{Modern Setting} So Many Lanterns

A game that seems to change settings every couple of years; currently following the Age of Worms Adventure Path.

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{Modern Setting} So Many Lanterns

Post by patransom »

OUT OF CHARACTER
I asked for a little additional info in the poll thread, so please check that out after you've posted here.

 

With the Red Lantern recovered, the Gamma Team hustles back up the rope to the mysterious "lantern tomb," where they set about considering what to do next.
OUT OF CHARACTER
Refresher picture for this area is below. You currently have all the lanterns in your possession, but I'm sure your characters have kept good notes on what went where:

1. This alcove originally featured an empty lantern chain. The fresco in the room upstairs suggested a red lantern belonged here.
2. This alcove is where the orange lantern came from.
3. This alcove is where the yellow lantern came from. Pointing the sarcophagus here activated an elevator that took you to another section of the tomb.
4. This alcove is where the green lantern came from. It was the only one lit when you arrived. Pointing the sarcophagus here caused a collapse and brought up some critters. You later went through the hole in the floor to another section of the tomb.
5. This alcove is where the blue lantern came from. There is a passage in the wall up above. You went up there to find a scary mouth trap that mesmerized with most of the colors of the rainbow and blew people back out into the main chamber.
6. This alcove originally featured an empty lantern chain. The fresco in the room upstairs suggested an indigo lantern belonged here. Pointing the sarcophagus here activated a fake elevator that squished people.
7. This alcove is where the violet lantern came from.

 

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Re: [Active Thread] So Many Lanterns

Post by Duniagdra »

Let's get all the lanterns in place as our notes indicate, and get them lit. Marcus is excited to see what change this may bring.
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Re: [Active Thread] So Many Lanterns

Post by tdsprouse »

yeah, lets light this place up! Tex said with a smile.

He helps get all the lanterns in place.
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Re: [Active Thread] So Many Lanterns

Post by CGM3 »

But first, let's replenish our supply of Molotov cocktails, and make sure everybody's fit and armed, Eric cautions. This place has a nasty habit of springing surprises on us. And somebody keep a watch on the xit; remember, we're not the only ones hereabouts who are interested in this cave.
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Re: [Active Thread] So Many Lanterns

Post by tdsprouse »

heh, chicken. Tex says with a grin, but based on his eagerness to get the materials around, he whole heartedly agrees.
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Re: [Active Thread] So Many Lanterns

Post by Duniagdra »

Ah, good idea. Are you sure we have enough left? Marcus opens his pack and checks.
Craft (chemical) (1d20+9=11)
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Re: [Active Thread] So Many Lanterns

Post by patransom »

Duniagdra wrote:Ah, good idea. Are you sure we have enough left? Marcus opens his pack and checks.
Craft (chemical) (1d20+9=11)
OUT OF CHARACTER
Per this post, you have used all the raw materials and Marcus has 4 Molotov cocktails left.

Injury status is: Tex and Eric are down 1 hp, Sahid is down 5 hps (but he's an NPC now, so he doesn't care).

More ideas floated for your consideration in the poll thread, but don't let that slow you down here. Game reset will not happen until after the next combat, at the soonest.

 

Having carefully considered their supplies and injuries, the Gamma Team places the lanterns on their appropriate chains and lights them all. When all seven lanterns have been lit, the glass and metal chips embedded in the dome ceiling cast eerie multicolored reflections about the room, a rather disconcerting effect. [You are all dazzled, but that's irrelevant, since you aren't in combat and have found everything there is to find in this room.] Nothing else immediately obvious happens, however...
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Re: [Active Thread] So Many Lanterns

Post by tdsprouse »

whoa... i hope it doesnt start playing techno. Tex looks around the room, then focuses on the Sarcophagus. Is anything different there?
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Re: [Active Thread] So Many Lanterns

Post by Duniagdra »

Marcus goes to look inside the sarcophagus to see if anything has changed. If not, he'll check if there's a change to the tunnel overhead.
Can someone climb up there and see if the trap is turned off? Or did we learn what we needed to there?

Marcus rummage through his notes for a reminder on what came of that tunnel as he forgot the conclusion of it.
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Re: [Active Thread] So Many Lanterns

Post by tdsprouse »

Yeah, lets check that out.

He'll take 10 on Climb (giving him 12) to get up into the tunnel.
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Re: [Active Thread] So Many Lanterns

Post by CGM3 »

Eric will contribute his rope to the effort of climbing to the upper tunnel, and follow Tex (taking 10 gives 12 as well).
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"And they shall beat their swords into plowshares, for if you hit a man with a plowshare, he's going to know he's been hit." - The Wisdom of Nodwick
"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
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Re: [Active Thread] So Many Lanterns

Post by patransom »

Using the lantern chain and bracing against the wall, Eric and Tex are easily able to climb to the upper tunnel. Here, they find that things have indeed changed. Shining a battery-powered floodlight down the hall reveals that the scary face is now gone, apparently having slid up into the ceiling! Where the face used to block the way, the passageway now opens into a long, dark room with no floor. A three-foot-wide beam of what appears to be petrified wood spans the chasm, leading straight ahead into darkness. More details about the strange chamber ahead cannot be seen from this distance...
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Re: [Active Thread] So Many Lanterns

Post by Duniagdra »

Well? What do you see?
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Re: [Active Thread] So Many Lanterns

Post by CGM3 »

The face has moved away, Eric calls to the others, opening up a, well, a sort of chasm reaching into the mountain, with a narrow beam as a walkway. Come on up, it looks like this is where we go next.

He will approach the opening, scanning the floor for the pressure plates that activated the windasorm earlier. In any event, he'll stop at 1135 and see what he can see.
Over on Discord, I go by Gryphon
"And they shall beat their swords into plowshares, for if you hit a man with a plowshare, he's going to know he's been hit." - The Wisdom of Nodwick
"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
"I know, the first rule of Robot Fight Club is, you don't talk about Robot Fight Club." - Jack Darby, Transformers Prime
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Re: [Active Thread] So Many Lanterns

Post by Duniagdra »

Marcus will begin climbing up. He'll signal the Doc and Sahid to keep watch down here.
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Re: [Active Thread] So Many Lanterns

Post by tdsprouse »

Wow, so, is now a bad time to consider gravity and all its implications?

Tex eases up closer to the chasm, while looking for the pressure plate he found earlier.
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Re: [Active Thread] So Many Lanterns

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Marcus joins Tex and Eric in the passageway, while Sahid and Dr. Alexander keep watch below.

The group moves cautiously up the hallway. Remembering his earlier experiences, Tex is easily able to find the pressure plate. Some careful inspection reveals that it is deactivated, seemingly locked into place.

From the group's new position, the floodlight illuminates most of the room ahead. About ten feet below the beam, countless iron spheres the size of large oranges form an irregular floor, but it’s impossible to tell if they represent a wholly solid surface. The long walls of the room are covered in a honeycomb of geometric patterns. The featureless stone ceiling is about ten feet above the beam. At the other end of the narrow beam, there is a metal door with no obvious handle in the opposite wall.
OUT OF CHARACTER
Yes, it's like a ball pit at Chucky Cheese, but there are no annoying children here, at least right now...

I've added a cross-sectional view, if it helps visualize the room ahead.

 

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Re: [Active Thread] So Many Lanterns

Post by tdsprouse »

Looking around, Tex says Yeah, I don't have a good feeling about this...

Maybe we, each of us, could loop a rope around the beam, loose, so we can slide it forward, tie it to itself. the tie teh other end to you so if you fall, you dont fall into the balls. I gotta think that would be bad.
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Re: [Active Thread] So Many Lanterns

Post by Duniagdra »

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Re: [Active Thread] So Many Lanterns

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OUT OF CHARACTER
Marcus discerns nothing mystically significant about the patterns on the walls or the iron balls in the pit. The patterns look like they are meant to be decorations.

 

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Re: [Active Thread] So Many Lanterns

Post by Duniagdra »

I'm not noticing anything mystical with the patterns on the wall, but I like the idea of the rope. Let me take some pictures. Marcus removes his camera, snaps off some shots of the walls, spheres, beam, and door, then puts the camera back.
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Re: [Active Thread] So Many Lanterns

Post by CGM3 »

Good idea, Eric commends Tex, and donates his rope for the purpose. After looping one end of a suitable length about the walkway (which he will also examine for signs of rot or weakness) and tying a sturdy knot, then tying the other end securely about his waist, he will (assuming the walkway looks safe) carefully make his way across it to the door (essentially taking 10). If the walkway betrays signs of weakness or instability, or some sort of activity begins in the chamber, he will retreat to the entrance.
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"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
"I know, the first rule of Robot Fight Club is, you don't talk about Robot Fight Club." - Jack Darby, Transformers Prime
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Re: [Active Thread] So Many Lanterns

Post by patransom »

CGM3 wrote:Good idea, Eric commends Tex, and donates his rope for the purpose. After looping one end of a suitable length about the walkway (which he will also examine for signs of rot or weakness) and tying a sturdy knot, then tying the other end securely about his waist, he will (assuming the walkway looks safe) carefully make his way across it to the door (essentially taking 10). If the walkway betrays signs of weakness or instability, or some sort of activity begins in the chamber, he will retreat to the entrance.
OUT OF CHARACTER
So the purpose of the rope is: if you fall, you will end up dangling from the bottom of the beam, maybe 3 feet below, but you won't fall into the "ball pit." Do I have that right? It's a pretty good idea, actually, I just want to make sure I've got it.

Is just Eric making his way across in this manner right now or is anyone else going with him?

 

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Re: [Active Thread] So Many Lanterns

Post by Duniagdra »

Perhaps leave an end of the rope at this end that we can feed out to you. This way if anything happens, and you need assistance, we can pull you back?
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Re: [Active Thread] So Many Lanterns

Post by tdsprouse »

OUT OF CHARACTER
THat's the way i envisioned it Pat

 

Ok, Eric, be careful. I dont think we should any one than one of us on the beam at a time.
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Re: [Active Thread] So Many Lanterns

Post by CGM3 »

After securing himself as accurately described by the Great Unseen Narrator, Eric follows Marcus' suggestion and ties one end of another piece of rope around his waist as well, giving the other end to his companions in case they need to reel him in (and making sure there's enough to reach to the other end). Then he cautiously ventures onto the walkway while the others pay out line.
Over on Discord, I go by Gryphon
"And they shall beat their swords into plowshares, for if you hit a man with a plowshare, he's going to know he's been hit." - The Wisdom of Nodwick
"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
"I know, the first rule of Robot Fight Club is, you don't talk about Robot Fight Club." - Jack Darby, Transformers Prime
"Always. Expect. Ninjas." - Sydney Scoville, Grrl Power
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Re: [Active Thread] So Many Lanterns

Post by patransom »

After rigging himself up ingeniously for the crossing and with Marcus and Tex holding onto the additional safety rope, Eric makes his way across the beam over the ball pit. The beam feels quite sturdy and Eric has no difficulty balancing on it (at 3 feet wide, it doesn't require a balance check).

However, when Eric nears the center of the beam, there is (as might be expected) a sudden "CLICK!" Iron balls shoot out of the honeycombed geometric patterns on both walls, right at the level where an individual on the beam, such as Eric, would stand. Eric gets thumped by one of the iron balls [1 hp damage], but, wheeling his arms, manages to maintain his balance on the beam. The rest of the balls pass harmlessly over the empty parts of the beam, bounce off the opposite walls, and fall down into the pit below, adding to the pile of iron balls therein.

As the iron ball crashes into Eric, a childish-sounding voice calls out from nowhere, Ooops! Watch out for the trap! Heeheeheee! Ow! Bet that hurt! As Eric, struggles with, then succeeds at, staying atop the beam, the voice adds, in a somewhat impressed tone, Hey, nice balance! You quick like cat, huh? Neat!
OUT OF CHARACTER
Damage:
Eric - 2 hp
Tex - 1 hp

 

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Re: [Active Thread] So Many Lanterns

Post by CGM3 »

Decorative pattern, the Queen of Sheba's left... attribute, Eric mutters to himself as he gets down on hands and knees and resumes his progress towards the far end on all fours. This should put him below the trajectory of any subsequent volley, but if he hears another click -- or any other suspicious sound -- he will drop to a prone position.
Over on Discord, I go by Gryphon
"And they shall beat their swords into plowshares, for if you hit a man with a plowshare, he's going to know he's been hit." - The Wisdom of Nodwick
"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
"I know, the first rule of Robot Fight Club is, you don't talk about Robot Fight Club." - Jack Darby, Transformers Prime
"Always. Expect. Ninjas." - Sydney Scoville, Grrl Power
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Re: [Active Thread] So Many Lanterns

Post by patransom »

Eric drops to his hands and knees and crawls a bit farther on the beam. Of course, there's another click, at which Eric immediately drops prone, thus avoiding the second round of flying iron balls.

Hey, no fair! That's cheating... Really smart, but still kinda cheating! says the childish voice from nowhere, Whatcha gonna do about the monster, though? I did mention the monster didn't I? He usually shows up around now... Oh, there he is! Hi, Monster!

Sure enough, a curious, snake-like, beaked creature emerges from the ball pit. Looking around across the surface of the balls, the creature seems very disappointed that no one has fallen down to where it can get them with its strange mouth-tentacles. Undeterred, the creature undulates its way through the balls over to the wall beneath Marcus and Tex, where it begins slithering straight up the wall, quickly reaching a height of 5 feet. You have no doubt it will be able to reach you with just a little additional climbing!

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OUT OF CHARACTER
I have included the cross section view on the map, so you can see the situation vertically, as well as horizontally.

Round 1
Eric - 2 hp damage, prone (literally, as well as game-rule-wise)
Marcus
Tex - 1 hp damage
Curious Grick - climbing the wall
---> Validation

 

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Re: [Active Thread] So Many Lanterns

Post by CGM3 »

Hey, guys, y' got a nasty-looking creepy crawly comin' up the wall at ya! Eric warns his companions on the off chance they hadn't already noticed said creepy crawly. Drawing his pistol, his prone position should allow him to lean over the walkway and take a potshot at the creature.

Eric Shoots at the Grick: 1d20+4 = 11+4 = 15, if that hits it does 2d6 = 6+3 = 9 damage.
Over on Discord, I go by Gryphon
"And they shall beat their swords into plowshares, for if you hit a man with a plowshare, he's going to know he's been hit." - The Wisdom of Nodwick
"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
"I know, the first rule of Robot Fight Club is, you don't talk about Robot Fight Club." - Jack Darby, Transformers Prime
"Always. Expect. Ninjas." - Sydney Scoville, Grrl Power
Image - Cyrius of the Sudden Blade, human soulknife
Image - Jephthryam Davian, human tinkerer
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