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07:24, 13th May 2024 (GMT+0)

Harkahnon Ruins 13 - The Demon.

Posted by DM HeathFor group 0
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
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