[Adventure] KOGANÙSAN (DM: Sanzuo, Judge: TwoHeadsBarking)

OOC: I have telekinetic lift, which allows me to carry people or person's up to 400lbs of weight.. it's a sustain minor so I could theoretically ferry everyone across. Range 10 but if I carry myself and everyone one by one with me.. But have to worry about where to land as those panels too may well be trapped...
 

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"Caution calls for obvious here," Halleck said in a serious tone. "We should try another entrance, I think. This looks like a death trap."
 

While the others inspect the bizarre room, shale telekinetically grabs his sunrod (ooc: Far Hand encounter power) and lowers it just on top of the water level, looking for anything that moves.

"I can't see the cavern's end. Are we sure there's even a door at the other side?"

OOC: I'm sure that power will come in handy, but as you say we must first know how the room works. The long, winding, narrow path only makes any sense if there's something, enemies or traps, that can push us out of it. If the path is too dangerous, then it even may be easier to swim to the other side, then climb of lift us to the exit, should it exist

Edit: Tenser's floating disk lasts 24 hour, so I still should have it. Let's add it to our assets list
 
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[sblock]
Brenwar – Male Human Paladin 5
http://l4w.wikia.com/wiki/PC:Brenwar_Holyshield_(Rapida)
Initiative: +1, Speed: 5 Passive Perception: 15, Passive Insight: 20
AC: 24 Fort: 17, Reflex: 17, Will: 19, Resist: 1/all
HP: 49/53, Bloodied: 26 , Surge Value: 13, Surges Left: 13/13
Action Points: 1
Feat Note: Whenever Brenwar spends a healing surge, he gains 3 resistance to all damage until the start of his next turn.
OA Basic Melee Attack: +9 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage
Powers At-Will Powers:
Divine Challenge, Ardent Strike, Virtuous Strike, Enfeebling Strike Lay on Hands (3/3 Remaining)
Encounter Powers: Valorous Smite, Righteous Smite, Virtue, Channel Divinity, Second Wind
Daily Powers: Majestic Halo, Unyielding Faith, Magic Item Daily
[/sblock]

 

"Caution calls for obvious here," Halleck said in a serious tone. "We should try another entrance, I think. This looks like a death trap."

raceportshardmind.png


The journal mentions four ways to enter the fortress. One that the writer did himself, which is flooded and I must add, full of undead fish. The other are the gates, which were sealed long ago. This cavern must be the Hall of Traps, and the entrance we've not visited yet must therefore lead to the miners quarters, which were, and I quote, 'overrun with packs of hungry war dogs'. These dogs may be dead or gone, but somehow I have the feeling that we shouldn't count on it. This Hall of Traps is, no doubt, dangerous, but it doesn't think. I'm sure we can find out a way to cross it without being hurt."
 

"Well, I must say that I'm amazed at the craftsmanship of whoever built this place. Everything is a trap, look carefully at the walls and the floor. Scythes and spears are probably ready to be triggered by the pressure plates," as he describes this, awe is clearly evident on Shrakk's voice.

"But then, there's no point in it only being a huge trap. There must be some mechanism to deactivate it so that whoever lived here could pass..."



[sblock=Combat Stats]Shrakk, Githzerai Avenger 3
Speaks in DarkOrange
HP 41/41 Temp HP 0
Initiative +4
AC 19, Fort 14, Reflex 16, Will 16
AP 1, Surges 8/9
Second Wind [ ]
Iron Mind [ ]
Angelic Alacrity [ ]
Distracting Flare [ ]
Channel Divinity: Divine Guidance [ ]
Channel Divinity: Abjure Undead [ ]
Aspect of Might [X]

Special
Shift 3 when using second wind.
+2 bonus to saves vs. daze, dominate & stun.
+2 item bonus to AC & saves when bloodied.
*Sick (1st step)
[/sblock]
 

"Looks like we found the Hall of Traps. It'll be easy to cross, we just have to avoid all the floor. Just float across." says Kavac with a smile.

[sblock=Kavac's Stats]
Kavac - Goliath Barbarian 2
Racial Features: Mountain's Tenacity, Powerful Athlete, Stone's Endurance
Class Features: Barbarian Agility, Rageblood Vigor, Rampage
Passive Perception 19, Passive Insight 12
AC 17, Fort 18, Reflex 15, Will 14
HP 39/39, Bloodied 19, Surge Value 9, Surges 12/12
Speed 6, Initiative +3
Action Points: 1/1, Second Wind
At-Will Powers: Pressing Strike, Howling Strike
Encounter Powers: Desperate Fury, Swift Charge, Stone's Endurance, Shrug It Off
Daily Powers: Swift Panther Rage
[/sblock]
 

"Forgive me for speaking with cowardness, but I would first see you cross successfully before I would try. I understand you point about dogs thinking and the traps not, but some manner of wicked thought went into the construction of this chamber. Whereas I can guess as to the brain power of a mad dog, I have no idea how sophisticated, or sadistic, the designer of this room was," Halleck said. His usual jovial attitude was missing from this monologue. "The dogs, should there be dogs, are more of a known. This is an unknown. I'm not saying we shouldn't explore this room, but let's not commit ourselves to quickly."
 

"I agree, if the dogs are still around they are most likely mindless undead and I know how to handle those better than the traps that are most likely in this room."
 

GM: Just a reminder, here was everyone's status after the last fight:[sblock=Status]
  • Brenwar: 43/47 hp
  • Shrakk: 31/35 hp, -1 healing surge, 2 surges spent
  • Halleck: 13/25 hp, 1 surge spent, -1 healing surge
  • Karma: 14/20 hp, -1 healing surge
  • Kavac: 11/33 hp, Raging, bloodied
  • Shale: Fine
[/sblock]So it would likely take some surges to get everyone back to full.


OOC: I have telekinetic lift, which allows me to carry people or person's up to 400lbs of weight.. it's a sustain minor so I could theoretically ferry everyone across. Range 10 but if I carry myself and everyone one by one with me.. But have to worry about where to land as those panels too may well be trapped...

GM: That power would work, but with one caveat. I don't believe you can use the power to carry yourself. Meaning you could move everyone within 10 squares of you one at a time. You would have to still worry about getting yourself across.


"But then, there's no point in it only being a huge trap. There must be some mechanism to deactivate it so that whoever lived here could pass..."

Perception: With your keen eyes, you are confident that if there is a control panel for these traps, it is not accessible from here. It is likely that the traps can be activated and deactivated, but the controls may lie on the other side.

Thievery: You examine the pressure plate and toy with the idea of wedging it just so that stepping on it would not trigger it. These are old and it really would not take much to set them off. It is very tricky, but you could do it, although you would have to disable each plate, one at a time. Very time consuming.

You also notice that the traps themselves are effective, but simple. There is no automatic reset on the swinging rocks, and possibly not the blades either. Once triggered, a square would become safe... if the target managed to dodge the initial attack.
 

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