Post by TG Barighm on May 6, 2018 19:13:11 GMT -5
Firemyst Daddy Dragon II Full Members
May 2010 edited May 2010
Rurik looks angry. He takes a short walk to think about the rod's function, then will take 20 on it. Nothing else going on anyway smile.gif
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chiapet
chiapet Member Full Members
May 2010 edited May 2010
(room 22 was the room with the buzzing sound and the crude wooden statues)
Savage Tide Info
noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
Elarina pulls out the pegs and starts fiddling with them, trying to make words.
nkkd01.jpg
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Day: 4
Time: 12:45pm
Conditions: Dry
Location: Study/Hall
Light: Caleb/Meir, candles
Rurik:
After stomping about angrily for some time, you finally come back and carefully examine the rod, prying up some of the floor stones to get a better look at it. It doesn't take you long to realize the mechanism is broken, although working well enough to tip the room on its side at least once. Your dwarven intuition allows you to easily locate the bypass stone hidden in the wall.
You could repair the room, although it would take a considerable amount of time, at least a day. Or you could permanently destroy the trap's mechanism, in thirty minutes or so.
Elarina:
While Rurik argues with the stones, you make your way back to the pegs and try again. This time you come up with several words, although only the words "evil"/"live", "good", "to" allow you to use all the pegs. The existance of blank pegs imply you're supposed to make some sort of phrase. Of course, you can't make heads or tails of the significance of the colors.
(for reference, here is how the letters and colors match up: red = e, purple = v, black = i, brown = l, green = blank, blue = t, gray, orange, silver = o, yellow = blank, white = g, gold = d)
Savage Tide Info
Firemyst
Firemyst Daddy Dragon II Full Members
May 2010 edited May 2010
Rurik doesn't wish this kind of death upon anyone (currently), so he will take the time to permanently destroy the trap.
Founder, RPGamer
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TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
(I'm out of ideas, so let's see what happens with Rurik and Elarina)
noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
Elarina decides to place the pegs in their holes to make the following phrase:
"to live good"
nkkd01.jpg
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Day: 4
Time: 1:15pm
Conditions: Dry
Location: Study/Hall
Light: Caleb/Meir, candles
Rurik:
You set about taking apart the mechanism. Luckily, dwarven architecture hasn't changed much over the last few centuries and you have no problem finishing off the traps mechanism. With a crash the room drops down several feet. The party will now have to crawl down into the room to continue. A space exists above the room as well, and suddenly in the light from Caleb and Meir's you can see eyes staring down at you. You jump back as dire rats start pouring in from above.
Elarina:
You put the pegs back in the slots in the specified order. Nothing happens.
(you have time to try other combinations during Rurik's demolition work.)
(EXP for defeating the trap: Rurik: 220, rest 200)
Init:
Caleb: 19
Elarina: 16
Meir: 16
Dire Rats(9): 14
Rurik: 6
(Actions?)
Savage Tide Info
noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
Elarina decides to try "good to evil".
nkkd01.jpg
TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
(The rats are in the spike room then or...?)
If Meir sees what's going on, he'll move next to Rurik and get his sword and shield ready. If he doesn't know what's going on, assuming he can hear the rats, he will join Rurik.
Either way, he gives the rats a confused look. He's never seen rats like these before. He won't actually attack until he sees them attack.
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Elarina:
Good to Evil does not work either.
(The rats are spilling out of the top of the spike room, into the hallway that leads from the darkling room)
Savage Tide Info
Firemyst
Firemyst Daddy Dragon II Full Members
May 2010 edited May 2010
Since the rats get to move first, he will know if they plan to attack or simply run away. If they attack, show them no mercy.
Founder, RPGamer
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noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
She will try 'evil to good' next.
nkkd01.jpg
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Elarina:
Still no luck. Suddenly Elarina remembers that some cultures use colors to represent good and evil.
Day: 4
Time: 1:15pm
Conditions: Dry
Location: Study/Hall
Light: Caleb/Meir, candles
Round 1:
Caleb points at a rat and unleashes a ray of frost. His eyes go wide as the ray suddenly expands on contact with the rat he targeted. A burst of cold hits 4 of the rats (-2HP each). "How'd I do that?" Caleb asks and looks at his finger.
Elarina hears the sounds of rats from down the hall leading to the spike room.
Meir stands next to Rurik and just stares at the rats, wondering how they got so big and nasty looking.
The rats attack! Three attack Rurik, with one climbing up on the wall to do so, but they can't pierce his armor. Two attack Meir from the walls, but he only suffers a light scratch (-1HP). The remaining four scramble past Meir and Rurik, although Rurik manages to kill one of them, while Meir's swing is way off target. The three who pass charge and attack Caleb. Only one connects, but it bites down hard (-4HP).
Rurik narrowly misses a rat with the axe head of his Urgrosh, but then finishes it off with a spin and poke of the spear end.
Status & Init:
Caleb: 19, -4HP
Elarina: 16
Meir: 16, -1HP
Dire Rats(7): 14, -2HPx3
Rurik: 6
(Actions?)
Savage Tide Info
TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
Meir isn't happy that he allowed the rats to reach Caleb and gets to work fixing that situation ASAP.
Firemyst
Firemyst Daddy Dragon II Full Members
May 2010 edited May 2010
More dead rats, please.
Founder, RPGamer
I love tweeting -- follow me @ www.twitter.com/mtidwell
noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
Elarina darts over to where the rats are, and uses icicle at the one biting Caleb.
nkkd01.jpg
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Round 2:
Caleb scrambles backwards, away from the rats. He unleashes another ray of frost, but this time without the spectacular results. He simply smacks a rat with cold (-2HP)
Elarina sprints into the hallway, and seeing the rats unleashes an icicle. It sails just over the rat's head.
Meir goes after the rats that attacked Caleb, cutting one down.
The rats press their attack, with Rurik's armor easily turning away the two attacking him. Meir suddenly finds himself surrounded by rats. He dances, twists and turns, and manages to avoid being bit again.
Rurik cleaves a rat in two.
Round 3:
Caleb fires off another ray of frost. It does little more than make a rat near Meir shiver (-1HP).
Elarina tries her hand with another icicle. She finishes off the shivering rat.
Meir attacks the rats surrounding him. Another one falls dead.
The rats attack. None of them can get in an attack on Meir or Rurik.
Rurik attacks. Another rat dies.
Round 4:
Caleb unleashes yet again another ray of frost. He misses.
Elarina unleashes another icicle. Down goes another rat.
Meir concentrates on the last rat, swinging hard, and barely missing.
The final rat gives up its assault on Meir and makes a break for the area above the spike room. It passes a bit too close to Rurik and he cuts it down.
EXP: Caleb: 300, Elarina: 360, Meir: 390, Rurik: 420
"Is that all of them," Caleb asks Rurik.
Savage Tide Info
Firemyst
Firemyst Daddy Dragon II Full Members
May 2010 edited May 2010
Rurik looks for more rats. He'll bang his weapon at the opening they came from a few times, making enough racket to spook them out, or away. Unless more appear, he will nod at Caleb.
Founder, RPGamer
I love tweeting -- follow me @ www.twitter.com/mtidwell
TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
(To double check, the mechanism Rurik disarmed. It was the spike room trap?)
chiapet
chiapet Member Full Members
May 2010 edited May 2010
(yes, he broke the rod that rotating the room, which is what resulted in the room falling approximately 3 feet.)
Savage Tide Info
TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
(Are all of the Dragon's Delve dungeons this complicated?)
chiapet
chiapet Member Full Members
June 2010 edited June 2010
(more so)
Savage Tide Info
TGBarighm
TGBarighm Member Full Members
June 2010 edited June 2010
(K, I'm calling it. I just don't like this game. Reasons and discussion in the set-up thread)
May 2010 edited May 2010
Rurik looks angry. He takes a short walk to think about the rod's function, then will take 20 on it. Nothing else going on anyway smile.gif
Founder, RPGamer
I love tweeting -- follow me @ www.twitter.com/mtidwell
chiapet
chiapet Member Full Members
May 2010 edited May 2010
(room 22 was the room with the buzzing sound and the crude wooden statues)
Savage Tide Info
noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
Elarina pulls out the pegs and starts fiddling with them, trying to make words.
nkkd01.jpg
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Day: 4
Time: 12:45pm
Conditions: Dry
Location: Study/Hall
Light: Caleb/Meir, candles
Rurik:
After stomping about angrily for some time, you finally come back and carefully examine the rod, prying up some of the floor stones to get a better look at it. It doesn't take you long to realize the mechanism is broken, although working well enough to tip the room on its side at least once. Your dwarven intuition allows you to easily locate the bypass stone hidden in the wall.
You could repair the room, although it would take a considerable amount of time, at least a day. Or you could permanently destroy the trap's mechanism, in thirty minutes or so.
Elarina:
While Rurik argues with the stones, you make your way back to the pegs and try again. This time you come up with several words, although only the words "evil"/"live", "good", "to" allow you to use all the pegs. The existance of blank pegs imply you're supposed to make some sort of phrase. Of course, you can't make heads or tails of the significance of the colors.
(for reference, here is how the letters and colors match up: red = e, purple = v, black = i, brown = l, green = blank, blue = t, gray, orange, silver = o, yellow = blank, white = g, gold = d)
Savage Tide Info
Firemyst
Firemyst Daddy Dragon II Full Members
May 2010 edited May 2010
Rurik doesn't wish this kind of death upon anyone (currently), so he will take the time to permanently destroy the trap.
Founder, RPGamer
I love tweeting -- follow me @ www.twitter.com/mtidwell
TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
(I'm out of ideas, so let's see what happens with Rurik and Elarina)
noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
Elarina decides to place the pegs in their holes to make the following phrase:
"to live good"
nkkd01.jpg
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Day: 4
Time: 1:15pm
Conditions: Dry
Location: Study/Hall
Light: Caleb/Meir, candles
Rurik:
You set about taking apart the mechanism. Luckily, dwarven architecture hasn't changed much over the last few centuries and you have no problem finishing off the traps mechanism. With a crash the room drops down several feet. The party will now have to crawl down into the room to continue. A space exists above the room as well, and suddenly in the light from Caleb and Meir's you can see eyes staring down at you. You jump back as dire rats start pouring in from above.
Elarina:
You put the pegs back in the slots in the specified order. Nothing happens.
(you have time to try other combinations during Rurik's demolition work.)
(EXP for defeating the trap: Rurik: 220, rest 200)
Init:
Caleb: 19
Elarina: 16
Meir: 16
Dire Rats(9): 14
Rurik: 6
(Actions?)
Savage Tide Info
noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
Elarina decides to try "good to evil".
nkkd01.jpg
TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
(The rats are in the spike room then or...?)
If Meir sees what's going on, he'll move next to Rurik and get his sword and shield ready. If he doesn't know what's going on, assuming he can hear the rats, he will join Rurik.
Either way, he gives the rats a confused look. He's never seen rats like these before. He won't actually attack until he sees them attack.
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Elarina:
Good to Evil does not work either.
(The rats are spilling out of the top of the spike room, into the hallway that leads from the darkling room)
Savage Tide Info
Firemyst
Firemyst Daddy Dragon II Full Members
May 2010 edited May 2010
Since the rats get to move first, he will know if they plan to attack or simply run away. If they attack, show them no mercy.
Founder, RPGamer
I love tweeting -- follow me @ www.twitter.com/mtidwell
noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
She will try 'evil to good' next.
nkkd01.jpg
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Elarina:
Still no luck. Suddenly Elarina remembers that some cultures use colors to represent good and evil.
Day: 4
Time: 1:15pm
Conditions: Dry
Location: Study/Hall
Light: Caleb/Meir, candles
Round 1:
Caleb points at a rat and unleashes a ray of frost. His eyes go wide as the ray suddenly expands on contact with the rat he targeted. A burst of cold hits 4 of the rats (-2HP each). "How'd I do that?" Caleb asks and looks at his finger.
Elarina hears the sounds of rats from down the hall leading to the spike room.
Meir stands next to Rurik and just stares at the rats, wondering how they got so big and nasty looking.
The rats attack! Three attack Rurik, with one climbing up on the wall to do so, but they can't pierce his armor. Two attack Meir from the walls, but he only suffers a light scratch (-1HP). The remaining four scramble past Meir and Rurik, although Rurik manages to kill one of them, while Meir's swing is way off target. The three who pass charge and attack Caleb. Only one connects, but it bites down hard (-4HP).
Rurik narrowly misses a rat with the axe head of his Urgrosh, but then finishes it off with a spin and poke of the spear end.
Status & Init:
Caleb: 19, -4HP
Elarina: 16
Meir: 16, -1HP
Dire Rats(7): 14, -2HPx3
Rurik: 6
(Actions?)
Savage Tide Info
TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
Meir isn't happy that he allowed the rats to reach Caleb and gets to work fixing that situation ASAP.
Firemyst
Firemyst Daddy Dragon II Full Members
May 2010 edited May 2010
More dead rats, please.
Founder, RPGamer
I love tweeting -- follow me @ www.twitter.com/mtidwell
noodle
noodle Kirby: El Presidente RPGamer Staff
May 2010 edited May 2010
Elarina darts over to where the rats are, and uses icicle at the one biting Caleb.
nkkd01.jpg
chiapet
chiapet Member Full Members
May 2010 edited May 2010
Round 2:
Caleb scrambles backwards, away from the rats. He unleashes another ray of frost, but this time without the spectacular results. He simply smacks a rat with cold (-2HP)
Elarina sprints into the hallway, and seeing the rats unleashes an icicle. It sails just over the rat's head.
Meir goes after the rats that attacked Caleb, cutting one down.
The rats press their attack, with Rurik's armor easily turning away the two attacking him. Meir suddenly finds himself surrounded by rats. He dances, twists and turns, and manages to avoid being bit again.
Rurik cleaves a rat in two.
Round 3:
Caleb fires off another ray of frost. It does little more than make a rat near Meir shiver (-1HP).
Elarina tries her hand with another icicle. She finishes off the shivering rat.
Meir attacks the rats surrounding him. Another one falls dead.
The rats attack. None of them can get in an attack on Meir or Rurik.
Rurik attacks. Another rat dies.
Round 4:
Caleb unleashes yet again another ray of frost. He misses.
Elarina unleashes another icicle. Down goes another rat.
Meir concentrates on the last rat, swinging hard, and barely missing.
The final rat gives up its assault on Meir and makes a break for the area above the spike room. It passes a bit too close to Rurik and he cuts it down.
EXP: Caleb: 300, Elarina: 360, Meir: 390, Rurik: 420
"Is that all of them," Caleb asks Rurik.
Savage Tide Info
Firemyst
Firemyst Daddy Dragon II Full Members
May 2010 edited May 2010
Rurik looks for more rats. He'll bang his weapon at the opening they came from a few times, making enough racket to spook them out, or away. Unless more appear, he will nod at Caleb.
Founder, RPGamer
I love tweeting -- follow me @ www.twitter.com/mtidwell
TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
(To double check, the mechanism Rurik disarmed. It was the spike room trap?)
chiapet
chiapet Member Full Members
May 2010 edited May 2010
(yes, he broke the rod that rotating the room, which is what resulted in the room falling approximately 3 feet.)
Savage Tide Info
TGBarighm
TGBarighm Member Full Members
May 2010 edited May 2010
(Are all of the Dragon's Delve dungeons this complicated?)
chiapet
chiapet Member Full Members
June 2010 edited June 2010
(more so)
Savage Tide Info
TGBarighm
TGBarighm Member Full Members
June 2010 edited June 2010
(K, I'm calling it. I just don't like this game. Reasons and discussion in the set-up thread)