The Hidden Vault (Inactive)

Game Master DireMerc

A series of events leads to the discovery of a hidden vault under the city of Magnimar. Three keys are required to open it. Were are they? What is inside?
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Male Human Monk (Unchained)/1: HP (12/12): AC (16/touch=16/flat=10): Saves (Fort=3/Ref=5/Will=3): Initiative +5: Perception +7: Sense Motive +7

Are we gonna drag the skeleton out of the sarcophagus, to make room for at least 2 of us?


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

nope, we are going to crush that skelly and then disable the trap to that all may live :)


Gloin's attack strikes the skeleton but has no effect.

You hit his touch but not his ac

The skeleton gets up (provoking an attack) and attacks Gloin with a claw scratching him across the chest. It doesn't hurt that much but Gloin can feel his strength draining away at the skeleton's touch.

attack/damage/str: 1d20 + 9 ⇒ (18) + 9 = 271d4 ⇒ 31d3 ⇒ 2

Gloin takes 3 damage and 2 str damage.

Lilly, Kavakki, Bjorn, Kirana your up.


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

And here we are, we've only recently finished the fight against a cairnwight, which drained 2 levels from my eidolon.
We're fighting a drainer XD

Lilly puts her hand on Kavakii's shoulder.
"Whack him..."
Casted guidance.


Female Human Ranger/3 (HP 31/31 | AC:20 | T:14 | FF:17 | CMB: 5 | CMD:18 | Fort:+4 | Ref:+6 | Will:+3 | Init:+3 [+2 Underground] | Perc: +8 [+2 vs. Goblinoids +2 when Underground] | Speed 20)

Kirana draws her axes while she moves up to the skeleton, and swings both of her axes at it. "Die again!"

Battleaxe: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Handaxe: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7 Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Aoo: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 181d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Round

Warhammer: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 71d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Feeling the hammer a bit heavier in his hand gloin's attack missed

Dratz i have to adjust my hold on my weapon


Male Aasimar(angel-kin) Fighter 3, AC 20, FF 19, T 11, F +5, R +2, W +1, In 1, Per +5

hey guys....im back and can post again....just in time too....

aoo: 1d20 + 9 ⇒ (10) + 9 = 192d6 + 6 ⇒ (3, 2) + 6 = 11
attack: 1d20 + 8 ⇒ (15) + 8 = 232d6 + 9 ⇒ (4, 4) + 9 = 17 using power attack


Male Human Monk (Unchained)/1: HP (12/12): AC (16/touch=16/flat=10): Saves (Fort=3/Ref=5/Will=3): Initiative +5: Perception +7: Sense Motive +7

I'm not seeing a map to know if I get an AOO. If yes, here is the AOO.

unarmed melee: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23

damage: 1d6 + 3 ⇒ (2) + 3 = 5

if hit, skeleton gets reflex save (dc=14) or be considered flat-footed until end of my next turn.

Unbalancing counter:
Unbalancing Counter (flowing monk): At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2nd level. Ultimate Combat

For my turn...

I've seen this type of creature before. This info may be of use...

knowledge: religion: 1d20 + 4 ⇒ (3) + 4 = 7

Flurry of blows with temple sword for trip and unarmed strike for 2nd attack.

temple sword trip+guidance: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19

unarmed strike: 1d20 + 6 ⇒ (16) + 6 = 22

damage: 1d6 + 3 ⇒ (6) + 3 = 9

If trip attacks succeeds..

vicious stomp:
Vicious Stomp (3rd Lvl): Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike. Ultimate Combat

vicious stomp: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29

damage: 1d6 + 3 ⇒ (2) + 3 = 5

confirm crit: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29

confirm damage: 1d6 + 3 ⇒ (1) + 3 = 4

Wow... pretty impressive rolls this round! Not to mention a crit confirming crit! Let's hope this luck passes to the rest of the party.


When I don't post a map it basically means everyone is in reach and I don't expect there to be much moving around so I figure we don't need a map. You were all gathered around the sarcophagus when he opened it so yes you can reach.

Kirana strikes the creature but the blow doesn't have much effect.

Gloin misses

Bjorn strikes it twice dealing good damage.

kavakii punches the skeleton trips it and punches it hard shattering it's skull. The creature is destroyed.

Calculating in damage reduction that was 48 damage total and it had 45 hp.

That leaves finding a way out before your crushed.


(?)

I start to search the dead guy holding box for clues to how the trap can be deactivated


Male Human Monk (Unchained)/1: HP (12/12): AC (16/touch=16/flat=10): Saves (Fort=3/Ref=5/Will=3): Initiative +5: Perception +7: Sense Motive +7

Can we place the sarcophagus lid upright on it's end, to try to stop, or at least slow the ceiling's approach?


Male Aasimar(angel-kin) Fighter 3, AC 20, FF 19, T 11, F +5, R +2, W +1, In 1, Per +5

Can the sarcophagus move/ slide?


(?)

Brilliant! I can grease the floor, then we can slide it to the side and it will stop the ceiling instead of going into its neat little hole.


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

"Best we make haste, the metal stalactites are painful."
Strength check: 1d20 ⇒ 18

"Downseedaisy"


wag perception: 1d20 + 1 ⇒ (19) + 1 = 20

was dc 20 o_0

Searching the bottom of the sarcophagus wags find a hidden panel and inside is a lever. She pulls the lever and a section of the floor opens up into a staircase going down.


(?)

Awesome Sauce!

Quick everybody, follow me...

I take the stairs, knowing I have Darkvision, I carefully, but quickly, descend rapier at the ready


Male Aasimar(angel-kin) Fighter 3, AC 20, FF 19, T 11, F +5, R +2, W +1, In 1, Per +5

Bjorn follows Waglinde, sword ready in case she runs in to trouble


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

Sorry lads i have no real idea to contribute i've always been bad at the whole trap stuff

Gloin will look around for some sort of lever and workings of the trap to stop and reset it.

DM any point in making a perception? you can make the roll of you want


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

"Gloin, come on, before the ceiling goes squish on us."


You do not see any means Gloin

You go down as the roof continues to descend and seals the way behind you.

The chamber at the bottom of the stairs is spacious and there are several passages leading in and out.

Two long hallways go north and seems to lead into dozens of small chambers that appear to have been used as living quarters there are a dozens rooms but both hallways are dead ends.

A door to the east leads into a well stocked armory.

Weapon racks hold 45 maces, 11 morningstars, six heavy crossbows,
55 bolts, 7 halberds, 2 glaive, 3 guisarmes and 4
longswords.

50% of the weapons are too old to be usable. Two chests contain seven well-oiled chain shirts and a masterwork suit of chainmail.

A chamber to the south hold a single wooden chest. The chest is inside a beam of green light that decends from the ceiling.

A long passage at the south-east corner of the room goes south but doesn't enter the room with the chest it seems to lead to a spiral staircase that goes further down.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

See lilly we aren't dead yet and still have things and passageways to explore. says gloin casting detect magic


The suit of chainmail is magical (+1).

There is also magic radiating were the chest is obviously. (abjuration)


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

"A magic box. Mayhaps i can find out what spell lies upon it."

Curiously Lilly concentrates.
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25


Female Human Ranger/3 (HP 31/31 | AC:20 | T:14 | FF:17 | CMB: 5 | CMD:18 | Fort:+4 | Ref:+6 | Will:+3 | Init:+3 [+2 Underground] | Perc: +8 [+2 vs. Goblinoids +2 when Underground] | Speed 20)

@DireMerc: 50% of the weapons are too old. Is it okay if I add 23 maces, 5 morningstars, 3 heavy crossbows, 27 bolts, 4 halberds, 1 glaive, 1 guisarme and 2 longswords to the loot list? That's about 50% of what's still usable.

Kirana observes the chest over Lilly's shoulder. "Shall I try smashing the lock open?"


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

"...and maybe create a big ball of flames?
Safer if not yet."


Can you really carry that much? Would you even want too?

You see a line of powered silver on the ground forming a circle around the chest. The aura would suggest a powerful ward but it seems inverted as if to keep something in rather than out. There is more magic weaved into it set to trigger if someone enter the circle as well. Your not sure what it is but it's powerful enchantment magic.


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

With nervous eyes Lilly looks back at the others.

"This aura.....it feels like a quite-quite strong barrier.
Oddly, i'm guessing its task is to refrain escape, opposed to keeping away people. Addition....stepping into the circular barrier is risky, like...hurtful risky. Lest we have knowledge of this magic, i strongly offer the idea leaving this be for now."


Male Aasimar(angel-kin) Fighter 3, AC 20, FF 19, T 11, F +5, R +2, W +1, In 1, Per +5

What about dragging the chest out of the beam and circle using a rope?


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

"No,no,no,no....bad suggestion. A barrier made for keeping some thing or a person locked in must be very, very important."


Male Human Monk (Unchained)/1: HP (12/12): AC (16/touch=16/flat=10): Saves (Fort=3/Ref=5/Will=3): Initiative +5: Perception +7: Sense Motive +7

"To appease our curiosity, perhaps we could use one of those polearms to open the chest, w/o entering the circle, as well as keeping whatever is being held inside within it's magical area?"


(?)

reminds me of this time, back stage at the Rialto Theater, there was this button, this big red button, this big red candy like button, with a sign on it that said, 'push only in emergency.' Oh, yeah I pushed it, and there wasn't any emergency. I got in so much trouble.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

that chainmail is magical so i'll put it in my bag and we can talk it over once we get out. Now do we really want to free what ever is inside ?

DM:
gloin will use his detect alignment (sp) to see if there is an auro coming from inside the chest.


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

<Nutcase, this guy's got no common sense.
You warned them and he "still" wants to open it.>

"Wagsy, lets reverse our direction of stepping carefully. If Gloin desires to open the deathbox after the warning of doom, i have no wish to be anywhere near it."

A few sweatdrops are on her temple...she's anxious.
<Good move girl, things locked up are locked up for a good reason.
Which is totally unfair back at the asylum, we were harmless.>

Shut up..


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

I have no desire to do such thing as the "it" that is inside radiates of pure Evil. So i will advise against opening it and moving on


(?)

Hey, hold on a second. Is that Chain Mail Armor lighter than my Chain Mail Shirt? 'Cause if it is, I'm changing out of this stuff right now.Unless you guys think it is going to mess with my magical spells.


Female Human Ranger/3 (HP 31/31 | AC:20 | T:14 | FF:17 | CMB: 5 | CMD:18 | Fort:+4 | Ref:+6 | Will:+3 | Init:+3 [+2 Underground] | Perc: +8 [+2 vs. Goblinoids +2 when Underground] | Speed 20)

@DireMerc: I'd like to take all the loot we can. How much do you think we can take with us and distribute amongst ourselves without concerns about weight/volume?

"Okay, so let's skip the scary box of doom and, probably, destruction. The thing and your talk about its evil are creeping me out."

Kirana takes her distance from the chest. She doesn't sense anything evil from it, but it gives her goosebumps.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

it is indeed the wisest thing to do kirana

until we can allocate the loot you can surly use the armor waggs


Male Aasimar(angel-kin) Fighter 3, AC 20, FF 19, T 11, F +5, R +2, W +1, In 1, Per +5

The chainmail is definitely heavier than a chain shirt. As for the spell interference...I have no idea.....


+1 Chainmail
Medium armor
+7 ac
+2 max dex
–4 check penalty
30% arcane spell failure
20 ft. speed
40 lbs.

it's about 300 pounds worth of gear not including the armors. Assuming you each have a mostly empty backpack that can hold 5 medium weapons (mace/ morningstar) Crossbows can be attached to you belt and halbert and guisarmes can be attached to your backs. Swords can also be attached to belts.


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

gloin isn't going to load himself with any of that extra weight. it isn't worth it


(?)

Criky, that armor is way too heavy, and I am already carrying more stuff than I ever had to carry when I was on the road in that production of "The Misty Wood River All Purpose Sugar Company". and we were on tour for eight weeks!


Female Human Ranger/3 (HP 31/31 | AC:20 | T:14 | FF:17 | CMB: 5 | CMD:18 | Fort:+4 | Ref:+6 | Will:+3 | Init:+3 [+2 Underground] | Perc: +8 [+2 vs. Goblinoids +2 when Underground] | Speed 20)

Okay, let's leave it.

"It does, however, look lovely on you Miss Bowie."

But dear Erastil, she might just collapse under its weight...

"Though... I don't think it's your color, really. You should have a green one instead?"

Bluff: 1d20 + 0 ⇒ (12) + 0 = 12


Male Human Monk (Unchained)/1: HP (12/12): AC (16/touch=16/flat=10): Saves (Fort=3/Ref=5/Will=3): Initiative +5: Perception +7: Sense Motive +7

"All that junk seems a bit more trouble than it's worth. I certainly hope there will be other, more valuable items to concern ourselves with."


That chest totally has something really valuable in it. Assuming you can sell it before it kills you. It's worth like 70k ;)

Going down?


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

Can we use appraise on the stuff before heading further?


Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)

how about getting the mission done ? then resting (hopefully with a level up) then we come back to try and kill it dm? :)


All the mundane weapons are worth probably around 500 gold, also something I forgot before.

Checking the room at the north end most of them are empty, you find four human skeletons but nothing of value. You also find a somewhat more spacious room, the chief cleric's chamber were it looks like something may have gotten loose, as evident from the broken conjuration circle in the inner room.

Both doors to the chief clerics chambers are smashed, broken in two by forceful blows. Pages ripped from torn books litter the floor. Beneath the mound of rubble, wrecked furniture and destroyed items, the dismembered remains of the chief cleric still bears a +1 ring of protection, a +1 dagger and a ruby-studded unholy symbol.


F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

"Just to not be sorry, could we pummel the bones, so they don't step up and assault us?"


Male Aasimar(angel-kin) Fighter 3, AC 20, FF 19, T 11, F +5, R +2, W +1, In 1, Per +5

Bjorn takes out his mace and crushes the skulls of the skeletons.....for Lilly's sake.

Better safe than sorry...


Female Human Ranger/3 (HP 31/31 | AC:20 | T:14 | FF:17 | CMB: 5 | CMD:18 | Fort:+4 | Ref:+6 | Will:+3 | Init:+3 [+2 Underground] | Perc: +8 [+2 vs. Goblinoids +2 when Underground] | Speed 20)

"Oh, sweet!" Kirana picks up the ring of protection. "Anyone minds if I take this?"

It takes Kirana some time to decide on which finger she'll put the ring.

That finger's for my future wedding ring... But if i put it on that finger, people will think I'm engaged... Oh dear...

Kirana eventually figures out which finger to put the ring on. "Do you think it looks good on me?" she asks the other girls.

Can we pick up all the mundane weapons on our way back? If they're worth that much it'd be worth it, and we'll be returning for the chest anyway it seems.

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