last session ended a little early because the gang decided to level up a character each to explore a scary area that may not be a good idea, but they're going for it anyway. their shaved down army of commoners will continue pressing ahead as they were.
Judge Claire: Okay, so what have we got with the leveling up?
Heddy: I leveled up Glynette because Ham kind of stinks. She leveled up as a halfling, because she's a halfling, and I guess that's the only choice halflings get in this game? Anyway, now she has 10 hit points and can fight two handed if she has two equal sized weapons ... which she doesn't. So if I could trade this staff in for a couple of somebody's hand axes or daggers, that would be great.
Hettie: Antwerp leveled up as a Thief, going all the way up to 7 hit points. Not too resilient, but as far as I can see, he's got pretty good Thief stats.
Elle: Imlero, Warrior, a nice 14 hit points. Heddy, if worse comes to worst, don't we have a crap-ton of clubs at this point as people inherited better weapons from our casualties? Just a thought if you can't scrounge those hand axes or daggers from anyone.
Ariel: I leveled up Granny. Now she has 8 hit points! Her lucky weapon is her spear.
Sasha: Everybody already knows Connie.
Akane: Nanda is now Magic Nanda the Magnificent! Or the Misfortuned, since her Luck remains terrible. She does have 9 for hit points, and gained spells, but some of questionable usage. Her hands can flame and she can read languages and magic now, though. Heddy, you can have her hand axe if she can have a staff.
Heddy: Deal.
Akane: Oh! Her magic reading causes entrancement. So if she says, "I'm going to read!" look away from her.
MSG: That could be handy for cutting down our number of active opponents in a big fight. Nice. Chopper became a Cleric, so he can now heal and cast some handy spells, particularly Detect Magic and Detect Evil.
Judge Claire: That Detect Evil is a badass spell. My very first character had it, and it rocks.
MSG: Yeah, if you roll halfway decent, it's pretty OP.
Judge Claire: So. What's up first? The Door of Death or onward for the level 0's?
Heddy: I'm still hoping for a second handaxe or a dagger.
MSG: I have a handaxe if someone has a dagger they could loan me.
Hettie: I have a dagger.
MSG: Thanks. Oh, and before we go anywhere, I should try healing anybody who needs it.
Sasha: Connie raises her hand.
MSG: Fail. Crud. Each time I fail, it raises my Deity Disapproval too. When it goes to high, bad stuff starts happening to me because my Deity is pissed. I'll try again. Ugh. Another fail. One more time and I'm concluding it's a bad omen and I'll give up. Whew. That's a 16 total. You can roll one of your hit dice.
Sasha: 8. I'm probably good now, since I'm guessing you're all, "Don't want to push my luck with my god."
MSG: Yeah, I'm not risking more disapproval if you're just a point or two away from max.
Heddy: If that part's done, I'll say my vote is for challenging the Doorway of Death with our newly improved characters. I'm interested to find out what's through there and see what it's like not expecting someone to die in every room we go into.
Ariel: That sounds good to me too!
Judge Claire: Then if we're sticking with the first levelers, how are you getting back to the door?
Hettie: Given that it's just around a few corners ahead, I'd like to take a shot at having Antwerp disarm that pressure plate we found earlier.
Elle: That would be a damn fine step up from sloshing our way back through the dark guano rooms.
Judge Claire: All right. As you said, it's literally just around the corner that you came upon the pressure plate, and since you know where it is, I'll give you a plus 4 on finding it.
Hettie: 21 total, then.
Judge Claire: Now for the tricky part. Roll your check for disabling it.
Heddy: I'm standing back around the corner for this part.
Ariel: Let's all do that, I think!
Akane: Nanda agrees.
Hettie: Oof. I roll a 2 with my bonus, that's a 7, which I assume misses.
Judge Claire: That it does. But it takes a natural 1 to trigger the trap by accident, so you're safe from that at least. The question is, do you want to spend some Luck to try to succeed?
Hettie: Do I get to know the DC first?
Judge Claire: What fun would that be? I will say that putting a highly intricate and diabolical trap in a standard run of hallway sounds a bit extreme, so it's probably within reach if you spend 2 or 3.
Hettie: Well, if MSG can burn his way through deity disapproval twice, I suppose I can spend a few Luck points now that I get them back every night. One of them, at least. All right, I'm spending 3 ... and my Luck die comes up 2, 3, and 2 for a total of 14 when I add in my original roll.
Judge Claire: You feel confident you succeeded in disarming it.
Heddy: I'm still going to try to jump across to the other side of the plate without stepping on it, when it's my turn.
Elle: Imlero just walks across.
Judge Claire: Nothing happens to him.
Sasha: Same for Connie.
Ariel: Granny is definitely not jumping around if no one is getting trap-whapped so far.
Heddy: Maybe it's overly cautious, but I still try the jump ... 17.
Judge Claire: Totally safe.
Heddy: And maybe a little red-faced.
Hettie: Antwerp will show confidence in her work and in the lack of any fireworks or sprays of poison or arrows. She walks across.
Akane: Nanda is clumsy and toeless, so leaping isn't suitable for her. She walks also.
MSG: Chopper too.
Judge Claire: You all make it safely to the far side and into the hallway where the plastered-over door is.
Sasha: Connie starts chipping at the plaster with her dagger right away.
Judge Claire: If others help, it's the work of a few minutes to chisel and shave away most of the concealment. When you do, you find an inscription etched into the door there, written in some archaic, unknown tongue.
Akane: Now is a time for wizarding, then! I have a spell of language comprehension. I cast it to see if I can read. No. A 6 means my spell is lost for this day.
Judge Claire: Well, your spell didn't succeed, but as a wizard, you do sense magical power emanating from beyond the door.
Hettie: Should I search it for traps? Sorry, a ridiculous question. Of course I should. My roll is well over 20 this time.
Ariel: You're rocking this thievery stuff, Het!
Judge Claire: No sign of any traps.
Elle: Imlero tells everyone to get ready, and then opens the door. What do we see?
MSG: Actually, hang on. Does this group of characters actually have one of the lanterns? Or any rope in case we need some?
Judge Claire: I was wondering if anyone would ask that.
Heddy: Not me.
Hettie: No.
Elle: Wow, we would have been fucked if we hadn't thought of that.
Ariel: Well obviously we did think of it because how else did we see once we got around the corner from our other guys? The only one who can see in the dark is Heddy's halfling, right?
Akane: It's true about lanterns, but still lucky to remember about rope.
Sasha: Stubbly's got a lantern to spare. Sniff. And a hundred feet of rope.
Elle: Imlero's pretty strong, so he'd volunteer to carry it, except that if there's a pit trap and he's first, he'll fall to his death and leave you with no rope use to climb down to him.
Ariel: Granny can carry it!
MSG: Okay then, back to the door.
Judge Claire: Well, then. Once you're back to the Door of Death, what you see is a short stretch of hallway that becomes obscured by impenetrable darkness beyond 5'. Your lantern doesn't penetrate it, nor does Glynette's infravision.
Sasha: Spooky!
Elle: Anyone have a spear or something to poke ahead with?
Hettie: You can borrow one of my crutches, since I'm not using them for begging purposes anymore.
Elle: Thanks. Elle, Imlero will lean forward enough to tap the crutch against the floor in the dark area.
Judge Claire: As you lean in, you find that the darkness is not static. It prevents you from seeing more than 5' ahead of you, but that 5' seems to move forward with you.
Heddy: Even spookier, but I'll take it over not being able to see at all.
Elle: Imlero will move in, then.
Judge Claire: Everyone going to follow?
MSG: I do, but with an occasional backwards glance toward the door behind us.
Judge Claire: After the occasion of you moving more than 5' from it, you can no longer see the door.
MSG: Well, I don't want to get left behind or increase the amount I'm creeped out by, so I'll just follow everyone else from then on.
Judge Claire: After about 30', the hallway opens up into a dismal eerily lit chamber where the walls are draped floor to ceiling in black curtains. Eight black marble benches are set in two rows from east to west. The light comes from four incense burners, one in each corner. They give off a thin green light and trails of sweet smelling vapor. Kneeling throughout the room are a number of black-robed figures.
MSG: This place weirds me out. I'm going to cast Detect Evil. 17. Unholy creatures are immediately detected, along with anything inherently dangerous. I'm Neutral, if you need that to check what's unholy to my deity.
Judge Claire: Got it. All right, you sense that the burners and smoke are inherently dangerous. There's also some inherently dangerous object in the southeast corner. Most of the figures give no impression at all, but one of them, toward that same corner, is definitely unholy.
MSG: I tell everyone the smoke may be poisonous, then I'll hold my breath and try to Turn Unholy. 15 total.
Judge Claire: It isn't turned, but it does rise and leap toward the group. Roll initiative.
Heddy: 17.
Hettie: 17 as well.
Elle: Mine has a 7 in it, but it's not 17.
Ariel: Mine is just 5.
Sasha: 9 for me.
Akane: A 16 for Nanda!
MSG: Miserable. 1.
Heddy: Not sure I like going first in this instance ... can I tell what the thing is?
Judge Claire: A malevolent figure in black robes. Bony claws jut from its sleeves That's about all.
Heddy: My movement is only 20, so I can't get all the way up to it anyway. I'll just position myself closer, near the north wall. How do I go about holding my breath in this game, to avoid breathing in the dangerous incense smoke?
Judge Claire: Holding your breath for 30 seconds or so is an easy task for any normal person, so I'd give it a DC5. You don't normally roll for DC5 tasks, but this one has a consequence for failure, so you can make a Fortitude save to hold your breath for 3 rounds. After that, you'll roll every round with the DC going up one per round.
Heddy: I almost said, "That seems easy enough." But I rolled a 4. Thankfully I've got good stamina and a save bonus for my level.
Hettie: If I'm up, I'll move in and fire my sling at it. 16, which hopefully hits, for 3 points.
Akane: Nanda bravely advances to a range for Flaming Hands! The roll is 19, becoming 22 after plussing! It's sad there is only 1 creature, or this result would allow me to flame several. Oh. But damage is only 1 points.
MSG: I am not at all sad that there is only 1 creature.
Judge Claire: Sash, it's your turn.
Sasha: Charge! I'm going to hack one of its arms off with a Mighty Deed! HACK! Nope, 2 on the Deed Die. But it's a hit, and for 6 points of damage.
Judge Claire: It's the creature's turn. It strikes at the obvious target, rolling only a 6 to hit. Elle?
Elle: Let's see if I can eff this guy up with my axe. If my Mighty Deed works, I'm knocking him back into that censer in the corner to see if it will fire him up. 18 to hit but no Deed. 12 points of damage for me.
Judge Claire: That is enough to kill it.
Elle: Oh, and I hold my breath. 7.
Sasha: Me too! And 7 too.
Akane: 14 for Nanda.
Hettie: Antwerp barely makes it with a 5.
Ariel: Granny rolls 6!
MSG: Waste of a crit for Chopper.
Judge Claire: Okay. You've got 2 rounds before you have to save again, then. What's everyone do?
Ariel: I didn't go yet though! Don't I get to do something?
Judge Claire: Sorry, you and MSG both.
Ariel: I'ma poke one of these kneeling dudes with my spear.
Judge Claire: It crumbles to dust at the merest touch, leaving nothing but cloth shreds, a few bones ... and a silver skull pendant with turqoise eyes, on a silver chain. It looks valuable.
Ariel: Ooh! I'll take that on my second turn.
MSG: My Detect Evil is still on ... I'll move to the door and see if I sense anything dangerous on it or emanations of evil intent from beyond.
Judge Claire: None within your 60' range.
Sasha: I'm just tearing down these black curtains to see what's behind them.
Elle: Imlero will help with that.
Judge Claire: You can each tear down one wall's worth of drapery in the first round.
Heddy: Glynette will push the drapes aside in the northwest corner and search along the walls toward the entrance we came in.
Hettie: Antwerp will do the same with the southwest corner.
Akane: Nanda will check the body of the robed attacker.
MSG: I'll try to open the north door on my second turn.
Judge Claire: Okay. Connie and Imlero reveal plastered walls behind the east and south drapes. They're painted with frescoes depicting a dark-robed, faceless being in scenes of conquest and subjugation over a variety of creatures and religions. There's a short phrase repeated over and over above and below the frescoes. Glynette and Antwerp can roll search checks. Nanda finds a double-headed skeleton key on the robed figure. It is large and heavy and has a skull on each end, but is still obviously a key. MSG, the north door is stone, bound with iron, and locked.
Heddy: 6 for my search.
Hettie: 19 for mine.
Judge Claire: Neither of you finds anything.
Heddy: I'll go a short way down the hall and see if I can breathe without getting a whiff of that incense.
Hettie: Great minds think alike. That was my plan as well.
Judge Claire: The air seems ancient and stale, but free of the smoke.
Elle: North wall curtains, I guess.
Ariel: Granny pokes another kneeling robed figure if one's close enough to poke once I pick up the silver pendant.
Sasha: East wall curtains for Connie.
Akane: Nanda moves back to the entrance hallway also.
MSG: Chopper too.
Judge Claire: The teardown of the curtains reveals more frescoes. Poking the next figure causes the same thing to happen to it; Granny finds another pendant.
Ariel: Yay!
Judge Claire: New round. Everyone make your next save. The three warriors are aiming for DC 6 this time.
Heddy: Safe.
Hettie: Oof. I fail.
Judge Claire: You cough or hiccup as you're returning to the room, and inhale a full breath of the stuff. It makes you feel slightly woozy, but no ill effects yet.
Hettie: I'll retreat back up the hallway.
Elle: Fail for Imlero also. Seriously? We can't hold our breaths for 40 seconds in a life-or-death situation? If I don't keel over, I follow Antwerp into the hallway.
Ariel: Granny blows it too! She starts wheezing like she's really old, but that's probably because she is. She'll leave the room too.
Sasha: Connie needed a 6 and gets a 5, so I guess she's out too.
Akane: Nanda succeeds. This means a new 3 rounds of breath-holding?
Judge Claire: Right.
Akane: I will try my strange key in the lock of the north door.
MSG: Chopper sucks as bad at holding his breath as everybody else, so he stays in the hallway.
Heddy: Glynette pokes one of the remaining figures with her handaxe.
Ariel: Hey, that's my thing!
Heddy: Sorry, Granny.
Judge Claire: Poof, dust, and you see a silver skull pendant in the heap of ragged scraps and bone. Akane, the door's lock clicks at the turn of your key. New saves for everyone but Nanda and Glynette. Wow, you guys rolled bad.
Hettie: At least it wasn't in combat. I save easily this time.
Elle: Same.
Ariel: Me too. OMG, that was a 19, which reminds me that Granny crits on a 19 or 20! Now it's even easier for me to crit ... or to waste a crit, I guess.
Sasha: Connie's still gasping over here in the hallway.
MSG: Chopper's good for another three rounds now.
Heddy: I poke the next figure. How many are left?
Judge Claire: Poof, dust, pendant. That was the last one.
Hettie: I'll go search the southeast corner. Since there's more plaster in this room and we found the place behind a plastered-over door, I'm particularly looking for any sign of that sort of thing. My search is a 19.
Elle: I'll search the northeast corner. 4.
Ariel: I look for more figures to poof and call Glynette a whippersnapper when I see she did the last ones already.
MSG: I'll go over by Nanda and ask if we can open the door now, I guess.
Akane: Nanda says, "Yes, please do, if you wish."
MSG: I will if I have any of my turn left.
Judge Claire: The door opens to reveal a corridor leading off beyond the reach of your light or that from the incense burners. Hettie -- you find another plastered-over door! Elle, sorry, nothing for you. Next round. This is round 3 of your fresh breath for Nanda and Glynette, round 2 for everyone else but Sasha, and time for a new roll for Sash.
Heddy: I scurry back to the hallway with the fresh air.
Hettie: I let everyone know I've found a secret door over here.
Elle: I'll search any area that hasn't been searched yet. Big failure with a 1, though.
Ariel: I guess I'll go see what's going on at the open door to the north.
Sasha: Connie saves this time. "Did I hear someone say another secret door? Let me at it!" I head that direction.
Akane: I wait for Chopper to inform me of inherent dangers with his Evil Detecting.
MSG: I'll let her know what I sense down the hallway now that the door's open, and I'll also call out to everyone else, "Hey, remember that there's something dangerous in that corner!"
Judge Claire: You sense something else inherently dangerous 50' down the hallway, beyond the limit of your light.
Akane: With this information, I step into the new hall for breathing.
Judge Claire: All right, if you are all going to keep taking breathers from the incense smoke every few rounds, we can stop rolling for that.
Hettie: Since I just searched the corner to find the door, I guess I'll look carefully at the floor and ceiling there to see if I can spot any sign of a trap. 5 plus 3 is 8.
Judge Claire: Because you know something is there, I'm giving you plus 2, which means you just barely spot a spear trap in the ceiling. No sign of what triggers it, though.
Heddy: Maybe something behind the plaster?
Hettie: I'll drag a bench over and see if I can disable the spear somehow. That's only a 7, though. I don't want to spend another extravagant amount of Luck improving that, so we'll have to figure something else out.
Elle: We could build an arch out of benches to hide under when we spring the trap.
Ariel: Ooh! Smart! Granny would never have thought of that.
Elle: Damn. Imlero probably wouldn't either. Sorry to speak out of turn.
Ariel: I'm sure somebody else would have thought of it.
Sasha: We've got some smart noggins around here, characters and us too.
Akane: Possibly by exploring northernly, we will find other things for building protection against ceiling spears.
MSG: Everybody okay focusing our attention that direction, then?
Heddy: Sure.
Hettie: Certainly.
Elle: Let's go.
Sasha: Actually, Connie's going to stay and chip away at the plaster on the door. You guys knock yourselves out.
Akane: Do not forget breathing breaks, Connie!
Judge Claire: Oh, I almost forgot experience for that wight fight. Did you guys expend any resources or get injured?
MSG: Did you actually almost forget, or are you just rubbing our nose in it? Nobody used any resources up or got hurt that I recall.
Judge Claire: It was a serious question. Anyone have a different answer? Maybe one that doesn't badmouth the Judge's sincerity?
Heddy: It wasn't damage per se, but didn't we come very close to getting poisoned by that smoke by failing Fortitude save?
Judge Claire: Bingo! That's what I was looking for so I could justify handing out an experience point each for dealing with that.
Ariel: Yes! Way to go, Heddy!
MSG: Sorry for snarking. I feel pretty dumb now.
Elle: Let's not diss on snarking. I'm pretty g.d. fond of it myself.
Ariel: The yamily that snarks together ... uh ... sparks together! Or something.
Judge Claire: Anyway, record your 1 xp and we'll switch back to the 0-level brigade.
