The Black Monastery (Inactive)

Game Master drbuzzard

A classic dungeon crawl set in Taldor.
Combat Map
Monastery Map


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Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria dispels the cloud.
"Tie them up! Who are you? What do you know about this place?"


They babble back in some language you don't understand.

goblin:
"What did stinky lady say? Hope she didn't say we all need to die. "


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

at least get them disarmed While everyone stands on edge waiting to see if the fighting is over, Trib starts to move weapons away from wounded goblins and disarming those still standing, looking around the room and at the gear. Speaking in a soothing voice as he does so, "'At's right you bloody little buggers, you can lay tha weapons down now, no funny stuff, yeah?"

take 10 {23/26) on perception checking the room and the goblins gear


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria sighs...
"Anyone speaks Goblin? If not they all need to die."
;)


The goblins are completely cowed, but don't seem to understand a word you are saying. When you motion for them to drop their weapons, they do comply.

They don't seem to have any treasure at all, and their gear is mundane and small. It's not of particularly great workmanship for that matter.


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

After peeking around the privy for a moment Trib interjects "Unless someone needs ta use the facilities 'air ain't nothin' 'ear worth fussin over, shall we 'ead back, yeah?" Turning back to Maria he asks "Where too's boss lady?" as he begins to head back the way they came.

ok, where to now?


There were no doors out of the goblin room. I guess also nobody speaks goblin so not a lot of interrogation going on. The options now are the double doors at the south end of the cross corridor, or the door to the courtyard.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"Double doors at the south end of the cross corridor, Mr. Tribim."


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

Trib, salutes Maira (it is a very sloppy salute) and the toddles off to the double doors at the south end of the corridor, once he is there the checks the doors for any traps.

perception check take 20 so 33/36


No traps.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria signals everyone to take positions, and she opens the double doors after they do so.


The doors open up into a large room. There is a landing on the other side of the doors which leads down a few steps into some particularly nasty looking green tinged water.

There are no visible threats however.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria detects magic...
Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Nope, no magic.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Now I recall you said water blocked Detect Magic... :(
Maria approaches the water and examines it (without touching yet) with care.
"Do anyone has any idea what this is? Can you see anything in there?"


Actually water doesn't block it ( was wrong earlier), though this water is murky enough that you can't see the floor anyway.

The water smells rather unpleasant.


M Human Thief (knife master) 1/ Cleric of Thisamet 7

[]"Yuck. Let me try a blessing from Thisamet." Phillip casts Purify Food and Drink on the water.


Basically a cylinder of clear water appears revealing the bottom of the pool directly in front on the steps. You are able to gauge the depth at three feet. Quickly though, diffusion rears its ugly head and the pure water intermingles with the rest of the nasty stuff and it is once more all murky.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Sorry, but I missed the whole weekend (unplanned).


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Archy follows the group..


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

Are we gonna make tea, I like me some tea while the team is attempting to make the water palatable, Trib begins to look around the room, searching for a possible hidden doors.

perception: 1d20 + 13 ⇒ (5) + 13 = 18 hoping I could get higher than a 10, so much for that idea


You don't notice any hidden doors. The room is pretty large and extends east-west.

To the west are what appears to be a couple of submerged statues. To your southwest, is a set of doors leading to the south. There is also a door on the east wall.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

"I realize some of you need rest, but can we find a more pleasant smelling place first?" Gregor looks at the pool in extreme distaste.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"Mr. Adey, can you clean up the water above those statues?"


M Human Thief (knife master) 1/ Cleric of Thisamet 7

Phillip shrugs and casts again


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

Trib goes and checks the double doors to the southwest for traps and locks, He then goes and checks the door to the east,

take 20 (33/36) on perception for both doors, should take about five minutes, plenty of time to figure out what they are doing with the water


There are 6300 cubit feet of water in this room. At 7 cubic feet of water cleansing per casting, you will need 900 rounds to clear up all the water. It will likely stop being murky half way through, so only 450 rounds. Which really isn't that bad since you have unlimited uses as it is 0th level and just 45 minutes.


This does mean you are in the 3' deep water Tribim, you realize that right?


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

no I did not realize that, let me rethink this I will post momentarily, I knew there was water involved but I thought I read it was to the west, sorry, since Trib is exactly three foot tall, and did not bring a snorkel he will stand on the platform with everyone else looking at the water :-) Thank you for the heads up drbuzzard


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Gregor is definitely NOT entering the water. Do you know how long it would take to get that smell out of his clothes!?


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria casts Levitate on Tribim.
"Mr. Tribim please go check the doors."
Can Phillip only clear the water on top of the statues long enough for Maria to detect magic on them?


10 foot range on the spell. Thus, no unless he goes in the water.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

"I have a bad feeling about this water.. He tries to determine whats causing the blackness."

Take 10 on Know Arcana, Nature, or Religion for a 25, 25, 27 respectively.. Take 10 Alchemy for a 34.


The water seems to just be nasty, stagnant water. You don't see anything worse about it than that.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria sits next to the water.
"Please give me a minute."
She starts conjuring Celestial Squids to her her examine and retrieve the statues or other items from the water, with the Superior Summoning and Augment Summoning feats effects.
She summons: 1d3 + 1 ⇒ (2) + 1 = 3 squids.
She asks from them in Celestial.
"Educam eas in aquam quaerite praeter simulacra."

Translation:
Bring to my any items in the water, and also the statues.


One squid grabs a statue (which from your vantage appears to be the top of a head), and it begins to speak. “I am the conqueror of all!”

The other squid grabs a statue and recoils, makes whatever noise passes for "OW!" in squid,3d6 ⇒ (3, 6, 5) = 14 then disappears.

Liberty's Edge

Kingmaker Exploration Map

Maria calls to the remaining squid.
"What happened? Do you feel good? Did grabbing the statue put a spell on you? Don't touch the other statue. Is there anything else in the water?"


celestial:

"Statue just head. It talk. Not hurt. Me bring."


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"Yes, bring it here."


The Squid is able to squidhandle the head over there. The head is about 2' tall.

DC 25 knowledge history:
The head of of Rinald, a popular folk hero of some centuries back in the region.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"Well done! Check if there is anything else in the water."


It goes back under water and swims around for the duration of the spell, then goes poof. Just because it is a squid does not stop the water from being murky.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Well, I had to try...
Maria detects magic on the statue.


M Human Thief (knife master) 1/ Cleric of Thisamet 7

"That was weird. I love it! "


The head has faint illusion magic on it.

I should also note, it is pretty heavy, around 75 lbs.


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

well I've waited about long enough looking around at the others, breathing a heavy sigh, Trib says, "well someone's gonna have ta find out." carefully walking down the stairs he begins to swim to the double doors to the southwest, watching carefully as he goes, avoiding the statue that shocked the squid. When or if he gets to the double doors, he treads water while he inspects them carefully and then if not trapped opens them up.

he will take 10 (21)for swimming, 10 (23/26) for perception for the room and 20 (33/36) for the door and if the door is locked he will take 20(38) on disable device while he treads water, of course if anything attacks him this is all for naught isn't it


You head into the water, and it does you no harm, other than making your clothes stink.

The door is not trapped. You open them up to reveal another large room which is much longer east-west than north south.

The west end of the room is clogged with ice (and the water in here is much colder than in the previous room).

In the middle of the ice is a human-sized figure, completely covered with frost. This is the frozen corpse of a wizard who died here years ago and has been standing in place ever since. The wizard holds a staff over his head, as if calling upon its magical powers.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

"What do you see? Do we need to go that way?" Gregor calls out in the slight hope that it is a dead end and they can go another way.


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

Trib, leaving the door open swims back to the platform and tells the team what he saw

please read description above

after answering questions as best as he can he asks,"do you blokes want ta go check out tha dead wizard, or do ya want to go open the other door?"


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

"I vote for the other door for now. From Tribim's description, it seems the wizard will not be going anywhere for a while."

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