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151003 Slaver Maps & Cages Found...but Where Are the Prisoners?

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Edited 1443997577
TWITCH STREAM Be sure to participate with the group each week LIVE! at <a href="http://www.twitch.tv/dm4hire" rel="nofollow">www.twitch.tv/dm4hire</a> every Saturday night at 6 PM until midnight. View this entire session here... <a href="https://www.youtube.com/watch?v=t3LepWA-hFQ" rel="nofollow">https://www.youtube.com/watch?v=t3LepWA-hFQ</a> &nbsp;or here <a href="http://www.twitch.tv/dm4hire/v/19007475" rel="nofollow">http://www.twitch.tv/dm4hire/v/19007475</a> Twitch.tv keeps each broadcast for one week only, so be sure to stay up-to-date while it is still available, and be sure to click the heart icon under the twitch screen to 'follow' the group and be alerted of each new session. Brief portions of these weekly sessions can also be found on Youtube with the same date code. QUICK READ RECAP The adventurers finish battling the circular moat room encounters, including their invisible master, and the rear guard take care of a southern hallway simultaneous crocodile assault. &nbsp;Tralaan finds documents describing a slaver route, itinerary and map, while Balfon enters a western room causing a 6 legged insect man to flee from a room of levers and slit overlooking an adjoining room of lower connecting cages. DM SESSION LOG 151003 Spells points (used / total) Tralaan: 1st -- Chromatic Orb, Magic Missile, Burning Hands, Color Spray 2nd -- Web, Melf's Acid Arrow 3rd -- Fireball &nbsp;16/ Max. 3rd Level Max: 70 (5th Level Max is still 3rd, 4 per day). Cantrips are 1 (or free if memorized), 1st 4 /8, 2nd 6/12, 3rd 10/20. Argo: Memorized 1st lvl: Chromatic Orb, Magic Missile, Color Spray 2nd lvl: Blur 3rd lvl: Fireball Max. 3rd Level: 36/97 Karmadel: 13/85 : 0 lvl spells = Healing x4, Calm x2 | 1st lvl spells = Bless x2, Detect Magic x1, Cure Light Wounds x3 | 2nd lvl spells = Cure Light Wounds x2, Heat Metal x1 | 3rd lvl spells = Dispel Magic x1 ( those are my fixed and i have 33 points left for my free cast (My innate spells/abilities) = Expert Heals x4 cure light wounds, Detect Lie x3, Inspire Fear x2 Kyra Spells : 46/70 Shenjo: 42 BEGIN... Combat Round 4 Ask party for updated spell point quantities from last weeks spell usage. Bjorn takes 2 hp of damage from an orc. Karmadel casts cure moderate (12 sp) on Kell for 10 hp of life. Aaron strikes a crocodile for 14 hp of damage. Leaxle deals 5 hp of damage on the crocodile killing it! Gimbor attacks and destroys two orcs with 14 and 12 hp of damage each! Round 5 Leaxle calls parry to better his armor class. Bjorn attacks 15 hp of damage killing it ! Gimbor has 85 hp. Gimbor goes into rage, killing the last orc for 19 hp of damage creating a crater! The invisible master reappears and attempts to backstab Gimbor but fails. Balfon drops his weapon. Serandon hits crocodile for 4 hp of damage and 11 on second attack. Karmadel fumbles and drops his sword too. Kyra casts cure moderate wounds for 4 hp of damage. Leaxle attacks a crocodile fo 15 hp of damage. Bjorn hits mysterious invisible master, now visible, for 12 hp of damage. Serandon hits crocodile with two arrows for 20 hp of damage total killing it! Aaron kills the last crocodile with 17 hp of damage! Round 6 Tralaan casts magic missile on the leader for 12 hp of damage. Kell checks door and it is unlocked and openable. Gimbor makes a critical attack on the leader for 36 hp of damage killing him ! Bjorn takes the dead leaders ring and potion of invisibility. Kyra casts cure light wounds on Aaron for 3 hp of life. Gimbor hits Bjorn for 19 hp of damage. Balfon yells out "Gimbor has gone berserk, get away!" Tralaan casts chromatic orb but fails. Leaxle hides in shadows and moves down the south hallway looking for the origin of the crocodiles. Gimbor fumbles and drops his weapon. "Get away from me, your lives depend upon it!" Karmadel down to 13 sp failing to cast spittle (8). Tralaan down to 16 sp failing to cast chromatic orb. Bjorn climbs the ladder to Tralaan. Leaxle moves to a tee intersection and moves southward seeing the tunnel becomes narrower. Kell drops his sword and throws a javelin at Gimbor for 4 hp of damage reducing him to 81. Gimbor comes out of his rage, making his wisdom check of exactly 10. Tralaan makes a sigh of relief. Karmadel's sword speaks out "You all would do well to put that in your pockets" referring to the contents of the chest. Karmadel opens a chest by the ladder. Leaxle advises the party the tunnels narrow. Karmadel asks Gimbor why he hit Bjorn making him flee the area? Gimbor "At least he listened" Tralaan examines papers on the floor, finding a slaver map with stops along the way. "Everyone come here and look at this" excited. Karmadel examines the rest of the chest. Gimbor leaves the party, saddened that he has lashed out at friendly people. Kell retrieves his javelin. Leaxle views the circular room from the ladder accessable high vantage point. Balfon jumps and does 9 hp of damage on the 6 legged insect man as it scurries along the ceiling. Karmadel casts cure light on Aaron for 20 hp of life, Bjorn expert healing of 9, Kell 8. Party lump sum XP with all aspects considered (including but not limited to) session survival, skill usage, role-playing, alignment checks, etc: 7271 Shenjo/Kyra/Dogs (Craig F.) Gray Elf: 661 Karmadel, Priest (Christopher S.): 661 Balfon (Skyhawk) Dwarf: 661 Gimbor/Serandon (Paul W.) dwarf/high elf: 661/661 Tralann (Shalvenay K) Elf, Half: 661 Kell/Aaron (Robert D.) Human: 661/661 Leaxle (James) Elf, Wood: 661 Argo (Ryan) Human: 661 Bjorn (Arash) Human: 661 SESSION LENGTH: 5 Hours
And it's not even lunchtime yet! (1) &nbsp;If there are slaves in the pens... we need to release/rescue them and herd them out of this place. (2) &nbsp;If there are NO slaves in the pens... perhaps we can use the papers to determine where they are headed and release/rescue them while 'in route' to where ever they are going. (unless it's by sea... that would be too much of a headstart) (3) Either way, we can almost guarantee 'insect guy' has gone to raise the alarm... so company is coming!
Ah but the question is what kind company is coming to visit with you guys. You'd best be prepared for what ever the twisted mind of the gm can send your way. Be it ant men, giant ants, orcs or human slavers. Or worse yet more of those annoying killer trees. *shudders* You could always take a couple of steps back and set a trap for whomever will be calling.
That hallway is a good 'death funnel' if we could lure them into it .... and then fill it full of fireball death. &nbsp; But, nearly all are low on spells / mana so it might come down to strong arms, sharp edges and a lot of luck.
What about rushing after the Ant scout and killing it, (if it didn't leave that long ago) &nbsp;- rather than defense, once we can get LOS on it, the archer and magic missiles should take it down at range Argo should be good on spell points - still has about 2/3rd left - I assumed that the boss battle would be these Ants and its Queen and wanted to hold some back for the final escape bit
What was there before magic? There was the mundane. Why not use oil & a torch? While it might not do as much damage it will still slow them down, and do some damage to them as well. And then if worse comes to worst you can use magic. Again just an idea from me. :-)
It took Le'Axle two rounds to get to the slave pits after called for by the cigar smoking dwarf. DM may have it at three... Either way best case is insect boy has a two round head start with superior mobility and knowledge of where it is going. This is not to say that we should not follow. I only want to point out that it is not reasonable to think we can catch the antman. Presuming there are slaves, If we let the slaves go we will be leaving.... And then it may be futile to think we can safely coral slaves out without notice.... We of the most unstealthy! In character...I like the idea of escorting slaves back to the council for a reward. We have expended a great deal to get this far and we have the "info". Slaves plus info would mean success, if we get paid for our work! I also feel strongly that we could do good by continuing with our raid of this facility. this would prevent further enslavement. Out of character I do not think this is the end of the adventure, I'm willing to bet we have only seen a smidge of the trouble we are about to step into...
Computer is fixed so i am going to be there this saturday&nbsp;
woot ! &nbsp; &nbsp; The 'old gang' (plus our newest member) are back in action! &nbsp; Now to stealthily (meaning wooden spoons beating on pots and pans) rescue the slaves and free the town and meet/greet the council as heroes extrordinaire'.
"I don't know what the quest is but ill, pretend i do xD"
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Edited 1444182203
Robert D. said: woot ! &nbsp; &nbsp; The 'old gang' (plus our newest member) are back in action! &nbsp; Now to stealthily (meaning wooden spoons beating on pots and pans) rescue the slaves and free the town and meet/greet the council as heroes extrordinaire'. lol Pater said: It took Le'Axle two rounds to get to the slave pits after called for by the cigar smoking dwarf. DM may have it at three... Either way best case is insect boy has a two round head start with superior mobility and knowledge of where it is going. This is not to say that we should not follow. I only want to point out that it is not reasonable to think we can catch the antman. Presuming there are slaves, If we let the slaves go we will be leaving.... And then it may be futile to think we can safely coral slaves out without notice.... We of the most unstealthy! In character...I like the idea of escorting slaves back to the council for a reward. We have expended a great deal to get this far and we have the "info". Slaves plus info would mean success, if we get paid for our work! I also feel strongly that we could do good by continuing with our raid of this facility. this would prevent further enslavement. Out of character I do not think this is the end of the adventure, I'm willing to bet we have only seen a smidge of the trouble we are about to step into... Thanks for the summary. Yes that would be a problem, hopefully - mindfulness in their captivity means the cells have a door(s) into this area to ensure delays in any escape attempts. (Versus ant tunnels) It's worth a two round sprint to offset the possible side effect of being defensive...when being positively offensive seems the talent.
whatever the orcs etc had from circle/weasel room, if we can salvage it, whatever slaves we do rescue should be equipped for combat with as much defense and ranged attack options as is possible.&nbsp;
Good point Eric, if we have a daring party member it maybe worth giving chase. Rational thinking would led us to believe that they will not kill the slaves as they are a commodity. The authors are not usually that rational. I say we throw the levers, assuming they control the cages in the next room. I'm considering walking across the top of the cages to get a better idea of the situation.
And toss down the weapons from the dead orcs in the sewer room to the slaves? &nbsp;Short swords and small crossbows. &nbsp; Slave revolt! &nbsp;I AM SPARTACUS.
This will end well so who has new characters rolled up? lol
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Edited 1444310898
Pater said: Good point Eric, if we have a daring party member it maybe worth giving chase. Rational thinking would led us to believe that they will not kill the slaves as they are a commodity. The authors are not usually that rational. I say we throw the levers, assuming they control the cages in the next room. I'm considering walking across the top of the cages to get a better idea of the situation. I'd hold off throwing levers until after we've run over the pits. (They may be releases, they may be "disciplinary" actions, or they might open the very doors we'd like the ant and his buddies to stay behind. AND, you're absolutely correct - modules make no logical sense.&nbsp;
If you want a module to make sense -- you want to play Candyland. &nbsp;:P
I take no responsibility&nbsp;on getting the party to go down stairs...
I will be late showing up this evening... Le'Axle will sheath his sword and draw bow and arrow. I'll cover the rear till I get back.
If we truly want to be on the defensive, whomever can do the stoneshapeing should close off the southern branch of the tunnels near the stairs leading up/out. to prevent a possible flanking by forces and force a combat in an arena in which we'd do poorly.&nbsp; spell casters and ranged should seek shelter in the tunnel atop the ladder and the killing zone should be the large circular with some of the boxes, barrels,furnishings moved into place for them to run a gauntlet/funnel their movements