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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9842538" data-attributes="member: 27780"><p>4 players present, and although roll20 was glitchy at the start, we managed to get a fair amount done once we got into the swing of things. The team made sure they had plenty of buffs up before stepping on the mosaic again. When they did, Ulzaada was nowhere in sight, so they poked around the room. The sniper was particularly suspicious of the wall she stepped through before, so he soon figured out that was illusory. The secret door beyond it to the next part of the dungeon was also an easy spot with all of them searching. They opened it and the binder headed up to room 19 while the others went along corridor 20. Meanwhile, Ulzaada waited in one of the cells ready to strike as they passed by. She generated a fog cloud and then sent a lightning bolt up the crossroads of corridor B. The priestess and githyanki took minor damage and had to fight her with visibility penalties for a couple of rounds as she tumbled about in the fog, before the binder arrived charging in with her blindsight to shred her into pieces, which didn't faze Ulzaada at all, who cackled as she "died". (another day, another dismemberment. It's a job) Having removed her from the board for now, they looted her body and went back to room 19. They gave the coffin a good examining before opening it, so they were prepped for the illusion magic when it activated. Everyone except the priestess made their saves, so they could calmly watch the illusionary wall approaching them to push them into the pit, then have the sniper use disintegrate on the portcullis to get out just in case there was anything else going on here. </p><p></p><p>They started getting a little more reckless again in the next few rooms, with the binder sticking her arm straight into statue 21's mouth and narrowly avoiding having to waste a load of time regenerating an arm again, then breaking the glass wall covering the water in area 22, forcing the others to use their flying abilities to stay above the outrush of water, which the sniper then drained by using disintegrate to cut a channel to room 19 and send it down the pit in there. He then disintegrated the corner around the new wall of iron that snaps into place afterwards to doublecheck there was no treasure or monsters in the now knee-high water of area 22, his amusement growing at the many ways this dungeon is designed to screw with the players. They didn't manage to find the secret door at junction 24 the first time around, but having looked through the eyes at statue 21 and seen the corridor on the other side, they knew that the geography of this area doesn't quite line up, checked again and managed to find it rather than having to ooze through tiny gaps or use some more of their teleportation powers just to move forward. </p><p></p><p>However, while most of the traps in previous rooms take a while to reset if they do at all, the water elementals in room 25 just keep on coming. Once again it was the binder who disturbed the body and set them off. But since large water elementals are only a CR 5 challenge in 3e, they were no great threat, only able to hit most of the PC's on a natural 20. After two waves of them they got tired of the game, grabbing everything off the body and heading through the low watery tunnel to area 26, with only the binder remaining behind to get some extra shredding in and make sure they didn't follow the others. With her occupied, the githyanki took on her role of recklessly poking every new thing they encountered and jumped into the central pool to investigate the body. This let the dread wraith get an easy attack in on him, but thankfully it only drained 2 points of con, easy enough to cure next time they took a rest. Fortunately, he and the sniper had enough force-based attacks that bypassed the incorporeality miss chances to take it out in two more rounds, during which it didn't manage to get another hit in. They managed to eliminate it and the third wave of elementals at the same time, giving them a brief breather at just the right point to round off the session. That puts them at approximately the 3/4 point of the dungeon, so they'll probably finish it off in another session or two. Will they continue to hunt the remaining two chains straight away, in which case they have more classic trap-based dungeons ahead of them, confirm their worst fears about the moon here, or go off on another tangent? So many possibilities I have to try and stay prepared for.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9842538, member: 27780"] 4 players present, and although roll20 was glitchy at the start, we managed to get a fair amount done once we got into the swing of things. The team made sure they had plenty of buffs up before stepping on the mosaic again. When they did, Ulzaada was nowhere in sight, so they poked around the room. The sniper was particularly suspicious of the wall she stepped through before, so he soon figured out that was illusory. The secret door beyond it to the next part of the dungeon was also an easy spot with all of them searching. They opened it and the binder headed up to room 19 while the others went along corridor 20. Meanwhile, Ulzaada waited in one of the cells ready to strike as they passed by. She generated a fog cloud and then sent a lightning bolt up the crossroads of corridor B. The priestess and githyanki took minor damage and had to fight her with visibility penalties for a couple of rounds as she tumbled about in the fog, before the binder arrived charging in with her blindsight to shred her into pieces, which didn't faze Ulzaada at all, who cackled as she "died". (another day, another dismemberment. It's a job) Having removed her from the board for now, they looted her body and went back to room 19. They gave the coffin a good examining before opening it, so they were prepped for the illusion magic when it activated. Everyone except the priestess made their saves, so they could calmly watch the illusionary wall approaching them to push them into the pit, then have the sniper use disintegrate on the portcullis to get out just in case there was anything else going on here. They started getting a little more reckless again in the next few rooms, with the binder sticking her arm straight into statue 21's mouth and narrowly avoiding having to waste a load of time regenerating an arm again, then breaking the glass wall covering the water in area 22, forcing the others to use their flying abilities to stay above the outrush of water, which the sniper then drained by using disintegrate to cut a channel to room 19 and send it down the pit in there. He then disintegrated the corner around the new wall of iron that snaps into place afterwards to doublecheck there was no treasure or monsters in the now knee-high water of area 22, his amusement growing at the many ways this dungeon is designed to screw with the players. They didn't manage to find the secret door at junction 24 the first time around, but having looked through the eyes at statue 21 and seen the corridor on the other side, they knew that the geography of this area doesn't quite line up, checked again and managed to find it rather than having to ooze through tiny gaps or use some more of their teleportation powers just to move forward. However, while most of the traps in previous rooms take a while to reset if they do at all, the water elementals in room 25 just keep on coming. Once again it was the binder who disturbed the body and set them off. But since large water elementals are only a CR 5 challenge in 3e, they were no great threat, only able to hit most of the PC's on a natural 20. After two waves of them they got tired of the game, grabbing everything off the body and heading through the low watery tunnel to area 26, with only the binder remaining behind to get some extra shredding in and make sure they didn't follow the others. With her occupied, the githyanki took on her role of recklessly poking every new thing they encountered and jumped into the central pool to investigate the body. This let the dread wraith get an easy attack in on him, but thankfully it only drained 2 points of con, easy enough to cure next time they took a rest. Fortunately, he and the sniper had enough force-based attacks that bypassed the incorporeality miss chances to take it out in two more rounds, during which it didn't manage to get another hit in. They managed to eliminate it and the third wave of elementals at the same time, giving them a brief breather at just the right point to round off the session. That puts them at approximately the 3/4 point of the dungeon, so they'll probably finish it off in another session or two. Will they continue to hunt the remaining two chains straight away, in which case they have more classic trap-based dungeons ahead of them, confirm their worst fears about the moon here, or go off on another tangent? So many possibilities I have to try and stay prepared for. [/QUOTE]
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