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Post by Macabrevity on Mar 7, 2005 10:13:50 GMT -5
You all stand together in a tight and confining space, with tunnels leading off in various directions. These are not the crawl holes like above, but are nonetheless, very tight, and require a deep exhalation before moving through some of the tighter squeezes.
The passages are smooth and reflective. The floors are covered with a layer of gritty dirt, and emanate a deep chill, up through your feet which resonates throughout your body.
(I won't worry about text mapping the twists and turns over post, since Haz and Lorna both know how to get to the icy chamber - its less than 100' away in any case, through a short run of twists and turns)
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Post by Macabrevity on Mar 7, 2005 10:14:58 GMT -5
Up ahead, in a passage that seems to open up after just a few feet, you can make out a trickle of water running down the passage wall. A number of black vine-like appendages reach up through the floor at the base of the wall, covering the slick black surface.
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Post by Macabrevity on Mar 7, 2005 10:17:01 GMT -5
There are sheer spots of black ice on the floors, with the occassional frozen over pool of water.
Hazivahs torch illuminates the tunnels with a gloomy flickering dance of shadows, augmented by the reflective and uneven surface of the tunnel walls.
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Post by Azaghal on Mar 7, 2005 11:53:52 GMT -5
Hazivah pulls his sword from its sleeve and keeps it prepared to fend off any assaults. With his lamp in his other hand and raised above his head he glances at the others "you guys ready to check the cave out?"
(I take we cant walk side by side through this tunnel?)
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Post by Macabrevity on Mar 7, 2005 14:16:25 GMT -5
Hazivah is forced to squeeze his sword to his chest (gently now) to get through the first bend (definitely single file), but it soon widens out. The mouth of the ice cavern is not far.
Lorna looks up through tear soaked lashes, and huffs something unintelligible (her lips are glued together from mucous and drool - when she sobs, she sobs wet.)
Blowing her nose into her sleeve as she begins to stand she looks up again, "wait, wait....I'm not letting you go back in there alone."
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KEP
Peasant
My goal in life is to be as good of a person my dog already thinks I am.
Posts: 16
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Post by KEP on Mar 8, 2005 8:45:50 GMT -5
Melisendra takes a deep breath and then lets it out. She quickly begins crawling through the tunnel, the sun rod in her belt allowing a small amount of comfort with its light. She leaves her falchion at her side, knowing it would be near impossible to effectively swing in such a small space. She follows Hazzivah, hoping that the creature will not be too much trouble. She says a silent prayer that Lorna’s mom is alive and well as she follows along in the tunnel.
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Post by Hussar on Mar 8, 2005 21:44:32 GMT -5
"Wait, all of you wait!" whispers Korbach hoarsely. "I have a plan."
*Korbach removes two vials from his backpack and hands one to Haz. A grin (well, his teeth are showing anyway) spreads across his face.
"Hazivah, lead the way and I will come next. Melisendra, please follow after me and Lorna, bring up the rear carrying my lantern. Haz, when you spot the creature, go to one knee and throw the vial at it. I will follow suit and throw my alchemists fire and then go to one knee. Melisendra, if you have a crossbow or something, fire at the creature if it still lives.
"If it still survives, Haz, allow me to charge it first and then you come up on the other side of it, flanking it. Melisendra, come up with Haz and finish it off. Lorna, make sure that nothing comes from a side passage or behind us and keep that lantern lit so that we can see."
*Korbach looks at everyone to see if they understand the plan and agree*
((OOC - Kneeling is a free action which does not provoke an attack of opportunity. You can fire over a kneeling person with no penalties. By allowing Korbach to charge first, Haz can flank the creature and get his sneak attacks in. By charging, you take a -2 penalty to AC but gain a +2 to hit. The alchemists fire does 2d6 fire damage on a successful touch attack and burns for an additional round for a d6 damage. Note, that hopefully this critter is a cold dwelling creature and takes double damage from fire. Hopefully the alchy fire will kill it outright, if it doesn't, the charging attacks should.))
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Post by Macabrevity on Mar 9, 2005 5:53:31 GMT -5
Lorna stifles her sobs and replies with a newfound smile "aye aye seargant!"
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Post by Azaghal on Mar 9, 2005 10:19:48 GMT -5
Hazivah mounts his lamp to his belt, so that he can take the potion in his free hand. "A clever plan my friend. I did see a lot of ice in the cave, so flames should do him some good pain. I just hope you and Mel have a good aim and I don't get a bolt stuck in the back of my head." Hazivah says with a wry smile.
Hazivah is anxious to try out the plan, and already starts moving.
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Post by Macabrevity on Mar 9, 2005 15:43:41 GMT -5
Here's the map. Squares are 5' x 5' (roughly) Descriptions: Point A: You can make out a trickle of water running down the passage wall. A number of black vine-like appendages reach up through the floor at the base of the wall, covering the slick black surface. Point B: This cavern is much colder than the rest of the area. In the dark you can make out a mirror-like surface on the far wall. There are several human-sized lumps strewn about the cave floor. From the far side of the room you can hear strange utterances, coming from a voice that sounds like the scraping of cold steel against smooth stone. The far side of the cavern looks as though it might be a sheer wall of ice. There is a small humanoid figure perched halfway up the ice wall (about 7' high). The figure has wings and looks quite frosty.
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Post by Macabrevity on Mar 9, 2005 15:55:44 GMT -5
((If there are no objections, we'll try to start/maybe resolve this battle via post. I'll post the dice rolls with modifiers, and you'll just have to trust me on the rolls.))
Initiatives:
(No surprise round, it already knows you're here)
Hazivah [1d20+7] ------->(20)+(7)---->(27) Ice [1d20+7] -------->(13)+(7)----->(20) Lorna [1d20+3] ------>(14)+(3)----->(17) Korbach [1d20+1] ------>(13)+(1)------>(14) Melisendra [1d20+1]------->(6)+(1)------>(7)
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Post by Azaghal on Mar 10, 2005 8:04:38 GMT -5
(So we're all at point B? Can I see the creature, do I have a direct LOS for a throw at him?)
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Post by Macabrevity on Mar 10, 2005 8:07:48 GMT -5
((PbP combat will be a bit clumsy....my first time with it, but I'd like to give it a shot...as far as I'm concerned, you're wherever you tell me you are. From Point B you can see the creature, and make out the icy back wall - althoug it is still dark on that side of the cave. Those inits are good, and when you come around the corner Haz will have the first action. Do let me know if you stay in the tight tunnel, or filter all the way into the small cavern. ))
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Post by Azaghal on Mar 10, 2005 11:41:14 GMT -5
Ok Hazivah moves 5' further into the cave, from where he throws the potion with alchemist fire at the creature and then ducks, bending his knees to the floor.
That would conclude my turn I think, cause I moved and did my standard action.
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Post by Macabrevity on Mar 10, 2005 12:09:12 GMT -5
Hazivah's throw [1d20+4]---->(18)+(4)-------->(22)
(-2 from range = 20)
The flask flies like a meteorite, shattering as it hits the small figure perched on the back Icy wall. Globs of sticky goo splatter all over the creature and the back wall, igniting instantly in flames.
Damage [1d6]---->(2) (This is the roll only. Damage mods are not shown)
The creature shrieks, thoroughly perturbed by the attack!
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