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Harkahnon Ruins 13 - The Demon.

Posted by DM HeathFor group 0
DM Heath
GM, 4717 posts
Thu 9 May 2013
at 19:55
  • msg #1

Harkahnon Ruins 13 - The Demon

Round 1
With orc bodies strewn around the first and second floor, with Grung's corpse in the cathedral hall area, and with the strange blind demon corpses in the Time Ark room, not to mention the skeletons and remains of others who have died in the past here, you would have thought there was enough death and destruction.

But the other demon, the one that has made those sounds like plodding steps of a behemoth above you, is coming.

At first, you are unsure what you see descend from the room with the neverending pits straight across from you.  It seems like a tentacle of sorts, about one to two feet wide.  And then another tentacle descends from the hole in the ceiling, and then another.  But these are no normal tentacles.  These appear to be watery apparitions, like a stream of water in a geyser or a stream flowing as blood inside an invisible squid tentacle.  A fourth tentacle also descends, and the ceiling above shakes as something large moves through.

The shaking knocks dust from the ceiling, and a crack appears above the doorway leading north.

Another squeal escapes its mouth -- or whatever it has there -- as it inches closer to lowering itself through the ceiling in the far room.

What you see looks something like this:

This message was last edited by the GM at 20:13, Thu 09 May 2013.
Borimer
player, 2212 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 18?/80 Mvt18"
Thu 9 May 2013
at 20:40
  • msg #2

Re: Harkahnon Ruins 13 - The Demon

Borimer makes two quick slashes at the demonic beast even as he struggles to put it into a recognizable shape.
Kahan Singh
player, 1506 posts
Fri 10 May 2013
at 00:45
  • msg #3

Re: Harkahnon Ruins 13 - The Demon

Popping back out from his withdrawal with a nod to himself, Kahan looks up at the odd creature and states somewhat worriedly, "I think we should flee!" Kahan then pulls out a scroll and starts casting.
This message was last edited by the player at 13:51, Fri 10 May 2013.
DM Heath
GM, 4721 posts
Fri 10 May 2013
at 22:07
  • msg #4

Re: Harkahnon Ruins 13 - The Demon

PM
Kahan Singh
player, 1510 posts
Fri 10 May 2013
at 22:54
  • msg #5

Re: Harkahnon Ruins 13 - The Demon

PM
DM Heath
GM, 4722 posts
Fri 10 May 2013
at 23:34
  • msg #6

Re: Harkahnon Ruins 13 - The Demon

PM
Harak Grayston
player, 90 posts
Tue 14 May 2013
at 16:35
  • msg #7

Re: Harkahnon Ruins 13 - The Demon

Harak follows Borimer's lead and tries to slash through the tentacle with his scimitar as it moves through the doorway.
DM Heath
GM, 4724 posts
Tue 14 May 2013
at 17:57
  • msg #8

Re: Harkahnon Ruins 13 - The Demon

ROUND 1

Borimer and Harak move closer...

The portal room ahead becomes shadowed as something crosses in the way of the fire elemental that continually falls through the infinite portals again and again.  You hear a loud sizzling sound and see an explosion of steam...and then darkness as the fire elemental is extinguished and a watery squid-like form emerges through the portal from above.

Borimer and Harak slice at the watered tentacle as it pokes through the open doorway.  A huge section of the tentacle is carved off and falls to the floor, spilling into a huge puddle of water that is almost immediately reabsorbed by another probing, watery tentacle.

The watery tentacled thing is descending to have a look at these intruders.  Like some grotesquery, you see through the translucent watery "head" a brain-like structure with red strands of nerves leading to a beak-like mouth, two bulbous eyes and several other unknown structures within its center.  The entire creature does not have a size per se, because it undulates and changes shape, but if put all together in one spot, you are sure it would be as large as that dragon you slew not too long ago.

OOC: Not sure if Kahan is still deciding to cast after our PM, but he can do so if he wants and it will count as ending between the rounds.
Borimer
player, 2215 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 18?/80 Mvt18"
Tue 14 May 2013
at 23:04
  • msg #9

Re: Harkahnon Ruins 13 - The Demon

"We need a really big fire..."

Borimer muses while slashing in futility at the huge mass of watery evil, directing his attacks at the red brain when possible.
This message was last edited by the player at 23:05, Tue 14 May 2013.
Kahan Singh
player, 1511 posts
Wed 15 May 2013
at 23:01
  • msg #10

Re: Harkahnon Ruins 13 - The Demon

Kahan is casting.
Harak Grayston
player, 91 posts
Thu 16 May 2013
at 21:20
  • msg #11

Re: Harkahnon Ruins 13 - The Demon

Harak says, "I think Kahan is right.  We need to retreat."  He tries to close the northern door before the water monster gets through.
DM Heath
GM, 4725 posts
Fri 17 May 2013
at 19:09
  • msg #12

Re: Harkahnon Ruins 13 - The Demon

Borimer slashes again, leaving another puddle on the floor as Harak slams the door.  Borimer cannot reach the visible parts of the head without going into the watery reach of the tentacles.

The pressure on the other side is too much for Harak, but Mal (who is standing on the other side of the doorway) jumps in, and then Borimer slams his shoulder into the door.

It closes but is bowing in from the weight of the water demon pushing from the far side.

Kahan casts a spell...

Flint moans and begins to rise (resurrection survival roll success) and turns over and moans.  He is weak and helpless, barely alive.  (Flint has 1 hit point; his constitution is permanently reduced by 1 to 15.)

From the Raise Dead Description:  Further, the raised person is weak and helpless, needing a minimum of one full day of rest in bed for each day or fraction he was dead. The person has 1 hit point when raised and must regain the rest by natural healing or curative magic.

Flint will need one full day of rest before being able to do anything.  (This will not change by curative magic, but his hit points can be increased through healing that way.)
Borimer
player, 2217 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58?/80 Mvt18"
Fri 17 May 2013
at 20:22
  • msg #13

Re: Harkahnon Ruins 13 - The Demon

Borimer flips Flint over his shoulder.

"Let's get the hell out of here!"

Borimer leads the way back to the Ark room as fast as possible, the last person in line closing any and all doors behind us.

22, 16, 15, 2, 33a, 32a
This message was last edited by the player at 20:23, Fri 17 May 2013.
DM Heath
GM, 4726 posts
Fri 17 May 2013
at 20:47
  • msg #14

Re: Harkahnon Ruins 13 - The Demon

OOC: At first, I thought Flint might be too dead to be revived, but I didn't see anything in the rules preventing it.  The rule restriction is instead based on how long the person is dead and whether the person's body is intact.  Therefore, I rolled it fairly and Flint was brought back to life.
DM Heath
GM, 4727 posts
Fri 17 May 2013
at 21:02
  • msg #15

Re: Harkahnon Ruins 13 - The Demon

There are two tactics I think you can take here:  (1) Run or (2) fight.

If you run, then we will have a chase type of game where you can set the dials on the Ark to the numbers you want and activate it to escape.  But to do that, you need to let me know which numbers you want to set it to and we can begin.

If you fight, then you will need to work up a way to defeat the water demon, and then you can activate the device once it is defeated.

Your call, but you will need to tell me which codes you are programming in regardless.

Remember that there are two codes:  (1) the time code (that gets plugged into the Time Ark along with the gems), and (2) the venue code (that gets plugged into the six dials via the cranks).

The Time Ark gets activated with the gems in place, and the Venue Ark gets activated from within the center room, which will then physically transport you to the programmed location (and to whatever time is programmed in the Time Ark).  (The Time Ark can also be used independently by touching its globe, but recall that if the gems are not there in the time you transport to, you are out of luck.)

Recall also that there is an observation room on the top floor that communicates to the various crank rooms to adjust the Venue Ark dials.

Remember that you have not fully explored every room yet, including one of the crank rooms.

Kahan Singh
player, 1512 posts
Sat 18 May 2013
at 02:57
  • msg #16

Re: Harkahnon Ruins 13 - The Demon

Kahan, seeing Flint get tossed over Borimer's shoulder, starts running to the room they kept Androlus, making sure that someone shuts all the doors between here and there.
Malissin
player, 135 posts
Ac 2s 6p 6b/Save
Thac0 17 Hp 42/42
Thu 23 May 2013
at 08:32
  • msg #17

Re: Harkahnon Ruins 13 - The Demon

Mal takes up the rear, closing and spiking the doors as swiftly as his nimble elven body can manage to cover their retreat.

Given the size and composition of the demon sealing the doors might not slow it down terribly much but at this point his goal was to buy as many seconds as possible for the rest of the group.
DM Heath
GM, 4731 posts
Thu 23 May 2013
at 16:15
  • msg #18

Re: Harkahnon Ruins 13 - The Demon

Just to be clear here, Androlus is in Room 15 (throne room) and Borimer is running back to the secret room area (32a).  Both are on the first floor.  You are currently in the second floor (room 32d).

The water demon is in the never ending pit room (room 20).  The door between room 32d and 20 is now closed but bulging.

LEVEL ONE


LEVEL TWO

Borimer
player, 2220 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Thu 23 May 2013
at 20:33
  • msg #19

Re: Harkahnon Ruins 13 - The Demon

Borimer:
Borimer leads the way back to the Ark room as fast as possible, the last person in line closing any and all doors behind us.

22, 16, 15, 2, 33a, 32a

borimer will be leading them through #15 en route if it matters
DM Heath
GM, 4733 posts
Thu 23 May 2013
at 20:48
  • msg #20

Re: Harkahnon Ruins 13 - The Demon

Everyone safely makes it to room 15, closing doors behind them and picking up Androlus on the way.

The movement you've witnessed tells you a few things about the water demon:

1) It moves at about the rate of one room for every 3 rooms you can cross, but likely slower in narrow areas.

2) It can reach across up to one room per round with its tentacle, meaning you cannot simply attack and retreat.

3) The weight and density of the water give it tremendous strength and power.
Harak Grayston
player, 92 posts
Fri 24 May 2013
at 18:32
  • msg #21

Re: Harkahnon Ruins 13 - The Demon

Harak says, "I'm thinking the best strategy might be to try and get the numbers all to the right code while avoiding the monster, and then get out of here.  But if it gets in our way, then we take it down.  Anyone have any water related spells that might help?  What about those exploding orbs from Esylia?  Also, Malissin and I probably have special skills in traveling virtually unnoticed.  Maybe we can sneak around to get everything set.  Or if we split up, we can cover the numbers faster."  The monk seems to be spewing out every idea that comes into his head.
Borimer
player, 2221 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Fri 24 May 2013
at 19:31
  • msg #22

Re: Harkahnon Ruins 13 - The Demon

"I can try to keep it busy while you two put in the codes, then I'll run back to get out of here."

Borimer turns and watches the door the demon is pushing against, unsheathing Chianta and preparing to hack off the first tentacle that breaks through.  He speaks to Kahan without looking away from the demon's inevitable entrance.

"Mind staying with me, keep me up and running while I fight?"

trying to keep the demon out of 15, bottlenecked in the doorway as long as possible while others tend to the ark, hopefully with kahan and his healing :)
DM Heath
GM, 4735 posts
Fri 24 May 2013
at 20:30
  • msg #23

Re: Harkahnon Ruins 13 - The Demon

You are in 32a, so the demon is not a threat here.  You do not know where the demon is going now.

You will also need to determine which codes to punch in before moving on.  I think you had decided on the crystal caves code.
Borimer
player, 2222 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Fri 24 May 2013
at 23:34
  • msg #24

Re: Harkahnon Ruins 13 - The Demon

Heath:
Everyone safely makes it to room 15, closing doors behind them and picking up Androlus on the way.


i thought we were in 15 still, en route to 32a...?
DM Heath
GM, 4736 posts
Tue 28 May 2013
at 16:26
  • msg #25

Re: Harkahnon Ruins 13 - The Demon

My bad. I meant to say this:

"Everyone safely makes it to room 15, closing doors behind them, pikcing up Androlus on the way, and going past the secret door to room 32a."

But you can stop at room 15 if you want.  By that time, the creature will still take a few rounds to catch up to you.

OOC: Regardless, from room 15 (the throne room), you can't see where the creature is exactly or what door it may be pushing against, since that is one floor up, past a closed door or two and north a room.
Borimer
player, 2223 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Tue 28 May 2013
at 23:54
  • msg #26

Re: Harkahnon Ruins 13 - The Demon

i see, then borimer will lead everyone to the secret door and into room 33a. He'll urge the others to move into the ark room 32a, while borimer stays in 33a and tries to keep the creature at the secret door point should it appear. the others can go about working with the ark while borimer and kahan wait.
Harak Grayston
player, 93 posts
Wed 29 May 2013
at 17:49
  • msg #27

Re: Harkahnon Ruins 13 - The Demon

When back in the secret room area, Harak says, "So just to be clear, we are setting the dials to the Allevian Crystal Cave, which is number 792348918392, right?"

OOC: so if i got this right, we know the winches are the #33 rooms, A through G, with 33a being the first two digits, 33b being the next two, etc.. Since we're at 33a, let's set the first winch to the 79 number and see what happens.

but looking at the map, i only see that we've investigated room 33a, 33b, 33c and 33f. that means we have to find 33d, 33e, and 33g still.

i think all of them except 33a require us to go through the bottomless pit room.  but the geometry of the maps indicate there may be a winch room somewhere in the unexplored area south of 15, so maybe we can go there next?

Harak Grayston
player, 94 posts
Wed 29 May 2013
at 18:00
  • msg #28

Re: Harkahnon Ruins 13 - The Demon

OOC edits: Actually it looks like it just goes from 33a to 33f (6 winch rooms total, one from each direction, sides and top and bottom), so there is no 33g.  also i failed to notice the secret door to the west of the pillar room. that may allow us to sneak to other winches without going through the bottomless pit room
DM Heath
GM, 4738 posts
Thu 30 May 2013
at 17:10
  • msg #29

Re: Harkahnon Ruins 13 - The Demon

The code on the display in room 33a currently reads:  528373567447.

You turn the winch in that room until the first two digits move up to "79."  The crystal in room 32a is now properly focused to get to the Crystal Caves.  Five more to go.

OOC: Your goal if going to the Crystal Caves is to get all 12 digits to: 792348918392.

To put it another way, the six numbers for the six crystal columns will be moved to:
79
23
48
91
83
92

Each two digits controls the distance and focus of the crystals in the six crystal focus rooms (rooms 32a through 32f).  The crystal moves up and down the stone screw in accordance with the two numbers input into the respective code.  The full code is shown on the transfinite repeater display (the "dial"):



This message was last edited by the GM at 17:12, Thu 30 May 2013.
Harak Grayston
player, 95 posts
Fri 31 May 2013
at 22:47
  • msg #30

Re: Harkahnon Ruins 13 - The Demon

Seeing that no one's doing anything, Harak says, "Let's go up the western hallway through the secret door and use the winch on the north wall (33b). We can retreat if we run into trouble.  You with me?"
Borimer
player, 2225 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Fri 31 May 2013
at 22:47
  • msg #31

Re: Harkahnon Ruins 13 - The Demon

"Let's get to the next winch before our friend catches up."

Borimer hurriedly leads the others to the next winch room (32b) trusting someone else to shut the doors, himself only stopping at the door that leads into the winch room itself (14).  He guards against intruders while one of of the others sets the winch to the proper numbers.

32a, secret door into 2, secret door into 3, 6, 7, 9, 13, 14, 32b
DM Heath
GM, 4739 posts
Fri 31 May 2013
at 23:38
  • msg #32

Re: Harkahnon Ruins 13 - The Demon

You make it safely to room 33b and change the numbers to "23" using the winch.

Oddly, the water demon creature cannot be heard.  It had been in the infinite teleportal room next door last you saw it, but now you hear nothing and don't know where it is.

The door to that room is currently closed.
Borimer
player, 2227 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Fri 31 May 2013
at 23:57
  • msg #33

Re: Harkahnon Ruins 13 - The Demon

"Can't hear that damn water demon...that can't be good."

When the others are ready Borimer leads the way to the second floor and another winch room, hopefully without incident. Upon reaching the winch room, Borimer will go in first to make sure its clear, and then takes up gaurd at the door leading in (from 21).

14, 13, spiral stairs up, 21, 32c
Kahan Singh
player, 1513 posts
Sun 2 Jun 2013
at 02:29
  • msg #34

Re: Harkahnon Ruins 13 - The Demon

Kahan follows along behind the warriors, wondering to himself how best to find the water demon. "Perhaps we should go to the viewing room to see if we can find the demon." Kahan muses aloud.
DM Heath
GM, 4740 posts
Mon 3 Jun 2013
at 16:48
  • msg #35

Re: Harkahnon Ruins 13 - The Demon

FYI, the winch rooms are different rooms from the crystal focus rooms that they control.  So there's nothing to do in the rooms marked 32.  You need to adjust the winch in the rooms marked 33.  This is one reason that the observation room can come in helpful.

In other words, there is a two digit dial in the winch rooms and a transfinite repeater display (showing all 12 numbers) in the crystal focus rooms.  You will need to make sure you adjust the proper winches to the proper crystal focus rooms to get the number right.


Harak Grayston
player, 96 posts
Mon 3 Jun 2013
at 18:37
  • msg #36

Re: Harkahnon Ruins 13 - The Demon

Harak suggests going up to the room 33c winch on the third floor.  Borimer can guard the stairs going down.
Borimer
player, 2228 posts
Mon 3 Jun 2013
at 19:02
  • [deleted]
  • msg #37

Re: Harkahnon Ruins 13 - The Demon

This message was deleted by the player at 19:05, Mon 03 June 2013.
Borimer
player, 2230 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Mon 3 Jun 2013
at 22:33
  • msg #38

Re: Harkahnon Ruins 13 - The Demon

Borimer:
14, 13, spiral stairs up, 21, 32c

from 21: up the stairs to level 3 room 26, 28

Borimer closes the door and guards with Kahan while the others work the winch in room 33c.
This message was last edited by the player at 22:45, Mon 03 June 2013.
DM Heath
GM, 4743 posts
Mon 3 Jun 2013
at 22:43
  • msg #39

Re: Harkahnon Ruins 13 - The Demon

You make it to room 33c and adjust the winch to the number 48.

You hear something moving, with the occasional thump, down below on the second level, somewhere near the stairs.
This message was last edited by the GM at 22:39, Tue 04 June 2013.
Borimer
player, 2231 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Mon 3 Jun 2013
at 22:46
  • msg #40

Re: Harkahnon Ruins 13 - The Demon

Borimer listens and thinks for a moment.

"The water demon could be on the way to the room with the Ark. Maybe it can go throgh to Allevia as soon as we set the winches, before we even get to the room ourselves.  How far is the viewing crystal place? Maybe we should use it to look before setting the last winch on this floor?"
This message was last edited by the player at 22:47, Mon 03 June 2013.
DM Heath
GM, 4744 posts
Mon 3 Jun 2013
at 22:49
  • msg #41

Re: Harkahnon Ruins 13 - The Demon

Androlus, though blind, knows this place well.  "It is just through there," he says, pointing generally east.  "I was just thinking," he says, "if this demon is water-based, it is probably sensitive to concussion and reverberation.  As we run across the floor, we are probably drawing it to us through sound and vibration."

Androlus may have been tortured, but he still has a sharp brain.

(You are at 26. It is through the small gnome control room at 29 and in 30.)

This message was last edited by the GM at 22:50, Mon 03 June 2013.
Borimer
player, 2232 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Mon 3 Jun 2013
at 22:59
  • msg #42

Re: Harkahnon Ruins 13 - The Demon

Borimer grins at the blind wise man.

"Thanks mate."

He thinks again for a moment.

"Does anyone know how to work it...?"

borimer will lead whomever can use it (kahan?) to room 30 to begin scrying for the demon, starting at the ark room, unless borimer can use it himself; i dont actually remember :)
This message was last edited by the player at 23:01, Mon 03 June 2013.
DM Heath
GM, 4745 posts
Mon 3 Jun 2013
at 23:06
  • msg #43

Re: Harkahnon Ruins 13 - The Demon

This is just a reminder of the description of room 30 and your interactions with the device (note that the numbers may be different now, but the gems still give a look into the same rooms):


As to the Crystal Focus rooms, you can tell which gem goes to which rooms to some extent as follows (pushing gems left to right):

Crystal Focus Rooms:

Gem1:  Room 32a (You can tell this because it is pointing up from the ground)
 Gem2:  Room 32b (You can tell because it only has two doors in the room)
 Gem3:  (Unknown, probably unexplored.)
 Gem4:  Room 32d (You can tell by the three doors, as well as the carnage left from the battle with the undead)
 Gem5:  (Unknown, probably unexplored.)
 Gem6:  Room 32f (You can tell because it comes out of the ceiling)

Winch Rooms

Gem1:  Room 33a (You can tell because it has the short hallway to the secret door)
 Gem2:  Room 33b (you can tell by the single door opposite the winch)
 Gem3:  Room 33c (You can tell by the broken chest)
 Gem4:  Unknown, not explored
 Gem5:  Unknown, not explored
 Gem6:  Room 33f (You can tell because Flint was in there.)
 



ROOM 30

Standing in the middle of this room is what appears to be a duplicate of the crystal
 globe device in area 16. Quick inspection, however, reveals a number of important differences. This device has no mountings for crystals.  Instead, it has twelve clear gems mounted in recesses on the golden ring, six on either side of a set of twelve wheels mounted side by side with numbers painted on them (like an
 odometer).

Each of the twelve gems is inset more like a button than a removable or stationary piece but appears to be removable.  A band of wire is mounted over the wheels, apparently indicating the number beneath, just like the transfinite repeater displays in the crystal focus rooms.

The current number showing on the device is:  528373567447.

The image inside the globe is of a 50-foot-cubic area with a strange device in its center. Doors and stairs exit the area at bizarre angles and directions. You realize you are looking into the room you caught a brief glimpse of that the undead creatures attacked you through.  (Area 34.)

This time, however, there are other creatures milling about in there.  Their features are not distinct due to the nature of the cloudy globe, but you guess that they are various types of demons or imps.  One of them moans, and you can hear the sound of the moan as if being called through a long pipe.
 

Harak goes to the globe device and inspects it.  The gems do not move or rotate in any way.  They are inset in a roughly octagon shape.  However, they can be easily removed, just like the gems in the lower Time Ark.

As Harak goes to remove the leftmost gem, he finds that it sinks in a little like a button.  The scene in the globe flashes for a moment to one of the winch rooms (rooms 33).  Then Harak removes the gem and the globe goes dark.  When he removes the gem, the numbers in the transfinite repeater immediately go to:  000000000000.


Harak replaces the gem, and the numbers slowly rotate back to the number 528373567447.  The globe again shows the demons in the central room.

Harak pushes on the second gemstone, and as he pushes it, the globe shows him another of the winch rooms.

Opening the door to the north (after finding no traps) shows that it is indeed another winch room (33f).  The two numbers showing on the wall are 47.


Flint begins turning the winch, and the last set of numbers begins changing in both the winch room and the globe room (30).

Meanwhile, Harak touches the gems.  The six gems on the left, when pressed, turn the picture in the globe to various winch rooms.  The one closest to the wheels/numbers (6th gem) shows the room with Flint in it, showing Flint turning the winch.  The sounds of Flint straining as he turns the winch can also be heard through the globe.

The right side gems, when pushed, show you the various crystal focus rooms.

When Harak pushes the fourth gem of the crystal focus rooms, you see a sight that makes you freeze in place.  A serpentine tail, and a head full of snakes on a woman's body are moving across the room from one door to another.  She seems large, at least 7 feet tall, plus the stabilizing tail behind her.

This message was last edited by the GM at 23:07, Mon 03 June 2013.
Borimer
player, 2233 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Mon 3 Jun 2013
at 23:20
  • msg #44

Re: Harkahnon Ruins 13 - The Demon

Borimer leaves the others to sprint over to room 30. He quickly scans for the water demon by systematically pushing the gemstone buttons, beginning with the winch rooms.

"It may be changing the numbers itself..."  Borimer mutters to himself.

starting with gem 1 (33a) and on down the list, then the same way with the crystal focus rooms
This message was last edited by the player at 23:26, Mon 03 June 2013.
DM Heath
GM, 4746 posts
Tue 4 Jun 2013
at 18:36
  • msg #45

Re: Harkahnon Ruins 13 - The Demon

You see part of the water demon in room 32d and part of it in room 32e.  It is very large, with long watery tentacles that can stretch 50 or 60 feet.  It is moving its tentacles around as if probing.
Borimer
player, 2234 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Tue 4 Jun 2013
at 22:00
  • msg #46

Re: Harkahnon Ruins 13 - The Demon

Borimer hurries back to the room where he left Kahan, and resumes guarding while the others finish.

"We must make haste, it's searching for us on the second floor even now..."

When they finish Borimer will lead them to 33f, himself and Kahan staying in the viewing room to guard against intrusion.
This message was last edited by the player at 22:02, Tue 04 June 2013.
DM Heath
GM, 4747 posts
Tue 4 Jun 2013
at 22:41
  • msg #47

Re: Harkahnon Ruins 13 - The Demon

You make it to the room and adjust the winch to 92.  From the vantage of the observation room, you can tell which numbers are being changed and which crystal focus room the winch goes to, which makes it easier.

But you hear something on the far side of the gnome control room, right at the top of the stairs.  It is banging against the door there.  This seems odd, because you can still see the water demon creature moving around the second floor.
Borimer
player, 2237 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Wed 5 Jun 2013
at 19:50
  • msg #48

Re: Harkahnon Ruins 13 - The Demon

oops i started us on the wrong thread:

Borimer:
Borimer speaks to Kahan.

"We better check it out."

He goes and opens the first door (leading into 29 from 26) and then goes to within 10 of the second door (where the banging noise originates) to wait and see what occurs next with the would-be intruder.


DM Heath:
He sees trickles of water going under the door, and then the banging stops.



Borimer and Kahan run back to the room and continue guarding until the others are done.

"It's right outside the door, whatever you're going to do, do it now..."
DM Heath
GM, 4750 posts
Wed 5 Jun 2013
at 21:50
  • msg #49

Re: Harkahnon Ruins 13 - The Demon

Basically, the two ways to exit from where you stand are the door where the water was trickling under the door (door between 26/29) and going east through the door to the neverending pit room (room 20c).

You have successfully changed 3 out of 6 winches to the transfinite repeater display.
Borimer
player, 2238 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Wed 5 Jun 2013
at 22:24
  • msg #50

Re: Harkahnon Ruins 13 - The Demon

Borimer makes sure everyone is ready and then opens the door into the next room (29). If it's clear, he leads them in and they listen for sounds  before he opens the door leading into the hallway (26).
DM Heath
GM, 4751 posts
Thu 6 Jun 2013
at 16:48
  • msg #51

Re: Harkahnon Ruins 13 - The Demon

Borimer opens the door...

...and finds that on the other side (in the 26 hallway) that there is just a very large puddle of water, as if the hall had been flooded.  That's what was seeping into the room at 29.
Borimer
player, 2239 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Thu 6 Jun 2013
at 20:10
  • msg #52

Re: Harkahnon Ruins 13 - The Demon

"We need to find those other two winches, let's finish this floor. If the demon tracks our movements, then I'll get it to chase me and Kahan while you all finish looking for the winches."

Borimer slaps his friend on the back before leading the group with all due haste to the east door in room 32f. Everyone listens, and if clear, Borimer will open it.

26, 28, 32f
This message was last edited by the player at 20:12, Thu 06 June 2013.
DM Heath
GM, 4752 posts
Thu 6 Jun 2013
at 21:50
  • msg #53

Re: Harkahnon Ruins 13 - The Demon

As Borimer turns around and slaps Kahan on the back, the giant puddle of water suddenly coalesces into a tentacle that surrounds his body.



OOC: Think of a water weird or water elemental.  This is not the same demon creature you dealt with earlier.
DM Heath
GM, 4755 posts
Thu 6 Jun 2013
at 22:17
  • msg #54

Re: Harkahnon Ruins 13 - The Demon

OOC: As I understand it, Borimer is still carrying Flint on his shoulders since Flint is still recovering from the Raise Dead spell that brought him back.

That being said, Flint falls from Borimer's shoulders as the water creature envelops Borimer, wrapping around Borimer like a python.  Flint lands on the cold wet stone floor, only half conscious.
Borimer
player, 2240 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Fri 7 Jun 2013
at 01:12
  • msg #55

Re: Harkahnon Ruins 13 - The Demon

Borimer tries to break the grip of the strange creature, or if unnecessary, tries to slash it apart with two cuts at its "middle".
This message was last edited by the player at 01:37, Fri 07 June 2013.
Harak Grayston
player, 97 posts
Mon 10 Jun 2013
at 17:33
  • msg #56

Re: Harkahnon Ruins 13 - The Demon

Harak runs forward and tries to slash with his scimitar and see if that hurts the water creature.
DM Heath
GM, 4757 posts
Mon 10 Jun 2013
at 20:43
  • msg #57

Re: Harkahnon Ruins 13 - The Demon

Anyone else doing anything, or are just going to sit back and watch Borimer get strangled by a water monster?  :)
Borimer
player, 2241 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 58/80 Mvt18"
Mon 10 Jun 2013
at 21:46
  • msg #58

Re: Harkahnon Ruins 13 - The Demon

*gurgle*
Flint Whisper
player, 251 posts
Mon 10 Jun 2013
at 23:09
  • msg #59

Re: Harkahnon Ruins 13 - The Demon

Being unable to do anything else, Flint can only contemplate Borimer's struggle from the first row.
DM Heath
GM, 4758 posts
Mon 10 Jun 2013
at 23:47
  • msg #60

Re: Harkahnon Ruins 13 - The Demon

ROUND 1
Borimer swings and hits the creature wrapping around his body, sending a swath of water flying away into the hall.  The swing is difficult to make, however, because he is swinging at something that is entwining and enveloping him.

The creature completely envelopes Borimer, its arms wrapped around him and inside itself as it begins squeezing and drowning him.  (14 hp dmg.  Borimer unable to breathe.)

Harak swings, manages to miss Borimer inside the water, and also carves away a large portion of water that splashes to the ground.

Unlike the larger creature, this one seems unable to reanimate its lost water.

Borimer has freedom of movement of one sword arm, but takes all the penalties related to fighting underwater.  He may try again to dislodge himself by making a strength check against an opponent with strength of 20.  (If so, I will roll for the creature.)
Borimer
player, 2242 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Tue 11 Jun 2013
at 19:46
  • msg #61

Re: Harkahnon Ruins 13 - The Demon

Borimer keeps slashing at the moving water that threatens to swallows him.
Harak Grayston
player, 98 posts
Wed 12 Jun 2013
at 17:26
  • msg #62

Re: Harkahnon Ruins 13 - The Demon

Harak slashes again with the scimitar.
Kahan Singh
player, 1514 posts
Wed 12 Jun 2013
at 18:40
  • msg #63

Re: Harkahnon Ruins 13 - The Demon

Kahan readies his shield and smashes it into Borimer. He knows the hardy fighter can handle it, and hopefully the concussive force will free him from the water demon's grasp.
DM Heath
GM, 4759 posts
Wed 12 Jun 2013
at 19:14
  • msg #64

Re: Harkahnon Ruins 13 - The Demon

ROUND 2
Borimer makes a solid hit even while caught inside.  Borimer is hurt by the strangling.  (4 hp dmg.)

Kahan slams into Borimer as Borimer swings again.  Borimer drops his sword but manages to pry himself loose as the water creature is concussed by Kahan.

Harak hits twice with his scimitar, and the water splashes to the ground, no longer dangerous.
DM Heath
GM, 4760 posts
Wed 12 Jun 2013
at 19:15
  • msg #65

Re: Harkahnon Ruins 13 - The Demon

You then journey forward to 32f (the crystal focus room pointing down from the ceiling) without incident.  There is a door to the east that you have not yet opened.
Borimer
player, 2243 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Wed 12 Jun 2013
at 20:15
  • msg #66

Re: Harkahnon Ruins 13 - The Demon

Everyone listens for noise beyond the east door before Borimer opens it.
DM Heath
GM, 4761 posts
Wed 12 Jun 2013
at 20:28
  • msg #67

Re: Harkahnon Ruins 13 - The Demon

You listen and hear nothing at the door.  Opening it, you look in. (See room 31.)

This was some sort of laboratory.  Blackened marks all over the walls indicate an explosion took place here some time in the past, another remnant of Esylia's exploding orbs.  A broken statue of a man litters the floor as rubble.  Amid the other charred remains of the room remains a table against the south wall with several shattered pieces of glass and burnt bits of parchment.

You are not sure if the fire was caused by Esylia, or if the monks at this temple burnt the room with codes written on the parchment to prevent her from escaping.

There are doors to the east, north and west (where you stand).


Kahan Singh
player, 1515 posts
Thu 13 Jun 2013
at 02:33
  • msg #68

Re: Harkahnon Ruins 13 - The Demon

Kahan hands Borimer his weapon and apologizes for hitting him "It was the best solution to the problem I could come up with." he replies with a shrug.
Borimer
player, 2244 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Thu 13 Jun 2013
at 03:11
  • msg #69

Re: Harkahnon Ruins 13 - The Demon

Borimer grins.

"It worked."

He walks through the burnt remains of an old battle. After everyone has listened at the east door Borimer opens it.
Flint Whisper
player, 252 posts
Thu 13 Jun 2013
at 03:30
  • msg #70

Re: Harkahnon Ruins 13 - The Demon

"And i must say I'm thankfull you saved my life, though I feel I have become a burden on you all and I'm sorry for that"
Borimer
player, 2245 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Thu 13 Jun 2013
at 08:27
  • msg #71

Re: Harkahnon Ruins 13 - The Demon

Borimer picks Flint back up on the way to the east door.

"Sorry I had to drop you so fast...evil water and all that.  But you're no burden to us."
DM Heath
GM, 4762 posts
Thu 13 Jun 2013
at 16:34
  • msg #72

Re: Harkahnon Ruins 13 - The Demon

You hear no sounds on the east side of the door.  Upon opening it, you find another winch room (33d).



About this time, you hear a thwopping sound just through the north door (of room 31).  It sounds like you have drawn the giant water demon up through the never-ending portal.

Androlus, blind and honed in on his other senses, says, "I believe it must hear our footsteps on the granite floor and the battle we were just in.  The concussions of our feet are probably like roars to a water being."
Kahan Singh
player, 1516 posts
Thu 13 Jun 2013
at 17:04
  • msg #73

Re: Harkahnon Ruins 13 - The Demon

"Then how do you suppose we move around? We cannot fly, nor float along the ground." Kahan asks, quickly changing the dials to whatever it was they needed to be changed to.
DM Heath
GM, 4763 posts
Thu 13 Jun 2013
at 17:16
  • msg #74

Re: Harkahnon Ruins 13 - The Demon

Androlus looks fearfully toward the northern door, even though he cannot see it.  "Outrun it, I presume, if we do not fight it.  Or move lightfooted."

OOC: A rogue character could probably pull off the lightfooted movements with successful rolls.  The group might be able to defeat it in battle--no promises.  Or you could just try to keep ahead of it or distract it somehow.  Those are what came to my mind.
Harak Grayston
player, 99 posts
Thu 13 Jun 2013
at 19:10
  • msg #75

Re: Harkahnon Ruins 13 - The Demon

Harak hurries and begins turning the winch to 91 as quickly as possible.  "Let's get this done before that thing blows through here."
DM Heath
GM, 4764 posts
Thu 13 Jun 2013
at 21:35
  • msg #76

Re: Harkahnon Ruins 13 - The Demon

Harak manages to get the dial to 91, but as he is doing so, the creature starts banging on the northern door.  It bulges just like the southern one had done and will soon break into splinters.
Borimer
player, 2246 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Thu 13 Jun 2013
at 21:45
  • msg #77

Re: Harkahnon Ruins 13 - The Demon

"Follow me!"

Borimer leads the way through the temple as quickly as the group can travel, not shouting out his plan in case the water demon can hear through its tentacle.

31, 32f, 28, 26, 21, 13

"Go right."

Borimer takes the rear guard as the others flee down the smaller passages.

9, 7, 6, 3, 2

Borimer will stop and guard the others as they run forward, and then follow them at a sprint.

33a, 32a
DM Heath
GM, 4765 posts
Thu 13 Jun 2013
at 22:16
  • msg #78

Re: Harkahnon Ruins 13 - The Demon

You make it back to the secret rooms of 32a and 33a.  Your sprinting seems to alert the creature because it stops as you run and then you don't hear anything as you enter the room.  Flint and Androlus slow you down some.

Five out of six of the winches have been changed and the gems were placed in the Time Ark.  The numbers on the transfinite repeater now read:  792348917492

The number you are trying to get them to read is: 792348918392
Borimer
player, 2247 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Thu 13 Jun 2013
at 22:41
  • msg #79

Re: Harkahnon Ruins 13 - The Demon

"Good news, we are here. Bad news, I didn't know we weren't ready to be here. I'm thinkin' we need to get to the southeastern edge of this floor to expore past the pillar room."

(room 17->halls head west?)

"Follow me?"

When everyone is ready and if they wish to continue under his benevolent leadership Borimer sets out to explore...

33a, 2, 15, 16

"Keep going and try to move quietly. I'll see if I can get its attention..."

Borimer heads off as noisily as possible up the stairs.

16, 22
DM Heath
GM, 4766 posts
Thu 13 Jun 2013
at 22:56
  • msg #80

Re: Harkahnon Ruins 13 - The Demon

You find that the creature was still lurking around the neverending pit room, extending tentacles out in several directions.  Borimer's stomping feet draw it to the second floor.

The others go to the burnt out library (room 17) and begin looking around.  There does not appear to be a door or anything to the west, just blocks of burnt out granite forming a wall there.

Borimer is in room 22 (the overlook of the Time Ark) and the others are in the library (room 17), which appears to be a dead end.

FIRST AND SECOND FLOOR MAPS FOR YOUR REFERENCE:

LEVEL ONE



LEVEL TWO

This message was last edited by the GM at 22:57, Thu 13 June 2013.
Borimer
player, 2248 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Thu 13 Jun 2013
at 23:19
  • msg #81

Re: Harkahnon Ruins 13 - The Demon

is there a hole between 2 and 18 by the red arrow? is that where we first came in? if so, then the following:

Borimer runs down the stairs to the others.

22, 16, 17

"I've got another idea..."

He grins and keeps running if the others follow, otherwise he stops and waits to discuss the situaion further.

16, 15, 2, 18

Everyone listens at the north east door and if nothing is there Borimer opens it.
DM Heath
GM, 4767 posts
Thu 13 Jun 2013
at 23:47
  • msg #82

Re: Harkahnon Ruins 13 - The Demon

The slits demonstrate where cracks in the wall have provided a view between 2 and 18.  You cannot actually fit through the cracks and rubble there.  (This was created when the orbs exploded in the upstairs billeting room, and which you saw in the future when you entered but was a solid wall when you went through the Time Ark until you saw the orbs explode.)

In any case, the way to get down to 18 is through the stairs leading down on the southernmost side of the second floor (at 23).  It's actually not far from where Borimer now stands trying to attract the attention of the water demon.
This message was last edited by the GM at 23:48, Thu 13 June 2013.
Borimer
player, 2249 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Fri 14 Jun 2013
at 00:02
  • msg #83

Re: Harkahnon Ruins 13 - The Demon

"Up here!"

Borimer waits for the others to come up the stairs.

"This way."

Borimer quickly leads them to the south west corner and down the hallway south to the stairs that go back to the first floor.
Harak Grayston
player, 100 posts
Fri 14 Jun 2013
at 17:22
  • msg #84

Re: Harkahnon Ruins 13 - The Demon

Harak follows as quickly as he can, hiding in the shadows.  He instructs Flint and Androlus to stay hidden and quiet in the library with the door closed until they come back.  <purple>"Stay here,"<purple> he says when he sees that taking them up the stairs could prove to be dangerous with the water demon just a couple rooms away.
Kahan Singh
player, 1517 posts
Fri 14 Jun 2013
at 18:10
  • msg #85

Re: Harkahnon Ruins 13 - The Demon

Kahan follows behind Borimer, shield and mace ready to defend should the water demon find them.
DM Heath
GM, 4768 posts
Fri 14 Jun 2013
at 18:18
  • msg #86

Re: Harkahnon Ruins 13 - The Demon

The group presses forward to meet Borimer, but Borimer's loud noises certainly succeeded in drawing the demon, which is sending tendrils and sloshing forward like a controlled tsunami through the far rooms toward you.

Malissin stays behind to protect Androlus and Flint. (OOC: he hasn't posted in awhile.)

By the time you all reach the top of the stairs, the demon-like creature has reached the overlook to the Time Ark room just to your north.  What slows it down is trying to meld its body to go around the balcony and railing in that room, else it would have caught up to you.

You go down the stairs to the first floor.  You catch a fleeting glance of the oncoming demon, its beak and brain and non-water substance seeming to glide through the hall.

By the time you realize your mistake, it is too late.  You have rounded the corner and opened a door to find another winch room (33e).  But it is a dead end, and Borimer has already called the creature's attention to you.

You quickly change the numbers to 83 on the winch, knowing that now the numbers are in place for all the crystal focus rooms.

But the creature is now likely to the stairs just around the corner and will be here soon.  (2 rounds until it gets to you.)


This message was last edited by the GM at 18:19, Fri 14 June 2013.
Kahan Singh
player, 1518 posts
Fri 14 Jun 2013
at 18:22
  • msg #87

Re: Harkahnon Ruins 13 - The Demon

Kahan starts casting.
Borimer
player, 2250 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Fri 14 Jun 2013
at 19:26
  • msg #88

Re: Harkahnon Ruins 13 - The Demon

DM Heath:
The slits demonstrate where cracks in the wall have provided a view between 2 and 18.  You cannot actually fit through the cracks and rubble there.  (This was created when the orbs exploded in the upstairs billeting room, and which you saw in the future when you entered but was a solid wall when you went through the Time Ark until you saw the orbs explode.)

can Borimer attempt a bend bars/lift gates to break through the slits/rubble area and into room 2? (no idea if it looks feasible or borimer-brilliant)
DM Heath
GM, 4769 posts
Fri 14 Jun 2013
at 20:44
  • msg #89

Re: Harkahnon Ruins 13 - The Demon

ROUND 1 (until the water demon gets to you)

Kahan begins casting while Borimer preps his amply muscled shoulders to try to knock down the wall into the library.

When Kahan's spell is complete, a rounded door appears in the stone between your room and the library.  Mal and Flint look over in surprise at seeing a hole suddenly appear there in the granite stone.

(Stone shape spell successful.  1 round until the water demon gets to the door to the west.)
Borimer
player, 2251 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Fri 14 Jun 2013
at 21:49
  • msg #90

Re: Harkahnon Ruins 13 - The Demon

"Excellent!"

The group flees from the water demon...

18, 2, 33a, 32a

Borimer shuts the door and strains against any attempt to enter the room.
DM Heath
GM, 4770 posts
Fri 14 Jun 2013
at 22:04
  • msg #91

Re: Harkahnon Ruins 13 - The Demon

OOC: Sorry, by door I meant a hole in the wall.  I'm not sure he can actually create a door, especially not that quickly, but he can reshape the stone to make a giant hole that you can all squeeze through. 

You move through the open hole in the stone wall and then everyone moves north out of the library and into the Time Ark room.  Borimer promptly shuts the door to the burnt out library.
Borimer
player, 2252 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Fri 14 Jun 2013
at 22:44
  • msg #92

Re: Harkahnon Ruins 13 - The Demon

"Great work! Now what do we do...?"

Borimer listens for answers, as well as any sound beyond the door.
DM Heath
GM, 4771 posts
Fri 14 Jun 2013
at 23:01
  • msg #93

Re: Harkahnon Ruins 13 - The Demon

Androlus says, "If the crystals are set to the right number and the Time Ark is set to the right number, the central chamber can activate the portal is the antimagic artifact known as Augmantium is placed in its slot.  The portal flows only one way and flows from the far world to this world unless the artifact is in place."
Borimer
player, 2253 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Sat 15 Jun 2013
at 00:17
  • msg #94

Re: Harkahnon Ruins 13 - The Demon

"Kahan, do you have that little dragon relic with you?"
Kahan Singh
player, 1519 posts
Sat 15 Jun 2013
at 04:43
  • msg #95

Re: Harkahnon Ruins 13 - The Demon

"Of course I do. I hate to leave it here, but if its necessary, I suppose we can part with it." the priest replies, moving towards the central chamber.
DM Heath
GM, 4772 posts
Mon 17 Jun 2013
at 20:22
  • msg #96

Re: Harkahnon Ruins 13 - The Demon

The dials are set as follows:

The transfinite repeater display shows the following:  792348918392
The Time Ark shows:  243-579-144

You have to go up the stairs to get to the center room.  As you do so, the water demon creature sees you from the southern stairs area.  Its tendrils are reaching far and wide, searching and probing.  Upon seeing your egress into the central chamber, it begins collecting its watery tentacles and moving toward you.  As you slam the door inside the central chamber, you see that it is passing the Time Ark balcony.

You take a moment to try to get your bearings as you walk into the disconcerting room, which looks something like this:



Then you hear the water demon's tentacle begin pounding on the door.

The room itself is flashing with light.  A central half circle gold-like arc seems to be generating a portal that you can step up to and go into the portal, but the light from the portal is flashing outward toward you.

Androlus is fearful at the pounding of the tentacled water demon at the door.  "At the base of the golden arc, there is a notch.  Augmantium must be placed in the notch for the portal to reverse direction.  We must hurry."

You do see a notch at the base of the arc, at about the center of the floor, directly under the long end of the arc.

The water demon is pounding against the door still.  Again and again.  With enough force, it may just break through the door.
This message was last edited by the GM at 20:24, Mon 17 June 2013.
Borimer
player, 2254 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Mon 17 Jun 2013
at 21:27
  • msg #97

Re: Harkahnon Ruins 13 - The Demon

Borimer struggles to keep his mind from being torn apart by the strange geometry of the chamber.  But by good fortune or less-than-spectacular parenting, Borimer's mind is quite small, and he requires few intellectual acrobatics to know when it's time to make a good exit.

"Let's drop that little relic where it goes and get outta here, eh?"
Harak Grayston
player, 101 posts
Mon 17 Jun 2013
at 22:39
  • msg #98

Re: Harkahnon Ruins 13 - The Demon

While the others are getting things set up, Harak goes to the top of the stairs by the door with his scimitar ready to slice through water tentacles should the water demon get through.  He stands silently and in stillness, blending into the stone wall area.
Kahan Singh
player, 1520 posts
Tue 18 Jun 2013
at 15:20
  • msg #99

Re: Harkahnon Ruins 13 - The Demon

"I'll place Augmantium. The rest of you hold that door shut and make sure it doesn't get in here. I only fear it may still follow us from this world to the next if there is no way of removing Augmantium before we leave." Kahan states, pulling the dragon box from his pack and rushing to the notch in the floor. If he doesn't have to, he won't open the box first until he's sure it's necessary.
DM Heath
GM, 4775 posts
Tue 18 Jun 2013
at 16:55
  • msg #100

Re: Harkahnon Ruins 13 - The Demon

As Kahan pulls out the box, you all recall the effect of the dragon when not in the box.  It will render all magical items within its radius as non-magical, stripping away their magic.  That was why Adaran was putting things in the portable hole.

The dragon is still currently in its protective box.
Kahan Singh
player, 1521 posts
Tue 18 Jun 2013
at 17:15
  • msg #101

Re: Harkahnon Ruins 13 - The Demon

I wanted to make sure Augmantium didn't have to be removed before stripping all our magic items off and locking them in an unopenable portable hole whilst being chased by a nigh-invincible water demon. That's all.
Borimer
player, 2255 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Tue 18 Jun 2013
at 18:03
  • msg #102

Re: Harkahnon Ruins 13 - The Demon

Borimer places his few remaining enchanted items into his bag of holding before going to the door and pushing against anything that tries to enter.
DM Heath
GM, 4778 posts
Tue 18 Jun 2013
at 18:54
  • msg #103

Re: Harkahnon Ruins 13 - The Demon

When Augmantium is taken from the box, something new happens.  A visible glow emanates from Augmantium (its anti-magic aura), and is sucked into the niche into which Augmantium is placed.  It seems to have no other effect on any magic items in the room.

Kahan places the gold dragon statuette Augmantium into its slot.

At that moment, everything changes.  The room seems, impossibly, to rotate as the central hub where the portal glows increases its radiance.

The room goes from position A to position B below with no seeming effect on your gravitational pull:

POSITION A:



POSITION B:



The glowing spherical portal increases its glow.  It is making a loud, ear numbing hum as it pulses.

"The time bridge!" Androlus yells in his blindness.  "I hear it!  We must enter."

He blindly gropes for the direction of the stairs and ladder leading up to the glowing portal.
This message was last edited by the GM at 18:55, Tue 18 June 2013.
Kahan Singh
player, 1523 posts
Tue 18 Jun 2013
at 19:31
  • msg #104

Re: Harkahnon Ruins 13 - The Demon

Kahan takes Androlus' hand and makes his way into the portal. "We must hurry. Androlus, is there any way to close the portal once we've gone through?"
Borimer
player, 2257 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Tue 18 Jun 2013
at 19:33
  • msg #105

Re: Harkahnon Ruins 13 - The Demon

Borimer braces himself against the door while he shouts over the noise.

"Everyone go through and then I'll follow!"
DM Heath
GM, 4781 posts
Tue 18 Jun 2013
at 23:39
  • msg #106

Re: Harkahnon Ruins 13 - The Demon

Everyone makes it through the portal.  Is Borimer following?  (And taking Flint on his shoulders, I presume.)
Borimer
player, 2260 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 13 Hp 44/80 Mvt18"
Wed 19 Jun 2013
at 01:26
  • msg #107

Re: Harkahnon Ruins 13 - The Demon

Borimer makes haste through the portal with Flint over his shoulder.
Malissin
player, 137 posts
Ac 2s 6p 6b/Save
Thac0 17 Hp 42/42
Wed 19 Jun 2013
at 12:37
  • msg #108

Re: Harkahnon Ruins 13 - The Demon

Quite but ever the follow, Mal jumps through after the others.
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