"The Meat Grinder:" DM Norv's The Tomb of Horrors (Inactive)

Game Master The Norv

The classic adventure that chews up character sheets and spits out legends.

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HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"I think a bit more searching for a hidden passage isn't a bad idea," the gunslinger says, then pauses momentarily noticing his awkward syntax. The old man then tips the brim of his hat toward Quadravos φ, with a smile to acknowledge the wizards impressive thought. "I find I'm a bit timid about approaching these strong magical auras at the archway and demon's head."

Ibid moves back along the corridor, retracing their steps, examining the walls for hints of a concealed doorway.

perception(examining the walls): 1d20 + 10 ⇒ (19) + 10 = 29

Let me know if there is anything different you'd like to do, Quadravos φ. Or if you're thinking of approaching this another way.

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

"You'd rather chance another passage?" the knight asks, hearkening back to the collapsed hole in the mountainside. "Don't be daft. This is surely the way."

Alaric plunges his 10ft pole into the swirling portal.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

@Ibid, Was thinking of indeed retracing our steps and looking at the walls for hidden passageways, so good job :) ... Was going to state that to Sir Alaric, but I am now waiting to see what happens to MY 10 ft pole he's sticking in that swirling portal .... ;)


Male

To everyone's mild surprise, Alaric pulls the pole back out with no apparent ill effects. As far as you can tell, Alaric, there was nothing on the other side to make contact with--just as though you'd stuck the pole into an open doorway.

I'm assuming that you're just sticking it in and pulling it out, not throwing it through or anything like that.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Quadravos φ was shocked at first when he saw Sir Alaric prod the 10 ft pole at the swirling archway, but was relieved that nothing seemed to happen. "Hmm, wonder what the magic on this arch does. Maybe it does not react to inanimate objects", he said slightly puzzled by what just happened, now remembering what Alaric had said before doing this, Quadravos φ spoke to him, "Alaric, I was not suggesting to go outside to find a new passage, I meant to look in this hallway for a doorway that was similarly hidden like the box in the wall"

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

"There's no need. This is our doorway." Alaric says confidently. "When our lich is buried, what's say we pry out those gemstones, eh?" He draws his sword and steps boldly toward the mists. I suggest one of our more level headed party members send a summon through first and have it report back, but Alaric will stick his neck out otherwise if we have no means to do so.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Level-headed party member will be away from computer for a while, so please wait with the head sticking through :p

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"Before any of us step through this portal, I shall summon forth a denizen of the elemental plane of Air to see if the path is clear."

Quadravos φ started to make arcane gestures and incantations to summon forth a creature from the elemental plane of Air.

Sacred Geometry:

Attempting to cast an Extended(+1) Summon Monster II(2). Total spell level = 3. Allowed Prime Constants for this level = 19, 23, 29.
7d8 ⇒ (6, 3, 8, 1, 8, 6, 2) = 34
Calculation : 8+8+3+[(6-6)*(2+1)] = 19
Effect : Summon a Small Air Elemental for 19 rounds.

When the small air elemental appeared Quadravos φ spoke to it in an uncommon tongue, whilst gesturing at the archway.

Auran:
"Well met denizen of the plane of Air. Go forth through this archway, investigate the immediate area for hazards and then come back to report your findings. Do remember that requiring flight to not come to our demise is also considered a hazard in this case. Now go, be swift!"


Male

Apologies for the delay--busy couple of days.

A whirling column of air takes shape before Quadravos, and when he issues his instructions in Auran, it nods slowly and turns toward the portal. Stretching its cloud-tendril "limbs" before it, it vanishes into the portal in a rush. The vapors swirl around it, hiding it from sight, and then it is gone.

And then, rather to your consternation, it stays gone. You wait a solid minute and a half--close to the duration of Quadravos's spell--before you're forced to conclude that whatever happened, the elemental seems unable to report back to you.

GM Screen:

Odd, opens levers down: 1d2 ⇒ 1
Call it a 15% chance of making it: 1d100 ⇒ 80

DC 30 Perception:

Very, very faintly, you think you can hear a strange, repeated...banging?...coming from the southernmost pit trap. It sounds like it's a long way off, though.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

"This is worrying. It should be back by now", Quadravos φ said when the elemental did not return.

[edit:]Dat natural 20!

clarification for the perception spoiler:
Do I read it right that the faint sound seems to come from some room that is connected in some way to the southern most pit trap?

[/edit]


Male

Quad:
Well, the southernmost pit is still closed--so all you can really tell is that there's some faint noise coming from it.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"Can we rig this pit, Quadravos φ said pointing to the southernmost pit trap. "I hear a faint noise coming from it, like some repeated banging. Could it be that the archway transports you into the pit?"


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan looks earnestly at Quadravos and says without any sarcasm, [b]"Yes, checking all the pit traps sounds like a good idea. Let us start with the southernmost one."[b]


Male

So, what next? Is someone going to attempt to rig the trap open?

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Was waiting for those with disable device to do so, because I don't feel like falling inside one again :-)


Male

Makes reasonable sense...anyone still out there?

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

Alaric folds his arms and scowls. Pacing up to the portal, he begins to pry out the brightly coloured gemstones. "If this is a dead-end I don't mean to go back empty handed."

Does collecting the stones have any visible effect on the portal? Can we re-arrange them?


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

The gunslinger paces back to the edge of the pit trap, from which Quadravos φ has heard a faint noise. "Let's rig this thing open," he says, crouching and craning his neck, attempting to listen for the noise Quadravos φ mentioned.

perception(listening into the pit trap): 1d20 + 10 ⇒ (2) + 10 = 12

"I still don't hear anything down here though," Ibid says, looking toward the wizard. "Are you sure you heard something, Quadravos φ? I guess the fact that no one else has heard the noise you speak of is all the more reason to open up this trap and take a look."

I don't have disable device to rig open this trap, so at the very least I will toss something heavy on section of floor to get the trap to spring open. Unless we'd like to try something else.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

I was just waiting for our good friend azgar (who has seemingly been away for a while now), but a heavy object might do as well.


Male Hobgoblin Rogue 1/Barbarian (Invulnerable Rager) 6

Sorry, guys! I've been a bit busy with college lately.
"Alright, step aside. I've probably got this." Azgar starts to fiddle with the nearest trapdoor.

Disable Device: 1d20 + 14 ⇒ (11) + 14 = 25


Male

Azgar is, in fact, able to rig the pit trap open, revealing a deep shaft with glistening spikes on the bottom (identical to the one Alaric fell into earlier). By the time the trap is fully rigged, though, the pounding Quad heard has stopped--abruptly, as though the source were cut off.

As Alaric goes to pry out a gemstone, he realizes that the gem is firmly stuck into the stone it's set in; but he can depress the larger stone into the wall slightly. Doing so causes the stone he pressed (the bottom left one) to glow more brightly.

GM Screen:

Time with trap: 2d4 ⇒ (3, 3) = 6 rounds

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

"Hrm. Take a look at this..." he says, depressing another of the stones and glancing to the wizard. "Can you summon another creature?"

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"I could summon some more creatures, but not infinitely. Give me a moment."
Quadravos φ checked the portal again to see if the energies seemed to have changed since the last time he looked.
He casts detect magic again, uncertain if it will give any different results.
Spellcraft for the archway and its gems (if allowed): 1d20 + 16 ⇒ (6) + 16 = 22
Knowledge(Arcana) for the archway and its gems (if allowed): 1d20 + 11 ⇒ (15) + 11 = 26


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan looks at the three gems and ponders on them.

"Maybe they have to be pushed in the right order to get to the correct place?"

He then walks back up the corridor looking at the murals to see if there are any clues in them to the correct order.


Male

Sorry for the delay, guys--this time on my end. Here you go!

Alaric pushes the uppermost stone, causing it to start glowing as well; despite this, when Quadravos examines the archway, it appears to be the same as it was before. The mist continues to swirl through it...

Elan, examining the walls, sees no evidence of a clue--the arch isn't depicted anywhere, nor are the three colors put in particularly close conjunction.

GM Screen:

Top is 1: 1d2 ⇒ 1


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

Ibid moves closer to the last pit trap, looking for the phantom noise heard by Quadravos φ only moments before. The old gunslinger looks around the tunnel until he can find a stone to cast light upon, and tosses the object down the deep well once the rock has begun illuminating the dank corridor.

perception(looking down the open shaft of the pit trap, using the stone to illuminate): 1d20 + 10 ⇒ (13) + 10 = 23

"Sir Alaric, or perhaps, Azgar, would one of you be so kind and help lower me down this shaft? I would like to see if there is anything at, no near, the bottom which could account for the noises heard by Quadravos φ." the gunslinger speaks down the corridor to the group. "I can use my rope and tie it around myself. If I drop some of my gear, I think I should be light enough for one of you to lower a few feet at a time."


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan moves closer and looks down the shaft.

"I would gladly lend my strength to this endeavor to help ensure you don't meet an untimely demise."


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"Thank you, Elan," starts the gunslinger. "I'll take any help I can get, to keep from walking the old dusty trail to the Boneyard, before I'm good and ready to start that journey."

Ibid uncoils the silk rope and begins to tie one end around himself, checking once the knot has been made to verify it is secure. As a double check, he winds a short span of rope around his hand and gives it a few forceful tugs.

"If something bad happens while I'm down there, please pull my lifeless carcass up and do what you can," the old man says, trying his best to laugh and not reveal the latent fear gripping his heart.

Ibid drops his backpack to the floor, to alleviate some of the extra weight, keeping only his musket, which is now slung over one shoulder.

I'll post my action below, once Ibid is lowered down the open shaft

While being lowered, Ibid attempts to brace his feet against the vertical wall, stepping in unison as he is lowered.

climb: 1d20 + 6 ⇒ (4) + 6 = 10

He casts detect magic on the stone walls leading down the shaft, and at the bottom of the pit where the spikes are. Following the casting of his spell, he tries to look closely for passageways, hidden or otherwise.

perception: 1d20 + 10 ⇒ (6) + 10 = 16

If no traps are triggered, and Ibid is still alive at the bottom of the shaft, he will take 20 on his perception check to examine the area around him. If there is not enough room to stand between the spikes without being cut or injured, Ibid will call up for the group to stop lowering him, and will hold off on taking 20 on his perception.


Male

Fortunately, with the help of the rope, Ibid. is able to descend the pit safely. As you descend, you notice with your detect magic that there is some sort of magical spell cast on a six-foot high section of the wall--it glows a brilliant mix of orange and white in your vision, approximately the size and shape of a doorway, and adjacent to the ground as well.

You look around as you gingerly land on the bottom, but aside from a few rotting bones (former adventurers, perhaps?) you see nothing else of note...As you examine the aura, however, you note that it seems to be actually penetrating the stone wall. The enchantment itself, that is to say, is on the other side.

You can stand, on the bottom; that's a strong aura on the western wall.

Knowledge (Arcana) DC 20:
The white light comes from some universal, metamagic type spell--something to enhance, or perhaps reinforce, the other enchantment.

Knowledge (Arcana) DC 22:
See above; the orange light comes from a spell of the conjuration school.


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"Quadravos φ, I think you were right about hearing something down here..." Ibid.'s muffled voice echoes up the darkened shaft. "From what I can tell, there appears to be a doorway of sorts down here. At least I think it's a doorway..."

"The next problem, as I see it, is that I don't know enough about the magic aura I'm looking at..." Ibid. calls up the shaft. "The best I can offer to do with my limited skill set.. is shoot it, but that probably won't help matters."

Ibid. calls up to the group, attempting to explain everything he is seeing.

"How would you all like me to proceed?"

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"Maybe I can come down and inspect the aura?" Quadravos φ said wondering what it is that Ibid saw.


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

Ibid unties the silk rope from around his waist and call for the group to pull it up, in order to lower Quadravos φ.

"I'll stay down here and wait for you," the old gunslinger's bodiless voice calls up through the darkened aperture of the pit trap. "Just don't forget about me."

Ibid crouches as best he can, examining the rotting bones. I fear we won't be far behind you, my friend, Ibid thinks to himself.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Quadravos φ tied the rope around himself and tried to brace himself against the wall in a similar fashion as Ibid did while being lowered into the pit.
Climb: 1d20 + 1 ⇒ (9) + 1 = 10 not certain what the DC is/if there are additional modifiers for climbing down while being aided on the way down.

If Quadravos φ arrives at the bottom unscathed:
"Let me take a look", Quadravos φ said while looking at the wall with detect magic cast.
Knowledge(Arcana): 1d20 + 11 ⇒ (14) + 11 = 25
Spellcraft (if relevant): 1d20 + 16 ⇒ (8) + 16 = 24


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

The old gunslinger's eyes drift up from the rotting bones at his feet and begin to watch as Quadravos φ examines the aura. As he thinks of the decaying corpse laying beside them he feels his own muscles tightening. Ibid involuntarily cringes in dreaded expectation that some previously hidden axe-blade or floor spikes will suddenly lunge forth, tearing through their bodies, as he or Quadravos φ unintentionally trips an invisible trigger-switch.

As Ibid's eyes wearily scan their surroundings, he speaks to the wizard, "Can you decipher anything about this aura or the doorway it seems to make?"

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"From what I can make out 2 auras, but they seem to be coming from behind the wall. The major aura is that of a conjuration spell, while the other is one that enhances the first. If what I'm thinking is correct, these auras are lingering auras from my previously summoned air elemental. If the aura is permeating through the wall, it might be thin enough for us to open."
Quadravos φ then proceeded to inspect the wall for a few more moments, knocking on it on several spots and listening.
He's trying to determine the thickness of the wall. I suppose it would fall under "Determine a structure's weakness --> Engineering 20", from the knowledge list.
Knowledge(Engineering): 1d20 + 17 ⇒ (3) + 17 = 20


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"If there aura is coming from the other side of the wall, there very well may be a door standing before us," the old gunslinger says, his tone growing in excitement. After a moment of looking over the wall as well, standing beside Quadravos φ, Ibid's tone falters as a realization occurs to him. "But if that aura is from your air elemental, then the gate through which it flew must lead to the other side of this stone wall."

"Which means that portal may only lead to a dead end. Or worse..." the old man pauses for a moment, seemingly stunned in his realization. "...a tomb"

Falling silent beside the wizard, Ibid begins to looks over the wall for any sign that the stone is in fact hiding a doorway.

taking 20 on a perception check to study the stone wall

perception(examining the stone wall where the aura is located): 1d20 + 10 => (20) + 10 = 30


Male

Although neither of you are able to find any visible cracks or seams in the stone wall, Quadravos is experienced enough with masonry to guess that the wall is about 1' thick (break DC 35), and made of solid stone. There doesn't seem to be any obvious way through...

Just to clarify something that was originally intended as flavor, since I'm worried that the use of the word "metamagic" may have been misleading: the second aura is a distinct spell, just not one belonging to a particular school (it's a universal spell).

Also, a reminder that you have touched the bottom left and uppermost stones, but not the bottom right one, in the archway.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

It's allright, I just interpreted it the best I could :) And reading magical aura's ain't an exact science anyway ;)

"It will be difficult to break through the wall. Especially with the limited space we have due to all those spikes down here." Quadravos φ while pondering their situation.

"Say, Sir Alaric, could you press the last stone of the archway. Maybe it will change the situation behind the wall."


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"I think you're right, Quadravos φ," says Ibid, pulling his glance from the stone wall and looking up the length of the pit trap. "The stones around the archway seem to have some secondary, unknown purpose."

"Do you think we should both be down here the stone is triggered?" asks the old gunslinger. "If you think that someone should be down here when it happens, I can stay behind and keep an eye out."

"Obviously, my fear is that something unfortunate happens when the stone is triggered and we are both caught down here."

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"If it will set you at ease, I shall get out of the pit before that happens, just make certain you keep an eye on those auras behind the wall when the stone is pressed", Quadravos φ said while he readied himself for his ascent.

"Elan, if you would be so kind as to help me out of the pit again."
Assuming Elan will lend a hand:
Climb: 1d20 + 1 ⇒ (15) + 1 = 16 similarly assisted as on the way down

When Quadravos φ arrived topside, he moved to the place from which he previously inspected the archway after the first stone was pressed and kept an eye on it with detect magic active.
"We're ready when you are", he said indicating that Sir Alaric (or whomever wished to press the last stone) could go ahead.


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

As Quadravos φ scales the vertical shaft with the help of the silk rope, Ibid watches as the wizard disappears over the lip of the pit trap. At the bottom, amidst the spikes and bones, the old gunslinger can't help but feel fearful of what might happen.

"I'm ready when you are," Ibid's shaky, disembodied voices calls up from the bottom of the pit.

The gunslinger casts detect magic on the section of wall where he previously found the auras and begins to concentrate, attempting to block out all other sounds in the corridor above.

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

Alaric, eager to be done with this, presses the final stone into its socket.


Male

As Alaric presses the final, orange stone, all three gems flare violently with light. For a moment they glow brightly, and then, slowly, the die to twinkling spheres. As they do so, however, the mist in the archway clears, revealing what looks like a bare, 15'-by-10' room just beyond! The red tiled path continues through the archway into this room, though you note that it narrows enough so that you could step through either on or off the path.

Down in the pit, Ibid. can't discern any particular changes to the magical effects...

Managed to hit the combination in one go. :P


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"Did someone press the last stone?" calls the gunslingers voice from the bottom of the pit. "If so, I haven't seen any change to the aura down here..."

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Quadravos φ called down from the edge of the pit. "Well, there is a definite change up here. Best to be on your way up. The mist is gone and a pathway lies behind it."

He then threw down one end of the rope, so Ibid could get back up.


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan helps Ibid back up.

"We have a path before us now. I say we walk down it and see where it takes us. I'll go first if no one else wants to."

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"We should be mindful for more pit traps though", Quadravos φ said peering into the newly discovered hallway.
Perception: 1d20 + 11 ⇒ (18) + 11 = 29


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

Ibid, now up and out of the pit, collects his gear and slings the coiled silk rope over one shoulder. After approaching the group, the gunslinger peers down the newly reveal hallway from behind Elan and Quadravos φ and casts detect magic in to reveal any magical auras which might lay ahead.

"Whomever is leading can feel free to tie this around their waist," the old man says, shifting the coiled rope on his shoulder. "We might be able to rig the rope that so if another pit trap is triggered, the unfortunate soul on point does not fall all the way to bottom..."


Male Hobgoblin Rogue 1/Barbarian (Invulnerable Rager) 6

Azgar looks to the cleric. "If its okay with you, I think I'll go first. I can look for traps as we go."

Perception: 1d20 + 11 ⇒ (16) + 11 = 27


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

"I was hoping you would say that Azgar as it is logical for the trap finder to go first, but I felt I should be willing to take point as well as others have stuck their necks out."

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