November 3, 2024
Beggar 24, 5043 (cont)
(9:00 am)
We solve the puzzle!
XP:
2,500
We notice the keyholes.
Happily we have a key. Does it
fit? Hmmm…
Five archways, each with
a keyhole that seems to match
up. Solving the puzzle tells us that the
next-to-leftmost is the correct arch. We
all link up; Arden and Zora activate their
boots but don’t leave the ground.
We go through.
We are in a hollow
spherical area surrounded by sand. An
“inside-out” world that
measures 100’ across. Gravity is
towards the surface everywhere inside the sphere. Zora consults her
Memory Card. Conflicting gravity will
cause the center of the sphere to be in a vacuum. Probably
also an area of no gravity, Arden
speculates. There is normal air, but it
is all so dry that everyone takes 2hp damage from dehydration every
round. The inhabitant of this world is
immune to
non-touch spells, elemental spells, good- or evil- -designated spells,
and mind
control spells; also immune non-bashing weapons, to flanking and sneak
attacks,
but NOT immune to criticals.
Has high Spell Resistance and Tremorsense. Can
grow four sand arms on each person each round to bash for subdual
damage
Init order: Beari, Zora, Arden,
Ben.
Round 1:
SandWorld (SW) attacks Arden for
25 subdual, Zora
for 50, Beari for 65, Ben for 44;
Beari casts Fly and moves;
Zora activates boots and
moves, hits
with Morningstar for 53, miss, 23, miss;
Arden activates boots,
flies to Ben, picks him up and discusses
plan;
Ben reserves for Arden
Spring Attack.
Round 2:
SW attacks Arden for 16,
Beari
for 35, Zora for 12, Ben for 13;
Beari casts Magic
Missile for
18, moves;
Zora hits for 28, miss, 23,
miss;
Arden springs down
– Ben hits with Morningstar for
30, miss, miss – Arden springs up.
Round 3:
SW miss Arden, hits Zora for 16, Beari
for 14, Ben for 11;
Beari casts Magic
Missile for
22, moves;
Zora hits for 21, miss,
miss, miss;
Arden springs down
– Ben hits for 12, 16, miss –
Arden springs up.
Round 4:
SW miss Arden, miss Zora, hits Beari
for 11, Ben for 18;
Beari casts Magic
Missile for
19, moves;
Zora spring attacks for 22,
miss, miss,
miss, 23;
Arden springs down
– Ben misses, misses, misses –
springs up.
Round 5:
SW hits Arden for 17,
hits Zora
for 12, misses Beari, misses Ben;
Beari casts Magic
Missile for
20, moves;
Zora spring attacks for 16,
miss, 13,
14, 19;
Arden springs down
– Ben hits for 12, 10, miss –
springs up.
Round 6:
SW misses Arden, hits Zora for
12, Beari for 16, Ben for 16;
Beari casts Magic
Missile for
18, moves;
Zora spring attacks for 15,
15, 19,
miss, 16;
Arden springs down
– Ben hits for 14, 15, miss –
springs up.
Round 7:
SW misses Arden, hits Zora for
12, misses Beari, hits Ben for 17;
Beari casts Magic
Missile for
19, moves;
Zora spring attacks for 15,
18, 15,
miss, 15: SW is subdued
XP:
1,526
The surface calms and a
6’ deep, 20’ diameter pit
opens up, with some sort of mechanism on one side: 5’ off the
floor,
about 8” in diameter.
Ben casts Mass
Heal to
remove all the subdual
damage, plus the 14 points of dehydration real damage.
Arden begins working to
solve the puzzle mechanism. Every eight
minutes Ben casts another Mass
Heal to
remove 160
points of dehydration real damage from everyone. After
half an hour -- with the realization
that the SandWorld will wake up from its subdual and have to be fought all over again
– Arden asks
for suggestions. Ben offers to cast a
request for help. Ben casts Lesser
Planar Ally,
who
arrives and bargains to provide a hint if he is given a non-weapon
magical
device of at least 1,000gpv. Arden
suggests giving one of the two Dawn Masks; that is accepted, and the
LPA gives
a hint.
Ben uses up the last of
his replacement 8th level
Mass
Heal
spells and will need to start casting individual Heal spells on each
adventurer. But before he needs to do
that, Arden solves the puzzle, opens a hatch, and finds a keyhole
inside.
XP:
1,000
Given the adverse
conditions on SandWorld,
we link up and go through immediately.
(10:00am)
We find ourselves in the
middle of an on-going melee. At a quick
glance, we seem to be in a small agricultural
village: two stone buildings, 10’x20’, and about ten
10’
diameter round huts. There are fields
outside the village. Inside the village
are a large number of villagers fighting with a dozen Lizard Men. The LM have spears, but are casting nooses at
villagers. Any villager caught by a noose
ceases all independent movement. There is also a
10’x10’x10’
cube; as the watch, a ray comes out of one side of the cube and utterly
destroys one of the villagers.
[Brief Rules –
pending Zora
having time for Memory Card reference -- for this world:
1. Everyone, on all
sides of the melee, gets only movement
plus one strike, or two movements, per round;
2. Nobody is Hasted;
3. All weapons of +3 or
greater are to be treated as if
they were +3 with no additional attributes;
4. Displacement is not
working.
Initiative: Zora, Arden, Ben, Beari.
Round 1:
Zora consults Memory Cards;
Arden attacks LM37
for 29;
Ben attacks LM42,
hits for 15;
Beari casts Otiluke’s
Resistent Sphere around the Cube, but it
does not work;
LM37 misses
Arden; LM42 misses Ben;
Cube misses Zora.
Round 2:
Zora tumbles behind LM37,
kills;
Arden, says “see
if they wake up” [referring to
people noosed by LM37], criticals
on LM36 for 29;
Ben hits LM42
for 13;
Beari casts another spell
which fails,
moves to a noosed villager;
LM41 nooses a
villager; LM32 & LM42
miss Ben; LM36 & LM38 miss Arden; LM35
& LM40 miss Beari; Cube
shoots Ben for
30.
Round 3:
Zora charges LM35
and crits, kills, cleaves on LM40,
kills;
Arden crits and kills LM36,
tumbles to the back of LM38;
Ben hits LM42
for 15, kills, takes 5’
step;
Beari removes noose from V27,
moves to new Villager;
Ben AoO
on LM32 for
10; LM31 & LM32 miss Ben; Arden AoO
on LM38; LM38 misses Arden; Cube moves closer.
Round 4:
Zora crits
on
LM33, kills;
Arden kills LM38,
moves to LM41;
Ben attacks LM32
for 15, takes 5’ step;
Beari removes noose and hides;
Cube blasts V12,
moves 10’ closer.
Round 5:
Zora crits
on
LM39, kills, moves to LM32;
Arden hits LM41
for 14;
Ben tries to cast Weapon
of the Deity
but fails, moves back;
Beari removes noose from V20;
LM34 & LM41
miss Arden; LM32
misses Zora; LM31 misses Ben;
Cube
advances 10’ and blasts V54.
Round 6:
Zora hits LM32
for 28,
kills, cleaves LM31 for 22;
Arden hits LM41
for 26, kills;
Ben hits LM31
for 10;
Beari pulls V13 to
safety;
LM34 misses
Arden; LM31 misses Ben;
Cube blasts V10.
Round 7:
Zora kills LM31,
moves
behind building;
Arden hits LM34
for 15;
Ben casts Detect Evil
(which works!), moves to LM34,
does not detect any evil;
Beari removes noose from V13;
LM34 misses
Ben; Cube moves 10’, destroys
V39.
Round 8:
Zora grabs V24
and hides;
Arden gets on top of
Cube;
Ben hits LM34
for 14;
Beari tells V13 to
run, pulls
V38 to safety;
L34 misses
Ben; Cube kills V18.
Round 9:
Zora moves to V26;
Arden searches top of
cube, finds nothing, checks out the
back side;
Ben hits LM34
for 10, kills, stays where he is;
Beari un-nooses V38;
Cube shoots Ben for 36.
Round 10:
Zora flies to top of Cube;
Arden looks in hole in
back side: four LM – two moving
the cube and two maneuvering some device;
Ben moves, yells, “Beari do
you have Acid Fog?”, tries to cast Mass
Heal but
fails;
Beari moves to V25;
Cube shoots Arden for 51.
Round 11:
Zora drops to a corner of
the Cube,
tries to lift it and succeeds (see picture),
yells, “Everyone kill them
quick!”;
Arden attacks LM45
for 30;
Ben attacks LM40
for 14;
Beari un-nooses V30;
Lizard Men lose round.
Round 12:
Zora attacks L43
for 19,
kills, cleaves LM44 for 15;
Arden hits LM46
for 14;
Ben hits LM44 for
16, kills;
Beari un-nooses V26;
LM45 & LM46
stand up.
Round 13:
Zora hits LM46,
kills,
cleaves LM45, kills.
XP:
420
Someone who seems to be
a leader comes up to you and says, “Thank
you for your assistance – for your rescuing us.
I want to talk to you, but later. I
need to look after my people.” And
he hurries off to an injured
villager. Another injured villager, as
he himself has a slash on his left arm that is dripping blood through a
hasty
bandage. Others are taking the nooses
off of victims, after which those villagers are animated again.
Ben casts Cure spells on
Arden for 51+ points, on himself
for 66+ points.
Zora relates to the group
what the
Memory Cards are telling her about the Here And Not Here world, which
she has
concluded they are now on.
The
village leader comes back. Says his name
is Gervaise,
and that the village is Beune. He wants to know if youall
are some of Zim’s Champions, and how
you heard
about their problems and were able to arrive so quickly.
He is startled that youall
don’t know about Zim and his
Champions. He wonders out loud where youall
could be from, to not know about the Leader, and his castle in Dun Add,
and his
sending Champions out to defend common folk from Monsters from Not Here
or from
the Wastes. “Are youall from Not Here?”
he asks suspiciously.
We explain about having come through a portal from
another
world, and are now looking for a portal to take us to our home world.
That certainly sounds like Not Here – not
that
he’s very knowledgeable about such things. But
youall look
human; and you were certainly on their side in the fight; so probably youall are ok. But perhaps it would be good for youall to move on, sometime soon.
Not to be unhospitable,
but as you can see we have a lot of hurt people to care for.
[After some reluctance, Ben heals Gervaise’s
wound.]
That is … That is simply miraculous. We do not know how to thank you.
What can we offer you? (His tone
has completely changed.)
Ben goes off with him and casts minor healing on
many of the
villagers – all who were injured but are still alive. Ben finds he can only use Cure Serious Wounds, Cure
Moderate
Wounds, Cure Light Wounds, and Cure
Minor Wounds spells; but he can use them many times by casting
them via
higher level spell slots. After he has
treated everyone, he and Gervaise come
back to the
other three.
Going to Dun Add and talking to the people there
would
probably be your wisest course.
There’s Zim the Leader, and Falco his Wizard, and Ralf his warlord, and
Jolene his
wife. And I’m sure there are
dozens of other famous people, but we wouldn’t hear about them
this far
out in the Marches.
Oh. Oh well of course
you wouldn’t know how to get to Dun Add.
Actually, none of us have ever been there either.
What you need to do is go to the nearest
town, Haxfort, and ask them for better
directions. We’ll take you to the
landing, and then when you go out on the road, turn left, and Haxfort will be about there days walk from here. There are overnighting
spots along the way.
Oh, how stupid of me.
Of course you don’t have a dog to guide you.
I’m sorry, but we really cannot spare
anyone just now.
What’s that?
Oh, your weasel. Yes, that will
work as well as a dog.
Oh, wait. I am so
stupid. The nearest overnighting
spot is most of a day’s walk from here.
You should stay here tonight and start out tomorrow morning. I’m afraid we don’t have
much…
Arden explains that they have their own supplies
(he doesn’t
try to explain the rings or Iuon Stones).
Oh, so you don’t need any of our food
–
I’m ashamed to say that I am actually relieved at that.
Beari explains that
they can
create food and water for the villagers.
You can just make food?
That you’re willing to share with us?
Oh, oh, how can we ever repay you?
When you get to Haxfort,
could you
tell them about the incursion we had here, please?
I will hope that they’ll be able to
send some help for us.
Overnighting in Beune;
getting used to the Here And Not Here differences (i.e., character
sheet
modifications); selecting spells based on those restrictions and with
liberal
use of metamagic rods.
End of Run.