Evad Alacar |
Evad also takes a look at the new door to exam whether it contains one of the those golden seals or any other concern.
perception on doors: 1d20 + 5 ⇒ (13) + 5 = 18
Saarai Shae |
disable device: 1d20 + 12 ⇒ (9) + 12 = 21
disable device: 1d20 + 12 ⇒ (10) + 12 = 22
disable device: 1d20 + 12 ⇒ (13) + 12 = 25
Saarai frowns as the magical trap resists her efforts to disarm it.
"I suppose this is less like the queen's jewels and more like the butcher shop. I mean, what butcher puts a magical trap on his meat? That one was very unexpected," the tiefling muses as she continues her efforts to disarm the trap.
Yggdrar |
Seeing the runes weren't gleaming them no useful information, Yggdrar stands back up and heads out of the small room to head back into the hub room. He felt it was time to move on. He leans in to the right-side door and listens, focusing on any sound on the other side.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Richard M. Harris |
After a few close calls and efforts Saarai is able to disable the magical trap. In doing so she finds that the feather it is holding is able to be removed. The feather is magical.
After careful inspections the next door appears to be untrapped and unlocked.
Evad Alacar |
While others examine the magical feather, Evad thinks it would look nice in his hair.
He then attempts to organize the group to move forward through the next door.
Molos Voren |
Spellcraft 1d20 + 8 ⇒ (2) + 8 = 10
"Once again, there is magic, but I cant seem to figure out what its purpose is. Maybe there is something in this place interfering with my abilities."
Petronicus Krupt III |
Petronicus takes the feather from the statue once the tiefling has dismantled the trap. He turns it over in his hands and waves it about some. "Well, does someone know what to do with this?"
He thrusts it in Evad's face, saying "Here, you seem to like the look of it. Why don't you hold it until we can figure out what to do with it?"
Saarai Shae |
spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
"I was about to tell you what it did," Saarai responds to Petronicus. Her tail moves lithely to grasp the feather from the fighter's hand, and she ensures that the human is uncomfortable with the contact before continuing.
"This is a token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. It could come in handy," she says with a sly smile at Petronicus before turning away.
Yggdrar |
Hearing nothing on the other side of the door, he slowly pushes the door open with his shoulder, grasping his weapon in both hands as he moves. Looking back and seeing the rest of the group finally joining him, he starts to move forward. Taking point once more as they explore what's behind this door.
"Crack-jawed" Ahto Ulrych |
Assuming that the group's marching order remains constant unless specifically stated, Ahto waits for those who were ahead of him to move forward, the steps into his designated position in the middle rank. He once again unslings his heavy crossbow and holds it ready.
Richard M. Harris |
A hallway opens and leads away from the room. There is a hallway to the right with multiple doors on either side (3 to each side), and the main hallway comes to a T turning right and left. The right fork seems to go off into the darkness, the left fork is shorter ending in a small room.
This next part is describing a quick peek into area 7, that doesnt mean that is where you have to go first
Dirt and rubble surround a hole in the wall of this alcove. Within, a rough-hewn tunnel leads off into darkness. Two picks and a shovel lie on the floor in front of the hole.
Petronicus Krupt III |
Krupt suggests that we peek around each of the corners before heading on to check out the rough-hewn tunnel.
Wonder if they were trying to get out or in? Perhaps this was just a part that was never finished?
Old Iron Tyr |
"Let's check this out the fast way. Always more fun."
Old Iron will tap himself with his wand of shield and walk straight down the hallway.
The map seems messed up. For some reason, if I move my token into the hallway, the hallway covers it up.
Evad Alacar |
I sent the rooms to the back, so you should be able to move your token in there now.
Richard M. Harris |
Just to describe a little better, the first hallway to the right has 6 doors (3 per side), the second hallway continues on out of side and the little alcove has a dark rough-hewn tunnel. Just let me know where you guys are investigating or going, or if you want to start opening and checking doors and I will describe as appropriate.
Petronicus Krupt III |
Petronicus doesn't understand why Pathinders have to dither around, endlessly debating about the right course of action. "Look, there's the rough-hewn tunnel, let's just go there. The hallways aren't going anywhere," he mutter grumpily.
Petronicus Krupt III |
These types of dungeon crawls can take very long in a PbP game, because coming to a consensus takes so much longer than it does in a F2F game. I suggest that the GM simply assumes that we are moving about cautiously, constantly "taking 10" on Perception checks, and moves us in whatever direction makes the most logical sense, otherwise we spend a week in RL trying to decide which way to go in a three-way intersection.
If we run into something suspicious or which would naturally draw our attention, we would obviously stop to check it out.
Molos Voren |
I also suggest using the rule of two in the dungeon. If two party members post a course of action, then go ahead with it. It might also help if we have a regular course of action, such as Molos casting Detect Magic and keeping it active. Someone else could do the same with Guidance. Someone else could make a Perception check at all doors, etc. That way the DM will be aware of the group actions.
"Crack-jawed" Ahto Ulrych |
Once he sees that Old Iron does not set-off any traps, Ahto follows him to the end of the hall; heavy crossbow in hand and ready to fire.
"A hole in the wall seems like a pretty clear sign of graverobbery."
Map poistion updated.
Richard M. Harris |
A quick trip down the tunnel (half speed for medium creatures) will reveal an opening to the outside in the mouth of one of the other titanic faces on the cliff face below Kaer Maga, though there is no obvious way to exit the mouth except by scaling the sheer cliff.
No traps have been triggered the other two hall ways are open, one with doors and one continuing on past the available light.
Petronicus Krupt III |
Petronicus scratches his head. "Well, at least now we know how creatures might get into here; at least those that can climb walls or fly."
He looks down the corridor with the doors. "Tyr, want to go check those out?"
Saarai Shae |
Saarai surveys the opening with interest.
"This could explain how corpses are disappearing," she muses. "Though unless the corpses are flying away...perhaps not. At least we know we are not stuck in here for eternity if we run out of charges on that chime," she laughs.
Petronicus Krupt III |
Petronicus agrees with Shae, but thinks that she is not thinking in a very realistic manner; not altogether unexpected coming from a wizard. "Sure, but unless you have several flying potions hidden under your bodice, it will not likely prove a very effective exit."
Saarai Shae |
"You are right," Saarai responds flatly to Petronicus. "It would have been more correct had I said "at least I won't be stuck in here for eternity."
Petronicus Krupt III |
Petronicus catches the jibe and throws it back at Shae, characteristically turning it much darker and more insulting. "But why worry? When you hellspawn die, don't you just reappear in the Abyss? At least that's what I've heard."
Thank Asmodeus the Abadarian is around.
Saarai Shae |
"Yes, yes. We reappear in the abyss, along with anyone we've managed to gain control of. Just make sure you never look me directly in the eye...you should be fine," she says with an icy stare directly at the fighter.
Petronicus Krupt III |
Knowledge (planes): 1d20 + 5 ⇒ (5) + 5 = 10
Krupt racks his brain to remember if the tiefling is telling the truth or pulling his leg. When he comes up empty, he gives a dismissive shrug and opts for playing it safe: he leaves the group to check out the first door in the other corridor.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9 to listen and examine the door.
Old Iron Tyr |
"I would, in fact, want to go check those out."
Old Iron walks down the hallway, stopping to take a look at each door.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Map Updated
Richard M. Harris |
OK Old Iron and Petronicus will check all 6 doors before.
1st on left
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
nothing audible, no traps, door is unlocked
2nd on left
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
VS
nothing audible, no traps, door is unlocked
3rd on left
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
nothing audible, no traps, door is unlocked
1st on right
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
nothing audible, no traps, door is unlocked
2nd on right
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
A gassy rotten stench can be smelled seeping under and around the door and a soft shuffling sound can be heard moving about the room.
3rd on right
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
nothing audible, no traps, the door however bears a Pharasman seal similair to those in the first room and hanging from the hasp is what appears to be a superior lock.
"Crack-jawed" Ahto Ulrych |
"If it is evidence of grave-robbing we are looking for, then this door," he says, indicating the locked door with the Pharasman seal, "can be eliminated from our investigation. Let us check the other doors in sequence."
Molos Voren |
Molos follows behind the group, ready to assist magically if something unforseen happened. He also keeps his Detect Magic cantrip active, scanning the hallway for anything that emits an aura.
Evad Alacar |
"Why don't be start at one end or the other and start checking behind these doors. I suggest we only use the chime if absolutly positive there is no other way."
Richard M. Harris |
Petronicus opens the first door (I am assuming first to the left, since that is the order that I rolled checks for them.)
Brightly painted carvings along the walls of this room vividly depict mighty dragons in flight over shining cities, while below, winged angels kneel and server human masters. Peacock-feather motifs dominate throughout the chamber, and a faint, pleasant perfume drifts through the air. Several humans lie supine atop biers draped in rich cloth - if they are dead, the bodies are perfectly preserved and have the appearance of relaxed sleepers, showing no signs of corruption or decay.
map updated
Molos Voren |
Molos steps into the chamber, admiring the craftsmanship of the painted canvases. He scans the room for magic as he does so. "I'd rather check the rooms one at a time. Who knows how many undead are stalking these chambers?"
Saarai Shae |
As a standard procedure, can I take 20 perception on each door for a total of 30 searching for traps, then have one of the burly types open the door? If so, I'll check each door for traps before we go through.
Saarai quietly enters the room and looks around for anything of interest.
perception: 1d20 + 9 ⇒ (15) + 9 = 24 +1 vs. traps
Petronicus Krupt III |
Petronicus keeps out of the room, standing guard in the doorway with his guisarme. He's never enjoyed dealing with the dead or the undead and prefers to leave these investigations to the others. He does admire the murals, however.
Once the rest of the party is finished exploring the room with the preserved dead, he will let the nagaji open the next door, standing behind him with his polearm to give him cover.
Richard M. Harris |
@ Saarai, checking all 6 doors for traps with your take 20 perception will reveal no traps.
@ Molos, detecting magic in this room will reveal that the entire room is cloaked in illusion.
@ Old Iron, This room (6e) appears to have been an embalming room. The room is adorned with several stone biers equipped with drainage troughs for the preparation of bodies, wooden cabinets, and wall carvings dedicated to the rewards of rule and afterlife.
ALSO occupying this room is a horrible bloated creature, its rotting skin stretched and straining as if pumped full of air. The creature retches forward to intercept Old Iron.
Rolling Init:
Molos: 1d20 + 9 ⇒ (12) + 9 = 21
Evad: 1d20 + 3 ⇒ (11) + 3 = 14
Saarai: 1d20 + 9 ⇒ (13) + 9 = 22
Yggdrar: 1d20 + 4 ⇒ (10) + 4 = 14
Crack-Jawed: 1d20 + 0 ⇒ (3) + 0 = 3
Old Iron: 1d20 + 2 ⇒ (11) + 2 = 13
Petronicus: 1d20 + 2 ⇒ (6) + 2 = 8
BADDY: 1d20 + 0 ⇒ (3) + 0 = 3
Init has been adjusted in the box up top.
Identifying the creature
Allright, everyone may now post their Round 1 combat actions.
"Crack-jawed" Ahto Ulrych |
Knowledge (religion): 1d20 + 6 ⇒ (16) + 6 = 22
"A gasburst zombie! It will explode in cloud of poisonous gas if ruptured, but that is the only way to kill it. Stay back and hit it with arrows from range!" Ahto advises his comrades.
Ahto waits for an clear shot, then fires at the zombie.
Attack: 1d20 ⇒ 19
Confirm Critical: 1d20 ⇒ 18
Damage: 1d8 ⇒ 2 x2 +2 trait bonus = 6 points of damage
Petronicus Krupt III |
Petronicus rushes up from the other room, drawing a javelin on the way. "Get out of the doorway and give me a clean shot!" he yells to to Old Iron Tyr. "Let us lure it out into the hallway. We'll get boxed up in that tiny room."
Move action while drawing a javeling (with the guisarme still held in the other hand). Ready action to throw javelin at zombie should I get a clear shot, or should it move closer than 15' to me. javelin: 1d20 + 4 ⇒ (3) + 4 = 7,damage: 1d6 + 4 ⇒ (2) + 4 = 6
Molos Voren |
Know. Arcana 1d20 + 8 ⇒ (19) + 8 = 27
Will 1d20 + 3 ⇒ (5) + 3 = 8
Molos advises the others that the entire first room detected as an illusion, but he was unable to see through the illusion magic. He could tell that it was a shrine to the Sin of Pride, however.
Know. arcana 1d20 + 8 ⇒ (19) + 8 = 27
In the next room, he stayed at the back of the party, so he didn't have a chance to Attack the zombie, blocked as he was by the party members. He was able to sense more magical auras and could tell this was a shrine to the Sin of Gluttony.