FIND A KEY...TEMPT FATE ITSELF (Inactive)

Game Master Gilthanis

Kortos Mnts

Kortos 2nd lvl

Level 3


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Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin positioned himself in such a way that Triba would be able to flank with him. Realizing his focus on defense would make it unlikely to hit the phantom armor, Dolgrin went back to a more offensive stance and readied himself to strike when Triba would, hoping to use the distraction to his advantage.

readied action, triggers if Triba comes flanking with it.:

Attack: 1d20 + 7 + 1 + 1 + 2 ⇒ (11) + 7 + 1 + 1 + 2 = 22 included : freebooter's bane, inspire courage & flanking
Damage if hit: 1d8 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13

Currently assuming that I could get into a position for possible flanking after a 5 ft step, if not adjust accordingly :)

[edit:]Apparantly we had a similar idea Triba :), but between you and Marvin I think you killed the bugger :)[/edit]

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Still shaken from his narrow escape, Binx fires a blob of acid at the animate armor.

Ranged Touch: 1d20 + 1 + 1 + 1 - 4 ⇒ (10) + 1 + 1 + 1 - 4 = 9 Acid Damage: 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Marvin, takes aim and lets two arrows fly. The first on connect with the armor, piecing it. The second finishes the job as the cursed armor falls to the ground never to rise again.

COMBAT OVER...all actions after Marvin's post are to be undone so Triba gets her round of inspire back, spells don't go off and so forth

The group searches the room, as well as the now lifeless armor.

Both the fullplate and longsword are exceptional quality (MWK). The armor could use done tlc, but otherwise looks salvageable. When checking out the 5x5 cubby hole, you notice an open trapdoor in the floor. Inside there is a pouch which jingles (160gp), and a ceremonial dagger with jewels in the hilt.

next locale?


Male Undine Swashbuckler 1

I'm sure I know where we are right now. The map does not appear to be updated with our current location.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

We were fighting in room 21, where we had found levers and a secret passageway, our only option now is to try the door on the North side of room 18. Kinda sad that Clerics can't wear heavy armor :), will have to wait till lvl 5 I suppose.

"That went better than expected. With a bit of work, we could make something nice out of this former phantom armor."

[edit:]Will also jump on the appraise bandwagon, Appraise: 1d20 + 3 ⇒ (17) + 3 = 20+2 extra if non-magical item with gemstones[/dice][/edit]


Female Halfling Bard 2/Rogue 1

Appraise Ceremonial Dagger: 1d20 + 4 ⇒ (4) + 4 = 8

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

detect magic on the dagger


Male Human Witch (Spirits Patron) / 3

Eb grins broadly, happy that his magic had saved his companion's blood from being spilled, and waits for the others to decide where to go next.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Let's keep the game moving shall we :) Still curious what our appraising gives us :)

Dolgrin directed the group to the last door they hadn't gone through.
"Let's see what's behind door number 3" With these words Dolgrin opened the door ...

Opened the door in the north of room 18.


Dolgrin looks the dagger over. After he turns it in his hands he figured with the gem, the cost of the dagger to be ~300 gold piece.

Dolgrin opens the northen door to find a hallway that runs east to west. It travels 10 feet to the west the the tunnel makes a turn goes north and then goes to the west after a few feet. The tunnel also goes to the east twenty or so feet and it appears to go south at the end.


Male Human Witch (Spirits Patron) / 3

Eb strolls out the door and turns east, peeking around the corridor as it turns south.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

I'm thinking your mixing up West and East? as the Map has North indicated to the top of the map, that means east is to the right, to which the tunnel only travels 10 feet and then goes North. The path to the left is to the West, which travels around 20 ft before going south.

Dolgrin moved with Eb and peeked around the corner as well.
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
So I'm currently assuming we are taking the route that at the end of it goes south.


yes >.<. So I presume you are headed towards "17"

Both Dolgrin and Eb look down each tunnel and find nothing.

Dolgrin starts to travel down the western section, and after 15 or so feet, turns and travels south for a few feet and creates a 3-way intersection.


Female Halfling Bard 2/Rogue 1

Triba looks at the three way intersection. "To the left!"


Male Undine Swashbuckler 1

Marvin remains checking six.

perception: 1d20 + 9 ⇒ (18) + 9 = 27


Male Human Witch (Spirits Patron) / 3

yes, west to 17 is what I meant :)


In each small alcove to the east and west of the intersection you notice a statue/idol. It is made of onyx, and is about 2 feet tall.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx examines the statuettes with interest.
detecting magic
Is there a relevant Knowledge check?
How many statuettes, and how heavy at they? Onyx has a special meaning to the aspiring necromancer. ;-)


Binx: 2 idols total, each about 2 feet tall (think Indiana Jones size), to know weight you would have to lift it to find out, K history, not magical

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Know(history): 1d20 + 10 ⇒ (13) + 10 = 23


Binx, looks at the idols, ad tries to think about their significance or importance. He remembers that the idols are the Dwarven gods of protection.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx carefully attempts to move the east statuette (not pick up, just move it slightly to get an idea of its approximate weight).


Binx, intrigued by the onyx idles, and sensing no magical aura about them, he moves to be able to reach them. He gently pushes on the idol, trying to figure out how securely it is attached to the pedestal. He finds it is easy to move, whether it be forward, backwards, side to side or to lift from its pedestal base.

If he were to venture a wild guess, he would approximate the weight to be around 4-5 pounds.

appraise if you want

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Appraise (untrained): 1d20 + 5 ⇒ (15) + 5 = 20

I'm taking them, regardless of perceived value. At least, as long as I can use them as material components later....


Each statue is 200gp


you said you were taking them so I will presume you take them :)

Binx, notes their monetary value, but also their value in precious materials for spells, albeit necromantic ion nature.

He lift the eastern idol (left), and he easily removes it from the base and nothing happens. He removes the second idol, and hears a click as he moves the idol from the base. He doesn't have long to process what is happening as a pit opens up below him.

Reflex save please Binx

I did say they were the Dwarven gods of protection lol

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Why am I not surprised. ;-)
Reflex: 1d20 ⇒ 19


Binx, jumps back, causing everyone to got slightly tumbling as he barrels into the line behind him. Binx, holding an idol in each hand, is very pleased with himself, for getting the idols and not falling to uncertain pain.

He looks down into the pit, out of morbid curiosity and sees a slew of spikes down at the bottom of the twenty foot pit. In the corner of the pit, looks to be a skeletal body.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

"That would have been unpleasant, "Binx remarks as he stashes the idols in his pack. "Shall we proceed?"


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin looked into the pit. perception: 1d20 + 3 ⇒ (8) + 3 = 11
"That would have indeed been unpleasant."


Spoiler:

Dol 1d20 + 3 ⇒ (11) + 3 = 14
Binx 1d20 + 6 ⇒ (9) + 6 = 15
Triba 1d20 + 5 ⇒ (12) + 5 = 17
Marv 1d20 + 9 ⇒ (11) + 9 = 20
Eb 1d20 + 7 ⇒ (3) + 7 = 10

Dolgrin, all you see are spikes, and a skeletal figure slumped in the corner.

presuming you backtrack to the eastern hallway

The group backtracks to the hallway leading east from the previous room you were in.

Dolgrin, takes point and he sees a hallway that goes beyond is darkvision.
He goes down the hallway, and the others follow in toe. Him and and many others follow on, on edge given they could find enemies at any turn.

When at the end of the hall, and Dolgrin is about to turn the corner, something catches Marvin's eye on the wall next to him. He looks closer and he sees there is a "lip" on the wall. There is something behind, but he doesn't know exactly how to get it open or to get to whatever may be behind it.


Male Human Witch (Spirits Patron) / 3

Before the group leaves, Eb spends some time casting detect magic and concentrating on the bottom of the pit and the skeleton there.


Eb casts a spell and the bottom of the pit stays calm, except for a small object on the skeleton that radiate magic.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Trying to get this back on track :)
Seeing Eb linger at the pit, Dolgrin turned around. "Did we miss something?"


Male Human Witch (Spirits Patron) / 3

something shiny and new Eb says, staring down into the pit. Anyone good at climbing?


Male Undine Swashbuckler 1

"I'm OK at it, but I'd feel better if we used a rope. I do have one, we just need to secure it. "


Female Halfling Bard 2/Rogue 1

"I'm decent at climbing."


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"We seem to have a volunteer. What is she looking for Eb? Because all I see is an old skeleton."


Male Human Witch (Spirits Patron) / 3

Something small. On the skeleton itself. Maybe a ring or a dagger?


Female Halfling Bard 2/Rogue 1

"Got it. Hold that rope."

Triba will take ten on climb for a 16.


It was Labor Day weekend so I wasn't too concerned as ppl were prolly doing family stuff. Plus I didn't know who would climb down there :)

Triba easily gets down there. She inspects the skeletal remains. She sees two things of importance, a ring on the right hand and a cold iron dagger lying next to it. She takes both and heads back up.

Once on top again, Binx checks everything over, the ring is magical and has a faint abjure room aura, while the cold iron dagger is fine crafted but not magical.

after loot divy

The party heads back down the eastern hallway, where Marvin saw some sort if secret door on the southern wall but had no clue how to open it.


Male Undine Swashbuckler 1

Is it possible to take 20 on a disable device to open it?

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Spellcraft(ring): 1d20 + 11 ⇒ (9) + 11 = 20


Marvin, possible yes. Binx, ring protect +1

Binx concentrates on the ring and he notices it to be a ring of protection +1. Meanwhile Marvin spends the next 10 minutes trying to find a way to open the damn door. He tries all if the usual tactics: hidden lever, hidden switch, pressure plate. Nothing. He shows signs of frustration, his left eye begins to twitch ever so slightly. Then after he has exhausted all his usual ideas, he pounds his fist on the edge, and he feels it move, as if on a very small hinge. He works at it, and with some assistance from Dolgrin they manage to pry the door open, it swings open (in towards the room).

It is a 15 x 15 foot room, this room however instead of being natural stone, is hand carved marble. There are three alcoves, one of the east, south, and west wall. With each alcove is a figurine, similar to the ones Binx picked up minutes ago. They all appear to be made out of obsidian, and all three are facing towards the middle of the room, their eyes are not empty. Each holds rubies fir eyes, which glow red.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

"Dolgrin, put on this ring. It'll help protect you."

I figure he and Triba should get first dibs on any AC-increasing gear we find. Then Marvin. Eb and myself last.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

When Binx offers Dolgrin the ring, "That will come in handy."

After Dolgrin helped Marvin to open the secret door, he halted the group. "Let's look around the room for traps. Don't want to be surprised again."
Perception: 1d20 + 3 ⇒ (9) + 3 = 12


Dolgrin, stands at the door and looks around for any signs of traps or obstacles, but sees nothing obvious. He takes a step into the room, and is met by a force of energy that knocks him for a loop.

2d6 ⇒ (1, 2) = 3 DC 14 will fir half


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Not that I mind it to much that you did this now, but seeing as he knows from himself that he is not skilled when it comes to traps, he would just be looking around from the threshold and wait for the ok from Triba/Marvin before actually going in ...

Will Save: 1d20 + 6 ⇒ (8) + 6 = 14


Male Undine Swashbuckler 1

"Hmm, not exactly sure what to do about that. "

and he will see if he can spot what tripped the trap, or if there is any reachable way to disarm it.
perception: 1d20 + 10 ⇒ (11) + 10 = 21


Marvin searches, and he doesn't find any mechanical or any other obvious signs to disarm or bypass the effect Dolgrin felt. Lucky for Dolgrin, his inner strength is as hardy as his physical body and he shakes off the worst of it.

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