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Posted by GM the ThirdFor group archive 0
GM the Third
GM, 1042 posts
Sat 23 May 2015
at 03:14
  • msg #143

Re: Level three, magic lab, storerooms, shadows, & zombies

Once again, Yew leads the way, this time to the torture chamber where the axe is retrieved.
Heading back down again, the group reaches the problem door blocking their way onto level three without incident where Arek casts his prayer of silence before Sven chops through the heavy door, virtually ruining both it and the axe in the process.
Then it's just a matter of collecting up all the valuables from the explored areas and heading back up again.

OOC: I'll work out what's recovered and post it a little later today. I've estimated about an hour IC to collect, distribute and properly package for carrying out - could be less if you're not worried about breakages, minimising wasted space/weight capacity, or assessing values to ensure you're prioritising the most valuable items.
Ronalt de Gault
player, 829 posts
Human Ranger
Silent forest stalker
Sat 23 May 2015
at 05:25
  • msg #144

Re: Level three, magic lab, storerooms, shadows, & zombies

Ronalt posts a watch on the corridor while the loot is collected, distributed and properly packaged for portage out.
GM the Third
GM, 1043 posts
Sat 23 May 2015
at 05:53
  • msg #145

Re: Level three, magic lab, storerooms, shadows, & zombies

OOC: Do you want to take the items in the shrine? There's upwards of 1,500gp in value there according to Amathaon's expert assessment.
DM:


The black stone of this small area is draped with several white hangings, one edged in purple, one fringed with gold, and one cornered in silver. A small altar here is made of wood, painted white; nearby is a reliquary, containing ashes of some sort. A silver votive lamp hangs over the altar. Upon the altar is a snowy cloth with red runes, stating:

VENERATE THIS SHRINE OF GOOD, THEN HASTE AWAY, ALL YE OF TRUE AND GOOD FAITH!

Affixed to the west (diagonal) wall is a silver cross, 2 feet across and 3 feet long. In the centre of the northern wall is a small niche, in which stands a silver idol of Pholtus.
link to a message in this game
Luthien
player, 240 posts
Level 0 Horseman
Chosen One
Sat 23 May 2015
at 05:59
  • msg #146

Re: Level three, magic lab, storerooms, shadows, & zombies

Luthien venerates the shrine of good as directed. Because he's a Paladin to be someday. In theory.
GM the Third
GM, 1044 posts
Sat 23 May 2015
at 06:09
  • msg #147

Re: Level three, magic lab, storerooms, shadows, & zombies

It's surrounded by evil, in an evil temple and evil certainly had to pass through at the very least to place the Prince and Sven in the next room.
Real shrine or set up?
Luthien
player, 241 posts
Level 0 Horseman
Chosen One
Sat 23 May 2015
at 06:47
  • msg #148

Re: Level three, magic lab, storerooms, shadows, & zombies

...Luthien thinks better of it. Probably just a fake.
Ronalt de Gault
player, 830 posts
Human Ranger
Silent forest stalker
Sat 23 May 2015
at 10:31
  • msg #149

Re: Level three, magic lab, storerooms, shadows, & zombies

Leave the shrine items. It is one of the safe places we can rest in and the clerics to get their mojo back.
Brother Yew
player, 680 posts
Half-elf monk
Sat 23 May 2015
at 11:17
  • msg #150

Re: Level three, magic lab, storerooms, shadows, & zombies

Brother Yew is in favour of leaving the shrine intact. Even if we never use it again it is still a holy place and should not be looted.

Yew had already previously left his halberd behind in the shrine and will leave his coil of rope there as well to minimise weight carried. He doesn't need the halberd anymore and the rope might come in useful on future expeditions. He can get another rope easily enough elsewhere when they are out of the temple.

Yew wants to check the laboratory area for any sign that the wizard it belongs to had visited it since we were there. (eg. if the place has been tidied up or corpses removed or extra equipment removed.) That locked (wizard locked?) door out of the stairs has made him suspect it might be the same wizard responsible.
GM the Third
GM, 1046 posts
Sat 23 May 2015
at 11:27
  • msg #151

Re: Level three, magic lab, storerooms, shadows, & zombies

Bodies have been removed to the 20'x20' "storeroom" to the north east of the shrine, but minimal other "disturbances" are in evidence.

The following items will probably remain in the shrine also due to lack of worth/bulk.
large haunch of smelly meat, (from giants)
2 bottles of cheap wine (barely drinkable)
a barrel of water and a huge pot with some sort of gruel of grain and vegetables
Bugbear's chain mail shirt
several empty bottles
drinking horn and axe blade (giant size)
pewter bowl and spoon (giant size)
A cask containing beer
red robe with a gold skull emblem
2 short capes of crimson cloth
Ogres club
Virtually everything else (except those items on Level 2 currently behind locked doors) can be taken with space to spare.
Brother Yew
player, 681 posts
Half-elf monk
Sat 23 May 2015
at 12:39
  • msg #152

Re: Level three, magic lab, storerooms, shadows, & zombies

Yew suggests they dump the large haunch of smelly meat with the bodies in the 20'x20' storeroom, so that the smell of the meat doesn't lead anything else to the shrine.

After that let's just take our treasure (including the zombie Kalador) and get out of here. That is all we came back for.
GM the Third
GM, 1047 posts
Sat 23 May 2015
at 13:59
  • msg #153

Re: Level three, magic lab, storerooms, shadows, & zombies

I forgot about him and his "friend" (the fire temple commander - the one who had the flame tongue). Your load carrying capacity just shot up.
Luthien
player, 242 posts
Level 0 Horseman
Chosen One
Sat 23 May 2015
at 14:06
  • msg #154

Re: Level three, magic lab, storerooms, shadows, & zombies

"Is this really a holy shrine? My training isn't really complete, but...wouldn't the evil ones have to come this way to bring his highness and Sven in here? That's...why I stopped praying all of the sudden. Maybe someone should check it for traps..."
Arek Blackiron
player, 838 posts
Seriously grumpy old
Dwaven Cleric
Sat 23 May 2015
at 14:53
  • msg #155

Re: Level three, magic lab, storerooms, shadows, & zombies

"We've spen' many 'ours in 'ere so far. No traps ta be foun'."
"No ev'dence of divintee either fer tha' matter."

Arek hadn't really thought all that hard about it before, what with it supposedly being a shrine to a "foreign" god and all that, but now the issue had been raised, it didn't really seem quite..."right".
Luthien
player, 243 posts
Level 0 Horseman
Chosen One
Sat 23 May 2015
at 14:58
  • msg #156

Re: Level three, magic lab, storerooms, shadows, & zombies

"Well...if you think about evil people, they probably have some sort of detection that goes off when people try to pray to good deities in here. Maybe an alarm? Or maybe a blast of evil blasts people who try to pray here. I don't know."
Arek Blackiron
player, 839 posts
Seriously grumpy old
Dwaven Cleric
Sat 23 May 2015
at 16:21
  • msg #157

Re: Level three, magic lab, storerooms, shadows, & zombies

Arek mused on that for a while.
"S'possible I s'pose, but I've ne'er 'eard o' anything like i' before..."
Luthien
player, 244 posts
Level 0 Horseman
Chosen One
Sat 23 May 2015
at 17:51
  • msg #158

Re: Level three, magic lab, storerooms, shadows, & zombies

"If only I were Knighted. Then I could see if this place radiates evil, despite what it looks like. Sadly...not yet."
Wonnilon
NPC, 32 posts
Sun 24 May 2015
at 00:00
  • msg #159

Re: Level three, magic lab, storerooms, shadows, & zombies

"Wouldn't the Prince have detected that when he was here before and said something?"
Ronalt de Gault
player, 831 posts
Human Ranger
Silent forest stalker
Sun 24 May 2015
at 00:05
  • msg #160

Re: Level three, magic lab, storerooms, shadows, & zombies

"Lab room and then out of this place. Lets make sure the secret door shows no sign of our presence." Ronalt encouraged.

OOC: Does the lab have any small library we can loot/carry off?
Luthien
player, 245 posts
Level 0 Horseman
Chosen One
Sun 24 May 2015
at 00:39
  • msg #161

Re: Level three, magic lab, storerooms, shadows, & zombies

"As I recall, we only sense evil when we're actively looking for it. If he didn't think to check..."
Arek Blackiron
player, 840 posts
Seriously grumpy old
Dwaven Cleric
Sun 24 May 2015
at 01:18
  • msg #162

Re: Level three, magic lab, storerooms, shadows, & zombies

"He's a smar' man. I'm sure 'e did."
But that would have only established if the place was evil, not if it was a true shrine to Pholtus.

OOC: yes, there's quite a bit being recovered from the lab - about 150 lbs worth around 5,000 gp.
Books and other papers had been removed to the shrine earlier, and besides a few scrolls, included in the 5k.
Luthien
player, 246 posts
Level 0 Horseman
Chosen One
Sun 24 May 2015
at 02:21
  • msg #163

Re: Level three, magic lab, storerooms, shadows, & zombies

"We don't know that he did, we just hope he did, really. Still...you're more in tune with divine energies. Can you tell if it's really a shrine to Pholtus?"

(OOC:Presumably religion proficiency?)
Arek Blackiron
player, 840 posts
Seriously grumpy old
Dwaven Cleric
Wed 27 May 2015
at 04:12
  • msg #164

Re: Level three, magic lab, storerooms, shadows, & zombies

"If i' were tha Father of Battle, then sure."
Clerics didn't generally study the details of other religions, and for good reason. It didn't pay to risk insulting ones own all powerful, all seeing god by knowing too much about the intricacies of worshipping another.


OOC: In reply to Luthien (msg # 163):

What's this "religion" thing you speak of?
link to a message in this game
Must be from another edition...
This message was last updated by the player at 04:12, Wed 27 May 2015.
Sven Arnoff
player, 320 posts
Walking death
Mon 25 May 2015
at 14:21
  • msg #165

Re: Level three, magic lab, storerooms, shadows, & zombies

Sven was busy rolling up the wall coverings, lingering over the gold one. "Nothing good here. Never was, never will be. Just ashes and a rocky crater when we're done breaking it." He uttered with absolute conviction. He shook one out; "Can sell these though. Sure as hell better money in our pockets then decorating here."
GM the Third
GM, 1049 posts
Thu 28 May 2015
at 09:00
  • msg #166

Re: Level three, magic lab, storerooms, shadows, & zombies

Everything was finally gathered, packaged and shared around leaving everyone staggering a little under their loads (every character is Heavily encumbered even with the two zombies loaded up and carrying the second candelabra - (pair to the one given to Oohlgrist the troll).

With all in readiness Yew and Wonnilon led the way back up, all going smoothly (if a little slowly) until Yew rounds a corner not far from the bottom of the spiral stairs on level two and comes almost face to face with a group of about a dozen heavily armed men escorting four equally heavily loaded human prisoners!



OOC: The party has surprise, but only 1 segment until they recover. Actions please.
Current encumbrance reduces your character to half of normal movement rate, and they suffer a -1 penalty to attack rolls. Can drop packs, etc to lower to Moderate encumbrance, but that means automatic loss of initiative for that round, unless done in the initial surprise segment. [Private to Sven Arnoff: This means that unless you want to delay dropping excess weight and the penalties that implies, you won't get the first shot with the crossbow]
Those at the back have leather armour, shields, crossbows and short swords. The two black and white figures are chain, shield, long sword and spear, and the one at the front shown leaning on their sword is plate, shield, bastard sword and short bow.

[private to GM: 8 bandits
2 L1 fighters
1 L4 leader
4 prisoners, general foodstuffs, treasure totalling 400gp
Assassin, Merchant, Thief, Tradesman

Bandits (8): AC 8 (leather armour) or 7 (with shield), MV 12", Level 0, #AT 1, D 1-6 (shortsword) or 2-5 (light crossbow); AL CE-NE, XP 14 + 1/hp

Veterans (2): AC 4 (chain & shield), MV 9", Level 1 Fighter, hp 9, 6, #AT 1, D 1-8 (longsword) or 1-6 (spear); AL NE, XP 19, 16

Leader: AC 2 (plate & shield), MV 6", Level 4 Fighter, hp 37, #AT 1 or 2, D by weapon (bastard sword, shortbow, spear, etc. ); AL NE, XP
]
This message was last edited by the GM at 14:05, Thu 28 May 2015.
Sven Arnoff
player, 321 posts
Walking death
Thu 28 May 2015
at 11:28
  • msg #167

Re: Level three, magic lab, storerooms, shadows, & zombies

Sven sneered at the group and notably did nothing to ease his burden. Violence was always the number one priority for the awful man and he took a welcoming shot from the crossbow that whistled past the leader's head to shatter on the wall behind him.
"Welcome" he greeted the surprised men evilly, before finally preparing to drop his gear.
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