Jormel Vallin |
Standing motionless at the door, Jormel peered around the room, looking for any obvious means of activating - and, more importantly, deactivating - the horrible death-inflicting device in the middle of the room.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11 Figures. I really need to stop using my good luck in situations where I could just take 10 or something.
Slowly - and still not moving any more than he needs to - Jormel lets go of the door and lets it close itself. Breathing a sigh of relief, he looks at the others, slowly shaking his head.
"I really think Emil should go first."
Xull |
Do the arrows face out from the pillar, or towards it? Mainly, I want to know if they'd been fired at the pillar or have been set to fire from it.
Xull sidles up beside Jormel, "Looks like we're finally making some progress. Any clue as to what happened here?"
With a glance around the room, the perfumed sorcerer decides the best option is to check for magical auras.
"∆∑†Êdž ∏ÅGÏÇ"
Detect magic and continues to keep the spell active while they explore the room - but Xull won't walk anywhere that someone else hasn't already. We can't expect all the traps to have pillows at the bottom.
"Ooh, look Jormel, another door for you to inspect!" exclaims Xull, "Maybe that one is the one that needs the magical key."
Xull |
So is the door open or closed?
The door as I imagine it is still open, with either Xull or Jormel standing in the doorway.
Is Xull in the room by himself?
Xull will be one square behind Jormel, unless someone else wants that spot. Essentially cowering behind him. Xull is well aware of his limitations when it comes to his lack of reflexes and brawn. So, no, Xull is not in the room by himself. He's either just out of it, or just in it. I've updated the map to reflect being behind Jormel. @Jormel, feel free to move me next time you move, too.
Jormel Vallin |
Unfortunately for his desire to live another day, Xull and the others appeared to have little intent of letting Emil disarm the trap with his face. Jormel heaves his pack from his shoulders and pulls out a hammer and two pitons.
"Spring-loaded doors be damned, I guess." Slowly but surely, he hammers in a pair of iron spikes to jam the door wide open.
Which also meant that where he was standing was no longer safe from a surely very, very painful volley of arrows. Sadly, he grabbed his pack and looked back at his traveling companions for their sage advice.
"I don't suppose anyone has any idea what triggers that thing? I'd really rather not test it to find out..."
I've got DD at +7, but I probably can't disarm it without getting next to it. Which will probably set the stupid thing off. Also, are the arrows from floor to ceiling, or would it be possible to hit the deck and crawl?
Emil Soulbinder |
Emil just stands, picking his teeth with his dagger, and watches Jormel. Even when he starts to investigate the trap, he offers no help only to mutter, Time you earn your keep burglar. When Jormel glowers at him, Emil just looks away pretending to have said anything.
"Fool" - Corvid Rhonabwy |
Fool offers the ranger a swig from his applejack to steel himself.
guidance
He squirts some in his own mouth from the wineskin, then another for good luck.
DM Jelly |
As the team decides what to do the trap arms itself and looses it's first volley!
According to the map, Jormel is the only one in the line of fire. With that said:
1d4 ⇒ 2
adding +2 to Jormel's AC for conceal: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18NLD: 1d8 ⇒ 3
adding +2 to Jormel's AC for conceal: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24NLD: 1d8 ⇒ 6
During his attempt to bar the door Jormel hears a very loud stone and metal "Cruuunch, click" then sees hundreds of arrows being fired throughout the room!
Two make it into the hallway strait for the clever burglar...
Jormel, please take 9 pts non lethal damage.
The contraption continues firing round after round...
Jormel Vallin |
Jormel turns to face Emil, a little incredulous that someone called him a burglar. He'd never burgled a thing!
"Hey, I'm no-"
Something hard struck him in the back. He spun back towards the trap to find it'd turned itself on. The ranger muttered a quick curse, took another blunted arrow to his chest, then dropped to the ground and crawled around the corner as quickly as he could.
The breath knocked out of him and a bruise as big as his head welting up on the small of his back, he rolled onto his side and grinned. "Well, that could have gone better. Consider it disarmed..."
I can't seem to move Jormel, but I'm moving one to the left.
Xull |
"Well, I guess that's one way to disable a trap!" Xull smiles a little, "Are you alright friend? I haven't the skill to tend to you, but surely someone else here does. Eve?"
Emboldened by hearing what he assumes to be all available arrows already fired, Xull steps cautiously into the room and has a look around.
"Best to check for magical auras as well... ∆∑†Êdž ∏ÅGÏÇ"
Xull makes a perception check to search room: 1d20 + 3 ⇒ (2) + 3 = 5, and then casts detect magic before walking clockwise around the room's perimeter.
DM Jelly |
The room is filled with 1000 blunt arrows strewn across the floor.
Nothing magical and the mechanical trap is now defunct.
Unless you'd like to reload the contraption which would make it 'fully operational'.
Jormel Vallin |
Also, the west/bottom door may or may not be stuck open. I hammered two pitons into it, though it was never confirmed nor denied that it actually worked. That's a rousing endorsement for working in my book!
"Fool" - Corvid Rhonabwy |
Fool walks behind, silently detecting magic and moving his dancing lanterns around. He occasionally holds up his left and right hands making an L sign, and choosing the correct one, nods to himself and follows along.
DM Jelly |
The doors are all 'propped' open.
Looking into the room beyond the southern door a continuous carving of mourners runs along the walls leading to a staircase on the south side of the room.
This chamber contains a staircase which possibly leads down to lower level of the crypt. Anyone listening at the entrance to the room can hear the sound of dripping water and a low, distant moaning.
Jormel Vallin |
Standing up and brushing off the dirt, bruises, and shame, Jormel grabs his things and jogs to catch up with everyone else before they leave him alone in the darkness. Strange things happened in the pitch black darkness - the same things that turned that fellow in the closet completely crazy.
Hopefully we'll find something other than another trap down there.
"I certainly hope so..."
"Fool" - Corvid Rhonabwy |
For those in the room, please roll perception check.
** spoiler omitted **
Which room?
perception: 1d20 + 5 ⇒ (1) + 5 = 6
DM Jelly |
DM Jelly wrote:For those in the room, please roll perception check.
** spoiler omitted **
Which room?
[Dice=perception]1d20+5
The intended room mentioned above is the room which looks more like a ziggurat than a circle, if you can see the map of course.
Or, one could say, "the next logical room into which one would enter" yet one should not assume whilst grave robbing.Possibly another might say simply, "the next room". Yet another one would phrase it as "not the west nor the east and certainly not the existing." Neither of these being what you are looking for so I suggest referring to the map, thinking of a large not-so-common-place Mesopotamian or a western Iranian plateau temple like structure and heading to that room.
Cool?
Xull |
How about "the room with the ominous looking creature portraits in it"?
Not one to be out of the action, Xull crowds into the room and peers around.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
EDIT: Posted that simultaneously with Jelly. Those icons obviously appeared after the perception checks... leaving my comment in there for posterity.
FURTHER EDIT: Jelly's post has now disappeared, making my comment most mysterious. Again, leaving for posterity.
DM Jelly |
**edited
Brave Emil, Xull the Loquacious Locomotive, Fool the 'DMDLish' and Jormel Squirrel-bane boldly head into the aforementioned room. Not the circle room but the other room we talked about earlier, there in front of you. Not behind. Square templeish like.
With keen ears and sharp eyes the four room enterers see bloody human skeletons dragging themselves from behind pillars, hungrily reaching towards living flesh with long vicious claws.
Map updated. If you disagree with your icon's new placement feel free to adjust.
You have a surprise round.
Initiative:Bloodies,
Room enterers or otherwise know as the Bold Adventurers!
Emil:1d20 + 2 ⇒ (4) + 2 = 6
Fool:1d20 + 1 ⇒ (4) + 1 = 5
Jormel:1d20 + 3 ⇒ (6) + 3 = 9
Eve:1d20 + 2 ⇒ (7) + 2 = 9
Xull:1d20 + 2 ⇒ (9) + 2 = 11
Bloody skeletons1d20 + 6 ⇒ (7) + 6 = 13
Xull |
Xull calls out in the black tongue of necromancy, attempting to banish the foul essence of these undead abominations.
"∂Χ®ÜP† ÜÑ∂Æ∂" disrupt undead
Ranged touch attack: 1d20 + 2 ⇒ (7) + 2 = 9
Damage if successful: 1d6 ⇒ 4
"My fellows, it appears my aim is a little off. Perhaps you might be so kind as to lead the charge in my stead," Xull coughs into his hand to hide his embarrassment.
"Fool" - Corvid Rhonabwy |
Misfortune on the rear right. DC 14 will save.
Jormel Vallin |
Grabbing one of the blunt arrows in his quiver - and suddenly wondering where someone got the thousands of blunted arrows needed to arm that stupid trap - Jormel takes aim at the nearest of the skeletons.
Atk: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 Dmg: 1d8 + 1 ⇒ (1) + 1 = 2
Not sure if I can see the nearest skeleton from where I'm standing. If that's the case, I'm actually shooting at one of the ones in the back at -1/-1 for the lack of point-blank.
DM Jelly |
Eve moves in and attacks, hitting the foremost bloody skeleton and shakes it soundly to the ground.
Swinging both claws the foremost of the remaining duo attacks Eve and...misses completely, Causing an AoO...Emil, your response?
Claws!: 1d20 + 2 ⇒ (8) + 2 = 10Dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Claws!: 1d20 + 2 ⇒ (8) + 2 = 10Dmg: 1d4 + 2 ⇒ (1) + 2 = 3
The furthest moves forward to harangue Emil yet is befuddled and...
Claws!: 1d20 + 2 ⇒ (19) + 2 = 21Dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Claws!: 1d20 + 2 ⇒ (4) + 2 = 6Dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Claws!: 1d20 + 2 ⇒ (18) + 2 = 20Dmg: 1d4 + 2 ⇒ (4) + 2 = 6
Claws!: 1d20 + 2 ⇒ (11) + 2 = 13Dmg: 1d4 + 2 ⇒ (4) + 2 = 6
...sadly misses.
Init: The party is up!
Skel 1 - dead
Skel 2 -
Skel 3 -
Xull |
Not wanting to repeat myself, but not knowing what else to do...
Xull calls out in the black tongue of necromancy, attempting to banish the foul essence of these undead abominations, and hopefully repair his tarnished image...
"∂Χ®ÜP† ÜÑ∂Æ∂" disrupt undead
Ranged touch attack into melee: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Damage if successful: 1d6 ⇒ 2
Jormel Vallin |
Pulling another of the blunted arrows, Jormel jumps in front of Fool so he can get a better shot. Steadying his aim, he targets the one swinging wildly at Eve. She was tough, he knew, but her strength still had not fully returned. He'd hate to see a friend die, or something.
Atk: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 Dmg: 1d8 + 1 ⇒ (2) + 1 = 3
+1 for PBS included, possibly a -4 for shooting through people again?