: I cast Protection from Malevolence and discharge it on myself.

The DM: It's stuck.

Pandred: Stuck ain't locked. I'll HROAGH it open.

The DM: You're not as strong as you used to be.

Pandred: But stronger in spirit! HROAGH! Vaf, you'd probably have better odds.

Vafrandir: I'll try it!

The DM: Roll a d100. Corrected.

Vafrandir: 96.

The DM: No, that door is stuck.

Vafrandir: A question of DM mechanics, if you'll allow: I know you normally don't "roll for success"; either we're strong enough or not. Why the d100 here? Just curious.

Vafrandir: The sappers can handle this, no doubt. So it'll have to wait.

The DM: Been thinking about this. It’s a game, right? So the strongest person should be able to attempt the game. So while yes, you’re either strong enough or you’re not, from a metagame point of view, you don’t know that you are or are not strong enough, yes? And so there’s a “chance” you are ... and a chance is calculated by dice.

Is the die a bafflegab? Perhaps. I’d like to invent a structured determination for stuck doors that supersedes my decision, but I’m still working on it in my mind.
Vafrandir: Makes sense. Thanks!

Vafrandir: Shall we investigate the small tunnels? I think only the gnomes can do that.

The DM: Can you think of another way to get through this door? Or the other stuck door on the first level (d.)?

Lexent: Would Pandred and Vafrandir be able to employ a crowbar and attempt it together?

Lexent: Scratch that. I don't see a crowbar anywhere in our supplies.

Lexent: Also, where are the hinges?

Pandred: I mean, we can hack the door down. That is an option. It just seems like a waste since "stuck" implies to me at least that the door just swelled up with the humidity or something. But hell, we don't plan to live here. Are we against hacking the door open now that we've already alerted what's on the other side?

Marcule: Can i cast chill on the door to see if i can shrink it?

Vafrandir: Ice expands.

Lexent: But chilling an object (Metal specifically) causes it to contract.

Pandred: Sure, but enough to make a difference? We're not even 100% sure I'm right about what "stuck" means. There could be something like a bar on the other side of the door, or more furniture.

Pandred: Alexis hasn't said what side the hinges are on, and I presume he's had time to see the question, so I'll take that to mean either there aren't any for whatever reason or that we can't see them. With that said, I'm hacking. Battleaxe. Hroagh. Etc. This door is coming down.

The DM: Page 66 of the DMG suggests: "Evil Areas: You may wish to establish areas where evil has made speciol power bases, i.e., an evil shrine, temple, or whatever. Such areas must be limited, of course - the shrine to perhaps a 10" by 10" area, the temple to twice that area. Such areas will automatically reduce the chonce of any cleric affecting undead or other creotures within their precincts by a previously stipulated factor - perhaps 1 or 2 in the shrine area, 3 or 4 in the temple area." I've long considered this to mean that the "rules" change when encountering certain kinds of creatures in the setting.

The DM: As it happens, Pandred, the door was designed by the goblins, so the hinges are on this side.

Lexent: I attempt to remove the hinges.

The DM: Using what?

Lexent: An Iron spike and a hammer.

The DM: An iron spike isn’t thin enough or hard enough to work out the hinge.

Lexent: Dang. Any other thoughts, guys?

Pandred: Take my handaxe. Dig it into the hinge plate somewhere and hammer it in. Or just hack to bits. Should be single-headed so that leaves a flat-ish (or at least unbladed) metal bit opposite the head to hammer on.

The DM: if you use the hand-axe, you could fracture the blade and I’d increase the chance of it breaking if you dropped it. Your axeblade isn’t made of carbide steel.

Pandred: I get that. A question for the future: would a woodsman's axe avoid such a danger? Is there such a tool for these situations? Either way, I'm willing to risk it. I want in this door, and at this point the axe is just a potential gp cost to do so.

The DM: the proper tool would be a chisel. If you used a wood axe, you’d be free from the break problem because of its not used as a weapon, but if you notched the blade, it would take longer to cut wood and would be an unpleasant experience. As a cook, I can tell you that working with a dull knife, even one that is very slightly dull, is annoying as all hell.

The Sigh

The DM: make a d20 roll for saving the axe against a “normal blow”. The hinge comes out.

you hear a deep, resonant sigh echo through the door from the other side, like a great beast suddenly taking notice of something.

The DM: A good cliffhanger for Tuesday. Out.

Pandred: 5.

The DM: It fails Pandred. The axe breaks on a 1 or 2 when a roll is required.

The DM: In.

Vafrandir: In.

The DM: Push on through the door?

Marcule: In.

Pandred: In but on phone.

Vafrandir: We push on.

Mok-Losh.jpg

The DM: Pandred works out the other hinge and the door falls forward with a bang into a large room.

Vafrandir: Well, dang. Looks to be a pretty big jelly?