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23:20, 27th April 2024 (GMT+0)

Harkahnon Ruins 11 - The Demons.

Posted by DM HeathFor group 0
Borimer
player, 2164 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 66/80 Mvt 18"
Thu 7 Feb 2013
at 19:11
  • msg #14

Re: Harkahnon Ruins 11 - The Demons

Borimer watches quietly as the other rest, his mind always on the demons and any signs of their comings and goings.
DM Heath
GM, 4637 posts
Thu 7 Feb 2013
at 20:20
  • msg #15

Re: Harkahnon Ruins 11 - The Demons

Since the party may freely rest here, include whatever details during the rest you need (spells cast, learned, etc.)
Borimer
player, 2165 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 66/80 Mvt 18"
Thu 7 Feb 2013
at 23:46
  • msg #16

Re: Harkahnon Ruins 11 - The Demons

During the late hour of the watch Borimer withdraws his wooden pipe from an old, patched bag and fills it.  After a few failed attempts at a decent smoke ring the warrior taps out the empty tool and puts it away.  He inwardly sighs and resumes watching with one hand on Chianta's hilt.
Kahan Singh
player, 1474 posts
Fri 8 Feb 2013
at 13:19
  • msg #17

Re: Harkahnon Ruins 11 - The Demons

Before going to sleep, Kahan will cast a spell on Androlus, apologizing profusely that he forgot about it and said that he couldn't. He then lays down to rest, offering a silent prayer that the demons don't find them until after he's rested.

I keep forgetting that CSW is a 4th level spell; that's what he'll be casting on Androlus. That should make him feel a bit better. Also if he has any diseases he can cast Cure Disease on him as well.
DM Heath
GM, 4640 posts
Fri 8 Feb 2013
at 22:40
  • msg #18

Re: Harkahnon Ruins 11 - The Demons

Androlus is fully healed, though he still lacks sight.  (He is a 0 level character with no fighting or other skills besides his knowledge.)

You are able to rest peacefully with no interruptions.

Everyone gains 2 hp from the rest, if needed, and spells are regained.
Borimer
player, 2167 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 68/80 Mvt 18"
Sat 9 Feb 2013
at 00:50
  • msg #19

Re: Harkahnon Ruins 11 - The Demons

Borimer checks his weapons and armor before taking watch near the entrance, his mind fixed upon the inevitable battle ahead.
DM Heath
GM, 4641 posts
Sat 9 Feb 2013
at 00:59
  • msg #20

Re: Harkahnon Ruins 11 - The Demons

I guess we will have you exit on Monday if there is no further housekeeping.  If so, post your "exit" moves from the secret door.
Malissin
player, 125 posts
Ac 2s 6p 6b/Save
Thac0 17 Hp 42/42
Mon 11 Feb 2013
at 20:47
  • msg #21

Re: Harkahnon Ruins 11 - The Demons

OOC: I believe Mal is not at full health...I'll go back and recalculate...

Mal bravely lets Borimer go first.

In all honestly Mal is useful for flanking but with an unknown swarm of demons lurking out there a flanking action could quickly lead to him being overwhelmed and isolated from the rest of the party.
This message was last edited by the player at 20:49, Mon 11 Feb 2013.
DM Heath
GM, 4643 posts
Mon 11 Feb 2013
at 23:05
  • msg #22

Re: Harkahnon Ruins 11 - The Demons

Yes, please update your stats before battle starts.  We will need them updated.

Of course, battle might not start right away.  Who knows where those pesky demons have gotten off to overnight?  ;)
Flint Whisper
player, 227 posts
Mon 11 Feb 2013
at 23:39
  • msg #23

Re: Harkahnon Ruins 11 - The Demons

OOC Ain't sure how many hit points I'm supossed to have, or how long has happened since xp got updated.

"Awww!!" Flint stretched his arms casually, he truly felt refreshed after taking such a rest "Well let's focuss on the task ahead"
DM Heath
GM, 4648 posts
Thu 14 Feb 2013
at 19:32
  • msg #24

Re: Harkahnon Ruins 11 - The Demons

I'm not sure how the group wishes to proceed.  I see a few options, though there are certainly more.

1) You could go out together searching for the demons to take them out
2) You could try to avoid the demons and get the settings of the Ark set
3) You could send out a scout (Malissin?)

Keep in mind that you need to tell me the code you want to put into the Ark.  You still have not discovered one of the cranks to change the numbers, though you saw it from the observation room.  (Remember that Room 30 is an observation room where you can view the other rooms with the cranks by pushing the gems.)

Remember also that you need to replace the gems in the Time Ark before the device will work.

Borimer
player, 2169 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 68/80 Mvt 18"
Fri 15 Feb 2013
at 01:54
  • msg #25

Re: Harkahnon Ruins 11 - The Demons

"We need to take out those demons, or they're going to find us anyway.  I say we try to bait them here for an ambush, or we decide where we want to fight and go there now."
Flint Whisper
player, 228 posts
Fri 15 Feb 2013
at 02:08
  • msg #26

Re: Harkahnon Ruins 11 - The Demons

"I agree, the sooner we get rid of them the easier time we'll get finding the jewels" Flint said while casually flipping through his spellbook.
Kahan Singh
player, 1479 posts
Fri 15 Feb 2013
at 14:17
  • msg #27

Re: Harkahnon Ruins 11 - The Demons

Kahan administers a healing check to everyone before sleeping and again when they awake. If anyone requires further healing, he will cast a spell on them, reminding everyone that his magics are limited and to only ask if they are in need of serious healing. "I would prefer to avoid the demons if at all possible. If we can make it to the viewing room without attracting too much attention, we can figure out which ways to go to have the easiest way out of here" he states.
Borimer
player, 2170 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 80/80 Mvt 18"
Fri 15 Feb 2013
at 16:38
  • msg #28

Re: Harkahnon Ruins 11 - The Demons

Borimer stretches out his limbs after receiving a benediction from the healer.

"I agree my friend, let's find that viewing room and start from there. But the demons will have to be dealt with if we want to leave, I'm bettin' on it."
DM Heath
GM, 4649 posts
Fri 15 Feb 2013
at 16:41
  • msg #29

Re: Harkahnon Ruins 11 - The Demons

Everyone gets +3 hp from the healing check, if needed, for the nighttime check and +3 hp, if needed, for the morning healing check.

In other words, you can get a maximum of +8 for resting and healing checks, if needed, plus anything else special you have.

If you need other healing, tell Kahan now before we begin.

Also, figure out what room you want to be in.  You will have to go throughout the temple to change the numbers, plus to the Time Ark to place the jewels, and then to the center room to transport out of the temple.
DM Heath
GM, 4650 posts
Fri 15 Feb 2013
at 19:47
  • msg #30

Re: Harkahnon Ruins 11 - The Demons

Upon checking outside the secret door, you do not see anything in room 2.  It appears safe.

(For new Flint, a quick catching up, and for the rest of you, a quick refresher:

The PCs' last adventure led to the explosion of an ancient volcano and unleashing of a powerful anti-magic aura that encapsulated the world.  Because magic is part of what holds the world together, this is causing the imminent death of the entire planet within a short time -- this armageddon is called the "Kuvlah Tah" by the dwarves--see thread called "recap" for more.

(The antimagic aura was released by Augmantium, a gold statue dragonette that Kahan currently possesses.  Its antimagic power had been shut up so long inside the volcano -- building up more each day -- that its sudden release engulfed the world.  It's power is contained within a specialized box that encases it.)

The PCs followed a friendly medusa, Syrissa, to this ancient temple, in which it was rumored the inhabitants were able to escape to Allevia the last time this anti-magic aura was released a thousand years earlier.  She knew because her evil gorgon sister, Esylia, had come here seeking a way to flee to Allevia.

Esylia's weapon, besides her gaze, was a large volume of explosive grenade-like things -- and she could also cast spells.  She had killed any remaining people of the temple.  The PCs finally defeated her the previous night.

Here's where the complication comes in:
A device encompassing most of the temple is called the Ark, composed of two parts:  The Time Ark (to set a specific time) and a Venue Ark (to set a specific place).

The Time Ark is a device in Room 16.  If its numbers are set to a workable number, it will transport any who touch it to a different time (but not transport them anywhere).  It also works in conjunction with the Venue Ark.  (The PCs used it to travel back about 1000 years, to the time just after the first group fled the temple, so they didn't have to worry about the destruction of the world (not the one in their time anyway), but Esylia had also traveled back using the same code.)

The Venue Ark is the large center room (Room 34).  It is set by adjusting the crystals in the 6 crystal focus rooms -- one above, one below, and one on each side of the Venue Ark (rooms 32a through f).  They are adjusted in the winch rooms (rooms 33a through f).  If activated, the Venue Ark can be stepped through to transport the person to the place set in its dials (if an acceptable place) and the time set on the Time Ark.

Unfortunately, before dying, Esylia set the Venue Ark to a code on some other plane that allowed demons to come through.  This was her defense against the PCs getting through and locking her out.  They broke through her magic lock on the door, or rather the wall surrounding the door, and now are somewhere in the Temple.

The party has several codes, and now needs to reprogram the Ark to get to where and when it wants.  Once it escapes, a new campaign (not just a new adventure) will begin on the foreign world of Allevia.

Flint Whisper
player, 229 posts
Fri 15 Feb 2013
at 20:23
  • msg #31

Re: Harkahnon Ruins 11 - The Demons

Flint moved closer to the door awaiting for the others to make their move "I keep thinking we should take care of these demons first, we don't want to unleash a big evil in the world do we?"
Borimer
player, 2171 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 80/80 Mvt 18"
Fri 15 Feb 2013
at 22:01
  • msg #32

Re: Harkahnon Ruins 11 - The Demons

"I agree, they'll attack us while we move around setting up the Ark. Best we lure them to somewhere we want to fight 'em.  I say we head to the viewing room to aid us in looking around. Maybe see where the demons are. Or get attacked along the way."
DM Heath
GM, 4651 posts
Fri 15 Feb 2013
at 22:09
  • msg #33

Re: Harkahnon Ruins 11 - The Demons

The quickest way there is probably to go through the "elevator shaft" at 20 and use it to go to level 3, or you can take a longer route to the spiral stairs going up.
Borimer
player, 2172 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 80/80 Mvt 18"
Sat 16 Feb 2013
at 19:50
  • msg #34

Re: Harkahnon Ruins 11 - The Demons

"I don't trust this temple and its ancient magic tripe, no magic tunnels for me anymore. I say we should take the spiral stairs to the winch room, be ready for an attack from our demon friends."

Borimer prepares to lead the way unless one of his comrades puts forth another suggestion.
Kahan Singh
player, 1480 posts
Mon 18 Feb 2013
at 03:00
  • msg #35

Re: Harkahnon Ruins 11 - The Demons

"I can get us through the teleportal system if we all agree it would be faster. The only risk is there would be more exposure as we went falling past the floors. Of course, if the demons were too stupid and simply jumped in they would be likely to hurt themselves trying to get back out as they fell." Kahan suggests with a shrug. "I was never very good at battle strategy honestly. Perhaps we should simply form up ranks and march forward, wading into glorious battle if you think we stand a chance. I cannot recall how many demons there were but they definitely outnumber us and we need some sort of gimmick to insure our victory without too much injury."
Borimer
player, 2173 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 80/80 Mvt 18"
Mon 18 Feb 2013
at 17:44
  • msg #36

Re: Harkahnon Ruins 11 - The Demons

"I think we're out of gimmicks, my friend. Unless somone wants to make sure I be movin' with all due haste during the fight..."

Borimer begins leading the group out to the spiral stairs, everyone wary of ambush.
DM Heath
GM, 4652 posts
Tue 19 Feb 2013
at 19:12
  • msg #37

Re: Harkahnon Ruins 11 - The Demons

Assuming you go to the spiral stairs, there are two ways to get there:

1) You can use the secret door on the west side of room 2, which is more direct; or
2) You can go through the east door and curve up and around through the elevator pit room and then back west to the spiral staircase.

The benefit of the latter is that you can replace the gems in the Time Ark (room 16) on your way and make better time.  Otherwise, you'll have to go to the Time Ark room and double back or go there later.

Here's the first floor map again:

Borimer
player, 2174 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 80/80 Mvt 18"
Wed 20 Feb 2013
at 18:49
  • msg #38

Re: Harkahnon Ruins 11 - The Demons

"Let's go by that Time Ark and replace some of those gemstones."

Borimer continues forward while listening intently for incoming demon hordes.
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