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The Pod-Caverns of the Sinister Shroom (Game Thread V)
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- Jerrard
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
"Then we shall go east, I do not wish to venture too far from the others, while they have proved themselves capable, I worry for their survival."
Placing the fish in a bag he carries he heads down the east passage, sword drawn and ready.
"Elvenoff, many of the creatures down here have been warped by magic, magic that breaks the rules of the Concave. Do not take anything at face value."
Placing the fish in a bag he carries he heads down the east passage, sword drawn and ready.
"Elvenoff, many of the creatures down here have been warped by magic, magic that breaks the rules of the Concave. Do not take anything at face value."
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Jerrard and Elvenoff take the eastern tunnel. A few moments later, though, there is a strange grinding noise behind them. Turning, they watch as a thick, steel portcullis drops down, blocking the way they came. They are now unable to turn back. They can only move forward.
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
"Yes, Locky, we should turn back. If for no other reason, then to protect Merithina and Uster. Shay alone won't be able to hold the podmen back if they come. And we must be very careful. So far, we haven't encountered anything dangerous. But our luck may not hold. Stop at every turn and let me check if anything is behind it. I can see farther than you can."
Babushka motions Locky to go ahead, and follows her closely enough to hold her back if she doesn't stop at a turn. she listens carefully as well and asks Locky to do the same. They move as silently as they can (if Locky complies).
1d100=46
Babushka motions Locky to go ahead, and follows her closely enough to hold her back if she doesn't stop at a turn. she listens carefully as well and asks Locky to do the same. They move as silently as they can (if Locky complies).
1d100=46
There's more to me than meets the eye...
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Elvenoff nods his understanding to the statement. "That is one thing I do not believe I will ever understand is the ways of the arcane arts." he shook his head to reinforce his statement.
The clanking of the dropping Portcullis brought Elvenoff to a state of alertness. "Well this isn't good." he replied as he turned and walked up to the Portullis. Using his hands he attempted to push it back upward. Knowing good and well that he wouldn't be able to move it. "Well it seems like us staying with them is not possible." He began to look around, "Maybe there is a level somewhere nearby that will raise this thing." he turned and looked back toward Jerrard.
The clanking of the dropping Portcullis brought Elvenoff to a state of alertness. "Well this isn't good." he replied as he turned and walked up to the Portullis. Using his hands he attempted to push it back upward. Knowing good and well that he wouldn't be able to move it. "Well it seems like us staying with them is not possible." He began to look around, "Maybe there is a level somewhere nearby that will raise this thing." he turned and looked back toward Jerrard.
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Locky goes first, back to the stone mouth. After she climbs to the other side, though, something small and lightweight drops from the ceiling and lands on top of her. It is a very large centipede, at least a foot in length. The creature does not delay, and quickly bites her hand. It only smarts a little, but suddenly the kender's body convulses and goes completely rigid. Her muscles lock up completely, making it impossible for her to move at all.

Meanwhile, as Elvenoff suspected, the portcullis is locked in place by some kind of hidden mechanism. It will not budge.
=======================
Surprise Roll (1d10+2): 5, fail.
Party's Initiative (1d10): 6
Enemy's Initiative (1d10): 1
(Enemy wins)
Giant Centipede bites Locky (1d20): 16, hit. No damage.
Locky makes a saving throw vs. poison (1d20+4): 6, fail. Locky is completely paralyzed.
(OOC: Babushka's turn.)

Meanwhile, as Elvenoff suspected, the portcullis is locked in place by some kind of hidden mechanism. It will not budge.
=======================
Surprise Roll (1d10+2): 5, fail.
Party's Initiative (1d10): 6
Enemy's Initiative (1d10): 1
(Enemy wins)
Giant Centipede bites Locky (1d20): 16, hit. No damage.
Locky makes a saving throw vs. poison (1d20+4): 6, fail. Locky is completely paralyzed.
(OOC: Babushka's turn.)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
(O0c: Oh goodie!)
Locky lays paralized, "Isn't this interesting?" she thinks, unable to move.
Locky lays paralized, "Isn't this interesting?" she thinks, unable to move.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
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Borderlands 3 - Navi
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
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- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Cursing quietly in Solamic, Jerarrd turns watching Elvenoff with the door.
"Locky or Shay could find the lever, or even Babuskha. I doubt they would have even tripped such a trap. But alas, I am not skilled in such arts." He looks at the gate curiously.
"I suggest we try to lift it together. Failing that we leave a message for the others and move on."
(ooc: two bend bars lift gates combine don’t they?)
"Locky or Shay could find the lever, or even Babuskha. I doubt they would have even tripped such a trap. But alas, I am not skilled in such arts." He looks at the gate curiously.
"I suggest we try to lift it together. Failing that we leave a message for the others and move on."
(ooc: two bend bars lift gates combine don’t they?)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
(OOC: Yes, so together that's a 14% chance (14 or less on 1d100) of success. Either one of you can roll it.)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Jerrard grabs onto the Portcullis with both hands and ushers Elvenoff to do the same.
1d100=50
(Fail... Alas..)
1d100=50
(Fail... Alas..)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
"1...2.....3" Elvenoff grunts and pulls with all his strength and gets nothing but trembling arms from the amount of strain he put into it. "Nope, this isn't going to work. I think your suggestion is now the only solution to this." he mutters softly. The idea of moving on from this area and explore didn't seem to bad of an idea, however, there is safety in numbers.
"So, Shall we go and find what is awaiting for us?"
"
"So, Shall we go and find what is awaiting for us?"
"
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
With an unprintable gnomish swear word, Babushka whips out her two daggers and attacks.
1d20=1, 1d4=4, 1d20=19, 1d4=1
(ooc: Jen. I wish I had your luck with the dice)
1d20=1, 1d4=4, 1d20=19, 1d4=1
(ooc: Jen. I wish I had your luck with the dice)
There's more to me than meets the eye...
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Babushka fumbles her first knife, dropping it to the ground with a clatter. The second knife, however, manages to cut into the foot long centipede.
======================
Babushka attacks the giant centipede (1, fumble) and (19, hit) for 1 damage.
Locky is still paralyzed.
Party's Initiative (1d10): 3
Enemy's Initiative (1d10): 5
(Party wins. Babushka can go again.)
======================
Babushka attacks the giant centipede (1, fumble) and (19, hit) for 1 damage.
Locky is still paralyzed.
Party's Initiative (1d10): 3
Enemy's Initiative (1d10): 5
(Party wins. Babushka can go again.)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Jerrard nods in agreement and heads down the passage away from the portcullis. "We should tread more carefully." Keeping his sword ready he continues "We should not have travelled alone, this place is too dangerous." Walks slowly, torch in his off hand, he watches the floor looking for any form of traps or trip wires.
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Jerrard and Elvenoff continue to the east, watching for traps. They don't see any further ones, however.
Before long, the tunnel they are in opens up into a large chamber--a man made chamber. It's clear this area was constructed. The room is shaped like a half-circle. There are doors to the north, the northeast, double doors to the southeast, and a door to the south. The river flows into a grate and disappears below.
The room contains three forty-gallon vats standing on low stone tripods. A slow fire burns beneath one of the great cauldrons, which is giving off wisps of greenish steam from the liquid within. The other two vats are not heated; one has a red substance in it, the other a blue substance. Near the vats, a single six-foot pod hangs from the ceiling; unlike all of the other pods they have seen so far, this one is a fleshy reddish pink and has pulsing green veins running across its surface. The room also contains a long worktable, its surface covered with untidy piles of parchment notes.
Before long, the tunnel they are in opens up into a large chamber--a man made chamber. It's clear this area was constructed. The room is shaped like a half-circle. There are doors to the north, the northeast, double doors to the southeast, and a door to the south. The river flows into a grate and disappears below.
The room contains three forty-gallon vats standing on low stone tripods. A slow fire burns beneath one of the great cauldrons, which is giving off wisps of greenish steam from the liquid within. The other two vats are not heated; one has a red substance in it, the other a blue substance. Near the vats, a single six-foot pod hangs from the ceiling; unlike all of the other pods they have seen so far, this one is a fleshy reddish pink and has pulsing green veins running across its surface. The room also contains a long worktable, its surface covered with untidy piles of parchment notes.
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Elvenoff looks over to Jerrard with a questionable look. "Maybe a leader type?" he whispers. Slowly he points over to the table, "Maybe we should go do some reading. Hopefully those parchments may give us some kind of idea of what is going on here." He looks back over at the pod for a moment then back to Jerrard, "I have a bad feeling that this might be a trap." He looks around the room and points to the doors, "Possibly a garrison for more podmen? If you wish I will take up arms between that pod and the table while you go read what they say that way if we are attacked we will not be surprised."