DM Papa.DRB - Moru Country (Inactive)

Game Master Papa-DRB


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Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 51d4 ⇒ 4

Stripping the body, sarcophagus and the walls of the valuables only takes half an hour or so, with Telman and Rikar on guard. Therena takes the wand and the rest of the treasure is stowed in packs.

Next?

Which way, either thru the secret door at H12 and south thru one of the two hallways next to H15, or east from H12.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

I'd say east through H12, then south through H15... but I'm fine either way


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

I support Misha's proposal. Secret door ho!


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

agree, have at thee!


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 191d4 ⇒ 2

Forming back up into your normal marching order with Kreig and Rikar leading the way, you head back thru the secret door(H12) thru the 'handshake' door to your right, and south along the hallway past the last priest-king tomb(H15) to a junction of the hallways. There are two doors and two curtains to choose from.

Next?
Tactical Map Updated


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

.

.

.

Kreig gestures towards the two curtained entryways, putting a finger to his mouth to signal for quiet. Then he creeps over to listen, pressing himself again the wall so he can ease an eye around the lip of the entryway and peer thru a gap in the curtains. He tries the first one in the left.

Stealth: 1d20 + 23 ⇒ (2) + 23 = 25
Percetion: 1d20 + 16 ⇒ (1) + 16 = 17

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"I am beginning to strongly dislike these People of the Dragon. Especially their choices in architecture. Hopefully we will uncover some less frustrating area soon. Although I suspect they really did set this up as a test. A massive maze, filled with traps, hazards, and undead guardians, with these strange tear artifacts? The "vault" at the bottom must contain something transformative for the finders, or something so massively powerful it should probably stay locked up."

Josef yawns and stretches, realizing how pessimistic and defeated he sounds.

"Bah. Ignore my prattle. I am just weary and a little stir-crazy I suspect. Unlike you," Josef gestures towards Krieg, "I am not at my most comfortable deep underground in the dark."


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

"It is hard to find cheer in such gloomy environs, but that just means it is more important for us to bring that light to the dark caves."


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha nods at Josef. "Some parts of it seem some kind of initiation as anything else. We seem to somehow have missed the beginning that explains what it's all for. I worry about what we might be being 'initiated' for. Though perhaps, Therena is right, and we should concentrate on how we might bring light to the darkness."


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 61d4 ⇒ 1

Kreig stealthily approaches the first curtain and listens carefully, but there is nothing to be heard, but you see some very low green and blue lights coming from whatever is beyond the black silk curtain.

Opening the black silk curtain you see this great chamber(H18 & H20) is far darker and more sinister than the rest of the crypt, even despite the greenish light coming from the chandeliers on its four corners. To begin with, the chamber is entirely made of polished, black stone, as opposed to the carved rock from the upper story. There are two rows of arched columns in front of the left and right walls; beyond these doors there are four stone doors, two on each wall. There are also two large, double doors on the far wall, flanking what seems to be a black stone altar. Then you glance at the floor of the chamber and see the glowing pit in its center, apparently full of flickering blue flames.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar peers into the room ahead and his eyes widen in alarm. ”When we’ve got a bunch of nasty monsters looming in front of us, I know what to do,” he says quietly, ”this is definitely up someone else’s alley. Therena, Josef, Misha? What’ve we got?”

He carefully considers the eerily lit, black chamber before them, laying a hand on Latys’ side and saying, ”Be ready, girl.”

Perception (favored terrain, uncanny senses): 1d20 + 31 ⇒ (19) + 31 = 50 Wow!

Latys Perception (favored terrain): 1d20 + 11 ⇒ (6) + 11 = 17


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

After all that, forgot something earlier:

Before they leave the mummy room, Misha discharges her cure spell on herself.

CLW: 1d8 + 5 ⇒ (7) + 5 = 12

Now in the current creepy black room

"What is this black rock? Volcanic, would you say, Krieg?" Misha takes a few steps in, eying the altar in particular as well as the pit before them. "Sacrificial chamber, perhaps..."

Misha tries to get a sense of both historically/lore wise, what chamber this might be, as well as the purpose of the particular room.

Loremaster - Knowledge Arcana 23, Dungeoneering 24, History 23

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"Sacrifice, or perhaps summoning. Maybe both, who knows. It seems sinister, whatever its intended use."

Josef scans with detect magic, refraining from using his lights until the coast is cear.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

"Sinister....." the archer repeats the word softly, a look of concern on his face as he scans the room for threats. He separates from the others to position himself at the other curtain.

Ive learned my lesson, not crossing any thresholds til we know its safe. Doesnt mean we have to all bunch up at the one door though....

"Whatever it was used for, is it still in use?" he casts a quick glance at one of the seemingly everburning chandeliers. He continues to slowly turn his head as he takes in all four walls. "Lots of ways into this place....not easily defensible.....""


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig nods at Misha's assumption on the stone. "Mebbe some kinda obsidian? But that'd be all kinds o' brittle..." He scratches at his beard and looks deeper into the chamber. "Could be slippery, so watch your feet."

He glances back to Therena and Josef. "Y'all gettin' any eebie-jeebies from this place? I wanna make sure I don't get jumped by some invisible critter or sumpthin. Ol' Kreig.my ain't no beasty's chew toy." He pulls put a bit of chalk and says. "Ifn it's clear o' mojo, I says me n' Legs here checks the doors. Start right then left. Rest o' ya cover our hoops in case there's a dragon ready ta shank us. Sound like a plan?"


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena checks for magic within 60 feet.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha nods. "Sounds good to me, Krieg. You see anything, Therena? Josef?"


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 161d4 ⇒ 3

damn campground wifi went out (lost electric) because of storms, soon after we got here Tuesday afternoon and just came back before wife and I went out to do our weekly lunch at DQ and grocery shopping. *sigh*

Forgot to put something in the last post.
The doors next to the black silk curtains on either side are carved to represent a life size noble man with an open palm extended outward. Very similar to what you saw in the other room. There is writing on the door.

Draconic:
Only the Cold; Only the Dead

With the curtain open, and the small amount of green and blue light coming from the chandeliers, you can see that the doors in this chamber are carved to represent a lifesize noble man with an open palm extended outward, the same as the two doors outside the room and the same as the doors you saw in the earlier room.

As Kreig and Misha approach the first door on the right they see writing on the door.

Draconic:
The Burning Shall Pass

Also looking south(Under the H20 on the map) they see somewhat more clearly than at the black curtain, an altar of black stone, picturing a rampant dragon mounted atop a 5 foot high column. The dragon’s long neck curves downward, so the head is lower than the body; the dragon’s jaws are wide open. There is a coiling dragon carved on the column, with some writings below it, which you can not quite make out at this distance.

Misha:
This was the dark temple hidden beneath the tomb of the Athan kings, where the Athan priests and sages practiced their dark fiend worshiping rituals. Few Athans even knew of the existence of this temple and others like it, including the immense majority of the warriors, slaves and even kings whose bones rest in the chambers above. This chamber is the main temple, with an altar to the dragon lord on the far wall and a dark fi re pit fuelled by evil magic.
Knowledge check on the altar - This is the Dragon Lord effigy the ancient Athan priests bowed and prayed to.

Rikar:
- You see the sweat on the gnat's buns, hidden under several blankets in a pile. ooops.. wrong pbp... lol!
All the doors are carved as above, and all have writing on them, as well as the altar, but you do not know Draconic. However you can tell that the writing on the two east doors is the same as the writing on the two west doors (where Kreig & Misha are, and writing on the altar is different from all the doors. Also the writing on the two southern double doors is different from the altar and the four other doors. However the writing on the two double doors in the south wall is the same as the writing on the two doors outside this room.

Josef & Therena:
You detect magic from the blue "fire" pit."

Name: (Current HP / Maximum HP, Normal AC)
Kreig: (70/72, 22)
Rikar: (99/101, 22)
Latys: (86/86, 23/27 with Mage Armor)
Misha: (72/72, 20)
Telman: (91/91, 16)
Therena: (70/70, 13/17 with Mage Armor)
Josef: (72/72, 18)


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

"In case it was not obvious from its colour," says Therena, "the pit of blue flames is magical."


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Very funny, DRB! Glad I got something out of that super Perception check!

Rikar scrutinizes the room, then says, "I don't see anything especially threatening, just a bunch of writing I can't read." He then points out the similarities and differences in the writing that he's noticed.

Feel free to check the spoiler, all


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

"This is where the Dragon Lord was worshipped... even the writing is in Draconic, not Athan." Misha translates the writings aloud (so y'all can read the spoilers). "More elemental damage?"


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Perception (traps): 1d20 + 18 ⇒ (2) + 18 = 20
(2? Really?)
If it looks clear...

Kreig grumbles a bit and listens to the others as they describe what they've seen. "I think yer onto it, Legs. 'The Burnin' Shall Pass' huh?" Kreig pulls a jar of oil and a strip of cloth from his pack. "Reckon we can give ol' Glad-hander a warm squeeze, yeah?" He dips the end cloth in the oil and then produces his flint and steel. "Let's see who's got the hot hand now..." He sparks the cloth to life, a makeshift torch, and holds it up.

He waits to see if Misha wants to take a step back then approaches the statue's hand. "So either it means the shaker has ta get burned ta enter, or ya gotta give it some flame ta open it. Let's see..."

Kreig draws the burning cloth along the palm of the stone hand and then let's it rest there...


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Glob of Acid; Ranged Touch: 1d20 + 19 ⇒ (10) + 19 = 298d6 ⇒ (3, 6, 3, 3, 1, 5, 5, 2) = 28 Kreig 16

Not noticing any traps, Kreig draws the burning cloth over the mans hand, and a glob of acid is spit from the Dragons statue open mouth on the altar and burns Kreig.

Kreig: (42/72, 22)
Rikar: (99/101, 22)

Latys: (86/86, 23/27 with Mage Armor)
Misha: (72/72, 20)
Telman: (91/91, 16)
Therena: (70/70, 13/17 with Mage Armor)
Josef: (72/72, 18)


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Yikes, no reflex on that? He's got evasion...uncanny dodge...


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Nope, no save. I was surprised myself at that, but Nope. You take the damage, no save.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"Only the cold, only the dead on one door. And 'only the burning shall pass' on the other. I guess they want the opener to be either undead or creating cold 'energy' and either on fire or a fire creature for the other. Elementally aligned doors, as it were "


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

"Krieg!" Misha jumps as he is blasted by the sudden, unerring glob of acid. She offers him a rag to wipe off the acid and burns a cure light wounds to get him started on healing.

CLW: 1d8 + 5 ⇒ (5) + 5 = 10

"This might be awful, but maybe we could grab the mummy from the other room and put his hand on the statue's hand."


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

.

.

.

"SONUVA ROTTEN GREEN OGRE-HUMPIN' GOB O' SMEARED HORSES&!T!!!" Red anger flares in the dwarf's eyes as his hand pulls his maulaxe from the loop at his belt. He takes the rag from Misha and wipes the acid from his face and arms, wincing with the pain and frothing at the mouth.

He glances at Josef. "Whaddya mean? Like one of us is gotta be on fire? Bag that mess, Misha, go get a mummy n' let's set it on fire!" He gives his maulaxe a whirl as he studies the statue again. "Before I just start smashin'."

Perception (traps): 1d20 + 18 ⇒ (17) + 18 = 35 connection between stone and dragon altar


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3

Puts him at just 1 hp down from full.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

"I might be able to try some cold energy....." Telman's response fades off as Kreig makes his attempt and is burned for his troubles. He grinds his teeth at the frustration of the place and its seemingly unending traps and riddles.

He shoulders his bow. "I'll go grab a mummy. Moved enough bodies on the battlefield, and I'm not doing much good here." He waits a moment for any response before backtracking to retrieve the corpse they need to lend them a hand.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Just to make sure that everyone understands and I have not confused anyone,
.
There are 8 doors.
.
Two on the east wall and two on the west wall of H18 / H20. They all have writing in Draconic that says "The Burning Shall Pass"
.
The two double doors on the southern wall, flanking the altar under the H20 and the two doors just outside the black silk curtains on the north side of the room say "Only the Cold; Only the Dead", also in Draconic.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig wonders that since he's "burning" with acid, would the door open now?


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

We can't read your mind, Krieg, but maybe you could try it... you're still wounded, so...


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Kreig;dd: 1d20 + 18 ⇒ (4) + 18 = 22

Kreig inspects the hand and figure carved into the door and finds nothing unusual, however when he looks at the dragon head with its open mouth at the altar he spots a mechanical set. Gulping slightly he twists the head and hears a click. It seems the trap has been disabled.

Going back to the outstretched hand, he grasps it, and although the door does nothing, at least he is not bombarded with a glob of acid.

Telman meanwhile heads back and grabs enough of one of the mummies and brings it back to the western door outside the darkened room. Touching the mummies hand to the outstretched hand the door swings open, revealing a dimly lit room. This room looks like a darker version of the tombs and crypts located above. It is entirely carved of black stone, engraved with strange, unsettling arcane symbols. The stone coffi n seems made to hold a man-sized corpse; however, it has been overturned, its lid shattered and its contents gone. Whatever this room held, it must have been important; however, it is gone now. Pressing his luck somewhat, Telman brings the mummy over to the eastern door outside the darkened room and repeats the process, and that door swings open revealing the same darkened room as on the other side.

2 east and 2 west doors "The Burning Shall Pass". 2 southern double doors flanking the altar "Only the Cold; Only the Dead" (same as the 2 that Telman just opened).

Next?
Tactical Map Updated


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Following Telman into the western room, thanking him for his troubles, she frowns at the emptiness within. She waves to Rikar. "Can you help me see where whatever this thing was went? And when that happened?"

Despite Misha verbally asking Rikar to help her, she will attempt to assist HIM, should he agree. (If he doesn't, then I guess she just looks herself.)

Aid Another Survival: 1d20 + 10 ⇒ (14) + 10 = 24


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

"Sure thing, Mishinika," Rikar replies, "though tracks left long ago on stone might not tell us much." He kneels down and studies the floor with great care, lost in quiet attention for quite a while.

Take 20 to track for a 37, with Misha's Aid a 39.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 111d4 ⇒ 2

Rikar and Misha concentrate on determining where the body from the upturned sarcophagus went. Rikar notices very faint tracks leading out and into the larger darkened room. Following the tracks, they lead to the south eastern double door, and Rikar notices that two other sets of tracks converge on that door also. Following them back, they come from the other room that Joseph opened and the south western double door.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

"Fortunately, there's enough dust to help follow."

She points at the south-eastern double door. "They all went that a-way. Shall we?"


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig inspects the SE double doors. "What made the tracks, huh? We ain't gonna go thru this here door n' see a buncha grave robbers makin' tea sets outta them bones, right?" He pulls out his thieves tools and sets to work. "Wonder ifn this has the same gears as the other one that gave me the acid bath."

Perception (traps): 1d20 + 19 ⇒ (2) + 19 = 21 (ahh! 2!?!)
Disable Device: 1d20 + 18 ⇒ (13) + 18 = 31


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

@Kreig - This is one of the doors that has Draconic writing on it that says "Only the Cold; Only the Dead"d


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

"Hmm, I'm guessing this is some other kind of nasty surprise, Kreig," Rikar offers. "Not that I have any better ideas for how to cope with it. Could use Therena's resistance spell to make one of us less bothered by cold before we try it."


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Face Palms

"Hey, I reckon this here chicken scratch matches the Sam uns o'er where Telman used the mummy ta get in. That trick might work here, yeah?" He nods to Rikar. bright be a good idea ta put some protectin' too."


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

"Let's try the mummy before we try one of our own living bodies, yes?"


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Telman nods his agreement. "And if that works, doesnt it mean that whatever made the tracks when they carried the bod away is probably 'cold and dead' too?"

"Or that the guy just got up and walked away on his own..."

Once everyone is in position and ready, Telman again uses his grisly 'key' in an attempt to open the door.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

As Telman speaks, Therena gives herself a bit of a shake. "Oh! I thought we were all figuring that these tracks came from the former occupant. Look how the lid is flung aside and smashed, like something inside woke up very undead and angry. Perhaps there's something down here that is awaking and attracting these beings...like an evil djinn enacting an ancient draconic ritual, perhaps."

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"Oh, now there's a comforting thought. And she'd have no trouble with the fire door, assuming it requires self-immolation to open."

Josef readies his bow, re-casts dancing lights and gets ready to move with the team.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

"It's a good point, Therena. We were able to find tracks at all, which means they were probably awakened not that long ago."


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 101d4 ⇒ 3

Telman uses the decaying mummies corpse and puts the hand into the door statue hand, and hears a click as the door swings open revealing another room beyond the door(H25).

The stone coffin in this tomb has been turned upside down, its lid smashed and scattered. A strange contraption rests on the upturned stone coffin, vibrating and pulsating as if it was a living thing. There is a horrid creature connected to this machine, its humanoid body apparently built from the pieces of several mummified human corpses. What seem to be hacked, embalmed human limbs and remains litter the stone floor around the monsters.

Next?
Tactical Map Updated

Although not "officially" in round mode, I need to keep track of rounds for a bit, so opening the door counts as Round 0. Please plan no more than 4 rounds of actions, before "something" happens.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Telman looks down at the corpse arm he's holding, as if waiting for it to come to life and start grasping for him. "Wonderful....."


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

"Just when I thought this place couldn't get any worse..." Rikar mutters. Holding his blade before him defensively, he turns to Josef and Misha and asks, "Any idea what we're looking at here?"

DRB - appropriate knowledge checks?

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