This post has potentially manipulated dice roll results.
OOC: What is the status of our fallen teammates? Are they in the process of getting up or continuing death saves with whatever advantages incurred by our combined medicine checks?
Killroy, wincing at the less than perfect stealth of Aegean, steps back through the doorway into the corridor.
"I think," he says contemplatively, "that this is a way of encouraging us to venture further in."
Taking a moment to check on the still fallen forms of Flare and Sarras, Killroy ventures back down the hall, examining the closed doors that they had passed in their headlong flight to meet the enemy. He checks the handles carefully, checking for traps as best he can before trying to open them.
OOC: Oops - I must have misread the posts on the map. Keeping track of all the side doors and rooms has me a little confused, but I'll be sure to do my homework. Let's go check out that alcove, then.
Before you are able to turn the corner into the alcove, a chain flail you had not noticed before springs out of the wall, spinning with fantastic and deadly speed. It bars your entrance into the alcove.
(If I'm reading the layout correctly, this time, our options are either to find a way through the flail currently blocking the alcove, or to backtrack to the room with doors leading out, further investigating one of the other rooms. Does that sound right?)
This post has potentially manipulated dice roll results.
Aegean shrugs at Kilroy. "It was worth a shot." He then searches the area near the alcove, looking for any hidden switches, triggers, pressure plates, etc that might be used to turn off the flail.
While Aegean searches, Killroy takes a moment to observe the fallen. "It will be a while before they wake." he comments to Aegean, "Perhaps we should hide them somewhere they won't get trod upon by whoever passes by? And if we plan to move forward, as I think, we ought, we should consider how to let them know where we are going. Perhaps with a simple rule to guide them - 'Always left.' or some such innovation."
Killroy remains alert as the wizard searches, especially focusing on stray sounds, trying to sort the constant soft din of the dungeon halls.
"So I've got some good news and some bad news," Aegean says to Kilroy. "The good news is I see the mechanism to shut this thing off. The bad news is that it's over there." He points to the wall behind the weapon.
(Is there enough room that my cat could sneak past to hit the shutoff without getting hit by the weapon?)
(I figured a 1st level spell that awarded 400+ XP might be a little OP. I will have to think about this later.)
(In fairness, a level 1 Ice Knife could potentially have dropped them both as well depending on how dice went. I figured there'd be no damage xp for the sleep spell since it didn't do any actual damage, had just figured it'd either count as killing them if we finished off the rest of the team or else they'd stick around and we'd have to finish them off still after we got the cleric or else they'd wake up after a minute)
(Just realized he doesn't need to squeeze through, I can dismiss him and resummon him within 30 feet of me)
Aegean slaps his forehead, "Duh, I'm an idiot. Sorry, I'm still getting used to having a familiar." He snaps his fingers and the cat vanishes, then reappears standing by the wall next to the shutoff mechanism. He sits down momentarily while he takes control of the cat to try to reach the mechanism and shut off the weapon.
(I figured a 1st level spell that awarded 400+ XP might be a little OP. I will have to think about this later.)
(In fairness, a level 1 Ice Knife could potentially have dropped them both as well depending on how dice went. I figured there'd be no damage xp for the sleep spell since it didn't do any actual damage, had just figured it'd either count as killing them if we finished off the rest of the team or else they'd stick around and we'd have to finish them off still after we got the cleric or else they'd wake up after a minute)
For the next annual games, I will award spells that affect HP such as Sleep and Cure Wounds half XP. For example, if you heal a character 6 HP, that is worth 30 XP. If you cast the sleep spell for 20 HP, you gain 100 XP. In general, any action that affects HP without requiring an opposed roll, Saving Throw, exceed a DC, or exceed an AC, will be awarded half XP.
(I figured a 1st level spell that awarded 400+ XP might be a little OP. I will have to think about this later.)
(In fairness, a level 1 Ice Knife could potentially have dropped them both as well depending on how dice went. I figured there'd be no damage xp for the sleep spell since it didn't do any actual damage, had just figured it'd either count as killing them if we finished off the rest of the team or else they'd stick around and we'd have to finish them off still after we got the cleric or else they'd wake up after a minute)
For the next annual games, I will award spells that affect HP such as Sleep and Cure Wounds half XP. For example, if you heal a character 6 HP, that is worth 30 XP. If you cast the sleep spell for 20 HP, you gain 100 XP. In general, any action that affects HP without requiring an opposed roll, Saving Throw, exceed a DC, or exceed an AC, will be awarded half XP.
(Makes sense)
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Aegean follows his stealthy friend, moving as quietly as possible, keenly aware of his lack of spell slots and injured state.
Stealth 10
(I figured a 1st level spell that awarded 400+ XP might be a little OP. I will have to think about this later.)
The room beyond is enveloped in impenetrable darkness, and you can make out no details.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
OOC: What is the status of our fallen teammates? Are they in the process of getting up or continuing death saves with whatever advantages incurred by our combined medicine checks?
Killroy, wincing at the less than perfect stealth of Aegean, steps back through the doorway into the corridor.
"I think," he says contemplatively, "that this is a way of encouraging us to venture further in."
Taking a moment to check on the still fallen forms of Flare and Sarras, Killroy ventures back down the hall, examining the closed doors that they had passed in their headlong flight to meet the enemy. He checks the handles carefully, checking for traps as best he can before trying to open them.
Investigation: 16
Flare an Sarras are stabilized, and will recover consciousness in 2 hours.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Killroy, there are no doors or exits in the hall, but there is a small alcove opposite the dark room where your enemies emerged.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
OOC: Oops - I must have misread the posts on the map. Keeping track of all the side doors and rooms has me a little confused, but I'll be sure to do my homework. Let's go check out that alcove, then.
Before you are able to turn the corner into the alcove, a chain flail you had not noticed before springs out of the wall, spinning with fantastic and deadly speed. It bars your entrance into the alcove.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Aegean casts Frostbite at the flail (2) causing frost to form over the weapon, hoping to break it or slow it enough to allow entrance.
(If I'm reading the layout correctly, this time, our options are either to find a way through the flail currently blocking the alcove, or to backtrack to the room with doors leading out, further investigating one of the other rooms. Does that sound right?)
So I am stable but still unconscious right... just laying there on the floor?
Correct, Killroy.
Flare, you are unconcious for two hours unless someone heals you. The same goes for Sarras.
Frost forrms on the chain, but it does not slow its speed.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Aegean shrugs at Kilroy. "It was worth a shot." He then searches the area near the alcove, looking for any hidden switches, triggers, pressure plates, etc that might be used to turn off the flail.
Investigation: 18
While Aegean searches, Killroy takes a moment to observe the fallen. "It will be a while before they wake." he comments to Aegean, "Perhaps we should hide them somewhere they won't get trod upon by whoever passes by? And if we plan to move forward, as I think, we ought, we should consider how to let them know where we are going. Perhaps with a simple rule to guide them - 'Always left.' or some such innovation."
Killroy remains alert as the wizard searches, especially focusing on stray sounds, trying to sort the constant soft din of the dungeon halls.
Aegean spots a simple shutdown mechanism on the wall beneath the spinning chain, but to reach it you must go through the weapon.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Of course :P)
"So I've got some good news and some bad news," Aegean says to Kilroy. "The good news is I see the mechanism to shut this thing off. The bad news is that it's over there." He points to the wall behind the weapon.
(Is there enough room that my cat could sneak past to hit the shutoff without getting hit by the weapon?)
(In fairness, a level 1 Ice Knife could potentially have dropped them both as well depending on how dice went. I figured there'd be no damage xp for the sleep spell since it didn't do any actual damage, had just figured it'd either count as killing them if we finished off the rest of the team or else they'd stick around and we'd have to finish them off still after we got the cleric or else they'd wake up after a minute)
(The cat will have to perform a great feat of Acrobatics to maneuver around the flail.)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Just realized he doesn't need to squeeze through, I can dismiss him and resummon him within 30 feet of me)
Aegean slaps his forehead, "Duh, I'm an idiot. Sorry, I'm still getting used to having a familiar." He snaps his fingers and the cat vanishes, then reappears standing by the wall next to the shutoff mechanism. He sits down momentarily while he takes control of the cat to try to reach the mechanism and shut off the weapon.
For the next annual games, I will award spells that affect HP such as Sleep and Cure Wounds half XP. For example, if you heal a character 6 HP, that is worth 30 XP. If you cast the sleep spell for 20 HP, you gain 100 XP. In general, any action that affects HP without requiring an opposed roll, Saving Throw, exceed a DC, or exceed an AC, will be awarded half XP.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Makes sense)