Thanks dungeoneers for being patient while I'm prepping for Gencon. One week from Monday, I'll post the next big one to get the ball rolling again.
And somehow I'm going to use this piece of art from http://www.d20monkey.com/ in an adventure:
Wednesday, July 13, 2011
Joryn explodes into action
into the chamber of heat and death
leaping over the vent that holds its blast
smoke and ash that would choke your breath
Tharl takes his place
near beautiful treasure chest
Finding focused on thought
nary their skills be best
Curious and curious
the runic circle, Lohmi draws near
a summoning trap, to bring the foe
a wicked creature of blight and fear
the ogre appears, infused with GRUBS
your realization, far too late
its Gisarme cuts Lohmi deep
a potent guardian of malicious hate
the force of the swing driving him in
the bones crush beneath, an unholy pyre
purifying him of flesh and sin
Tech: Ok, bad poetry aside, here's what happened. When Lohmi approached the circle, it summoned the Ogre, but this one is covered with sickening grubs that burrow into and out of its skin! It attacked Lohmi twice with a long gisarme (reach 2); one miss and one hit. With the hit, it was able to push Lohmi into the nearby fiery bone-filled pit (failed save). Total damage = 15 from hit, and 4 from fire in the pit. Lohmi is almost bloodied, but not quite at 21 hp.
You were all able to figure out the circle's purpose (summoning), but right at the moment the Ogre appeared. Tharl and Finding had poor rolls (nary their skills be best).
If I misunderstood your positioning in the map, just let me know and we'll correct.
Only Tharl loses a Healing Surge from heat so far.
*** Round 1 Continued ***
*** Round 2 ***
10 THE OGRE
Tuesday, July 12, 2011
Two shallow pits run north-south across the room. Both are filled with blackened bones emitting flame, the smoke coalescing near the ceiling. The smell of the chamber is foul with heat and smoke.
In the center of the room is a red-glowing ritual circle traced with arcane symbols. You're not sure what the symbols are from this distance. But, just to the south of the circle, you spy what looks to be a sturdy iron treasure chest.
|Circle and Chest|
No obvious monsters threaten you, yet. That is the least of your worries, for the heat of this chamber is far worse.
OOC: We're going right into "combat rounds". When your turn is done, you will automatically lose a healing surge due to the heat, even if you are in the hallway. If you are reduced to zero healing surges, you will burst into flame and be very DEAD. If you wish, you may attempt a DC13 Endurance check to resist this effect for one round.
Make your actions count, dungeoneers, lest you become a living torch!
Monday, July 11, 2011
XP and Treasure
You each gain 200 xp. No coins or gems were found.
Several of you have mentioned taking an extended rest, which I will assume you do unless I hear some opposition.
Destroy both lesser quasits and all of the skeletons (5 points)
Retrieve the corrupted silver holy symbol from the blood-filled font and leave with it (3 points)
Minor Objectives (1 point each):
- Leave with the fiend-cursed dagger
- Find and take the mystic urn
- Discover the treasure cache behind the mural
Having no dungeoneers fall unconscious (0 out of 2 points)
Having only one dungeoneer fall unconscious (1 point)
Total points scored: 12 out of possible 16
Total points accumulated = 12+9-5=16 (-5 for extended rest)
Raise your Hand if you are:
- taking the Urn?
- taking one of the three healing potions?
- taking the corrupted holy symbol +1?
Hint about Chamber 3
The hallway leading there is very hot;
almost as if you're walking into an oven...