"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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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 crawls into the room and stands up and looks around. A whistle escapes his lips. "This is some room. Benevolent deities with horrific pictures. Let's see who's here." He then studies each of the holy symbols.

Kn: Religion: 1d20 + 14 ⇒ (19) + 14 = 33

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

"That's SIR cranky pants to you, knave." Alaric says, mollified. He sheaths his blade and begins to pace around the room.


Male

Elan:
You find the holy symbols of every major benevolent deity you can think of: Desna, Sarenrae, Cayden Cailean, Iomedae...every one of them, however, has been altered or marred in some subtle way so as not to actually form a "true" symbol of the deity. They're almost like a joke: someone graffitiing something that's close to the symbol of the god, but not quite.

Many of the symbols are located near particularly perverse pictures, and you note that the most "disrupted" symbol is that of Pharasma: this symbol is depicted as a shattered floor mosaic, on which a huge group of rotting human corpses, clearly animate, do...well, things they shouldn't be able to do without a circulatory system. None of these symbols seem to hold power, benevolent or otherwise.

As Elan, Alaric, and Balaxxius explore the room, they all notice that the seats of the pews are obviously hinged--they can lift up to (presumably) expose a cavity underneath. Down at the southern end of the room, as Balaxxius peers over the waist-high wooden wall (it runs right up to the edge of the glowing blue altar), he sees that there are two brass urns with wooden stoppers sitting next to the wooden chair behind the altar. There's also a sprawled out skeleton on the floor, reaching with a bony hand toward the swirling, mist-filled portal in the western wall!

Since the wall divides the chamber, I'm just going to ask how you go over it (if you choose to). Do you climb the fence? Jump it? Climb over the altar? Jump that?


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 gasps. "Every one of these holy symbols has been altered so they are not true. What they did to Pharasma's is particularly disgusting. What can I do to fix this?"

Elan rummages through is pack and pulls out a cup, some whiskey and coffee grounds and mixes them. He then tries to correct Pharasma's symbol and show divine energy killing the undead.


Male

Elan's work is crude, but it makes a sort of low-grade improvement to the work...

What next?

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 will cast detect magic and start looking at his surroundings.
starting with the walls, then the pews & their seats, then the waist-high wooden wall and lastly looking beyond as far as he can see with his enhanced vision. Not planning on crossing the wall before I'm certain there's nothing going on :)

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

Balaxxius circles the room a few times, looking for any clues that jump out at him. He opens all of the pews one by one, taking a moment to search each one for something significant. please roll any necessary perception checks for me, +19, +22 for traps

With that complete, not sure if there is anything, but I will investigate the pews further if I do find something before I move on the drow moves over to the half wall to look at what is beyond.

"what do you think might have happened to the skeleton here? Could he have died trying to get to the portal?"

Balaxxius lands his hands against the wall, leaving over to get a better look.

perception: 1d20 + 19 ⇒ (9) + 19 = 28 +3 for traps

I will wait to see if anything happens before posting again with my next move.

-Posted with Wayfinder


Male

Hi all, I'm back. Thank you for your kind words and thoughts. Sorry for the delay. Let's see now...

Quadravos examines the room carefully with his enhanced sight as Balaxxius begins carefully going over the pews. The wizard sees a few interesting things...

Quadravos:
The altar radiates potent magic in your enhanced vision, as does the archway of swirling mist. Go ahead and make a Spellcraft check.

Quadravos's ruminations are interrupted by a quiet chuckle of delight from Balaxxius, and the rogue steps away from the northernmost pews to reveal compartments in their seats that hold a gleaming pile of silver! The rogue repeats his work on the next pews south from there, which reveals a slightly smaller pile, and on the second-to-last set, which has the smallest pile yet. Looking slightly bored, the rogue gives the southernmost pew his usual careful going-over before, detecting nothing out of the ordinary, he gives a little grunt of exertion and pries the seat up.

The bad news is that there's nothing valuable inside.

The worse news is that there is a cloud of noxious dust inside, which puffs out into Balaxxius's face as the rogue jumps back from the pew, and spreads rapidly into the room!

Not going to bother with initiative, since there isn't a sentient enemy here. The area of the gas is marked with a dotted line on the map; I need Fortitude saves from Balaxxius and Quadravos at the start of their turns, and I need to know what action everyone's going to take when their turn rolls around. The gas is continuing to roil outward. Let's go!

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

Balaxxius slams the pew back closed and bolts to the back of the room as fast as he can, trying to get out of the cloud, covering his face with the crook of his arm and trying to pull his tunic up over his face.

fort: 1d20 + 2 ⇒ (4) + 2 = 6

-Posted with Wayfinder

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)

Spellcraft(Altar): 1d20 + 16 ⇒ (10) + 16 = 26
Spellcraft(Swirling Mist Portal): 1d20 + 16 ⇒ (20) + 16 = 36

Fortitude Save: 1d20 + 4 ⇒ (20) + 4 = 24

Quadravos φ was surprised by the noxious dust springing forth from the pew.

3 questions, which will help me decide on my action:
1) Is it really dust or is it a gas?
2) Could spark (or if needed fireball) burn up/dissipate the cloud?
3) Is Balaxxius able to close the pew?


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 toward the exit ready to crawl out. "Get back! That cloud isn't good for you. Move toward me. Must get out of here before it kills us all."


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 man as well moves quickly for the tunnel and prepares to crawl out. As the gunslinger moves, he draws the wound coil of silk rope and ties it around his waist. At the entrance of the tunnel, he drops the free end of the rope on the floor and prepares to help pull the others into the crawl-space if they are too sickened from the cloud to do it themselves.

"If you're too weak to crawl to safety, tie the rope around yourself so we can pull you free!" calls the old gunslinger.


Male

Waiting on actions from Alaric as well, but to answer your questions, Quad:

1) It is, in fact, dust (a particulate).
2) Fireball would burn up an area of the dust equal to the size of the fireball, but spark would not be sufficient. Depending on the placement the blast from fireball might also push the dust outward.
3) Yes, Balaxxius is able to close the pew.


Male

Whoops, also, your spellcraft info: the altar radiates moderate evocation magic, and the archway radiates strong transmutation magic mixed with conjuration.

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 swiftly moved out of the dust cloud, hoping Balaxxius would follow quickly after.

moving to the spot where Elan was standing a moment ago

Assuming a fire elemental might help similarly as a fireball:

Seeing that there was no time for calculations, he proceeded to open a portal to the elemental plane of fire.
Using my standard action to start the full round action to cast Summon Monster II, finishing it with another standard in the next round. Summoning a Small Fire Elemental

If I'm mistaken:

He followed the others to the tunnel. convert standard to move action to get closer to the tunnel.

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 clutches his flail, backing away from the cloud, cursing at another threat he can't face. unable to access map at present but if someone would be so kind as to move me.

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

You were already out of the cloud, but I moved you further. I need to know if the fire has any effect on the cloud, if it stops growing, what happens to me from my failed fort save, etc before I decide if I am going to try to crawl through the tunnel again. Also, was this just a planned effect that happens when you open the pew or was it a trap? I only ask because if it was a trap I should have automatically gotten a perception roll to notice it.


Male

As the party flees toward the tunnel, the cloud of dust expands to fill the entire chamber that you're in, choking everyone in its miasma. As you wave the dust away from your noses and mouths, it seems to be already settling, dropping to the floor.

There is no immediate effect from the Fortitude saves. I will need everyone who didn't actually go into the tunnels to make me a Fortitude save (except for Balaxxius). The dust appears to be settling; Quadravos, I'll let you cancel your summoning spell if you want to, since it looks like it'll be dissipated by the time the elemental fully arrives.

Balaxxius, sadly, this is not technically a trap; just what happens when you open a pew stuffed full of dust.

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'm going to cancel the summon then. Not certain if necessary, but here's another Fortitude Save: 1d20 + 4 ⇒ (16) + 4 = 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

The old gunslinger rolls over in the tunnel, his silk rope tied around his waist as if preparing for a world shattering calamity. He coughs a few times, tasting the stale, stagnant dust upon on the air, and then proceeds to slap the fresh coating of particles from his legs in long, exaggerated motions.

"Dust?!" Ibid says incredulously. "I'm getting too jumpy in this place..."

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps
The Norv wrote:
Balaxxius, sadly, this is not technically a trap; just what happens when you open a pew stuffed full of dust.

I had a feeling that was the case... Had to ask though :)

Balaxxius sneezes and similarly brushes the dust off of him, pausing for a few moments to make sure he doesn't break out in some hysterical disease from the likely centuries old dust. With that seemingly behind him, he resumes his detailed search of the room.

"Sorry about that gentlemen. False alarm it appears. I didn't see any mechanisms to indicate it was a trap, so probably just dust. Hopefully. On the bright side, if there were any invisible creatures in here, they would now be covered in dust..."

With that he goes about looking to the other side of the half wall, wanting to make sure it is safe before jumping over.

-Posted with Wayfinder


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

Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15

"Not your fault Balaxxius. Any of us could have set the dust loose. Let me see if it affected any of us. If you would each come here please." Elan then examines each person carefully looking for any signs of sickness.

Heal: 1d20 + 13 ⇒ (17) + 13 = 30 Balaxxius
Heal: 1d20 + 13 ⇒ (5) + 13 = 18 Ibid
Heal: 1d20 + 13 ⇒ (11) + 13 = 24 Quadravos
Heal: 1d20 + 13 ⇒ (3) + 13 = 16 Alaric
Heal: 1d20 + 13 ⇒ (16) + 13 = 29 Elan


Male

As the dust (literally) settles and Elan takes his time examining everyone, he notices something worrying: Ibid., sheltered in the tunnel, was mostly fine, and Quadravos seems to have suffered no ill effects...but he himself, Alaric, and Balaxxius all got a decent lungful of the stuff.

Elan:
An examination of the dust suggests that it is lich dust, a slow-acting poison that saps the victim's strength over time, eventually leaving them unable to move. If you take the time to rest, you should be able to treat it in yourself and the other two relatively successfully.

The room appears much the same as it was before, now...the dust doesn't seem to kick up as you all peer around again at the room, so there doesn't seem to be any risk to moving around. You can't see any creatures, etc. over the low wall--all seems to be as it was before, just slightly grayer.

GM Screen:

A's Fort: 1d20 + 5 ⇒ (1) + 5 = 6


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 begins pacing around the room. "This is troublesome. It seems Alaric, Balaxxius and myself have succumbed to the dust. It looks like it might be lich dust. It will eventually leave us unable to move. If we rest, I should be able to treat it. Whether we rest here or outside is up to you." It seems I get to be truly helpful at last, though that's not a good thing.

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

"Villain! I'll wring his bony little neck!"

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"Well I'd say we have made some progress, and if taking a rest means not turning into a live statue, then I am all for it. Other than that wretched tunnel, we aren't to far in here, so it shouldn't take much effort to head out and camp outside where it might be a bit safer. Maybe we can even haul some of this silver out for when we finish clearing this wretched place. I'll vote for rest."

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 think resting is indeed in order, but to not waste the resources we still have at our disposal, I suggest we at the very least investigate the altar area, possibly finding the path out of this room, so we don't have to waste time on that tomorrow. Rest will also allow me to slightly change my spell selection, to make it better suit this place."

Quadravos φ then pointed at the altar and the portal in that order while explaining what he saw. "The altar radiates an aura of moderate evocation magic. I am guessing it will shoot some form of energy bolt at us if we get to close or would sit on it. The portal on the other hand had a strong aura of transmutation mixed with conjuration. So whatever it is, I'm fairly certain it's not the exit point of this room."

"If you all are in agreement with me, I shall summon forth some creatures to trigger the spells on these objects, before we investigate further."

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"I think that sounds like a grand idea, Quadravos. Who knows what this Lich dust will do to my reaction time if it is a trap."

Balaxxius switches the grip on his rapier a few times, flexing his fingers. The worry about this dust paralyzing him gnaws at the back of his mind as he waits.

"So we will move back outside the tunnel then to rest I assume? Once we have triggered these traps and done some more investigation in this room?"


Male

To be clear, you won't need to rest for the "night." Just long enough for Elan to treat the poison until he's sure it's abated--basically as many minutes as it takes for him to treat you all.

Are you all going to move out to the tunnel, or trigger the traps?

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

If we only need a relatively short time that doesn't equal a full "night's" rest - I say we just take the time we need where we are. I can disable the traps, and Quadrovos doesn't have to blow a spell. I don't think we are low on resources (heals/spells/daily use special abilities) so I don't think there is a real reason to rest if we dont need to, other than the few minutes it takes to treat the lich dust. I say, just assume we spend the time to do that, and then once that is done, Balaxxius will work on trying to disarm the traps on the otherside of the halfwall.

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

"Let us not tarry long. Save your spell, sir Wizard. Elan, see to the newcomer first. He's proven himself an accomplished burglar, if nothing else. Let him see to the traps." the knight says, in the curt tones of one accustomed to doling out orders. He sets a whetstone to his Taldan shortsword and slumps against the far wall, stifling a violent cough with his mailed fist before getting to work sharpening the blade.

I agree with finding somewhere a little more comfortable/defensible to rest or beating a retreat somewhere safer. Let's conserve our resources and push on for now.


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

What do I need to do to treat every one? I think we should be ok here in this room if it should only take minutes. Better to get it done right away.


Male

So, to treat people, you're going to need to make a Heal check and beat a DC 17 once for each person infected. This grants them a +4 bonus on their Fortitude check (which needs to beat the same DC).


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

"Ok guys, line up and let me take a look at you and see if I can help you." Elan moves each persons joints and tries to clean the dust out of each of us. When he finishes each seems to be moving a bit less stiffly.

Heal: 1d20 + 13 ⇒ (8) + 13 = 21 Alaric

Heal: 1d20 + 13 ⇒ (10) + 13 = 23 Balaxxius

Heal: 1d20 + 13 ⇒ (16) + 13 = 29 Elan

Fort Save: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27

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

Fort: 1d20 + 9 ⇒ (11) + 9 = 20

Alaric shudders at the sensation as he coughs up the last of the dust. "Gods above, that was unpleasant."

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

Balaxxius similarly moves and tests his joints, making sure the dust is out of his system.

fort: 1d20 + 6 ⇒ (16) + 6 = 22

-Posted with Wayfinder


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 stands close by to the others, his musket drawn and his eyes narrowed as he scans the room for signs of danger. "Take your time and make sure you are all in good shape before we continue. There is no sense hurrying to our deaths," Ibid says, looking back over his shoulder at the others. "I know these old bones could use brief rest after crawling through that cramped tunnel."

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

Looks like we all passed our checks..

Balaxxius stands up after the few minutes of the team resting in this room.

He walks up to the half wall, knowing there is likely a trap in the altar. Turning back to his companions, "Make sure you are ready, in case this trap releases some denziens of this wretched place..." With that, he places his hands on the halfwall, and vaults over, weapon drawn and senses heightened to their max.


Male

Sorry for the delay; crazy weekend. Actually, 2 consecutive saves are required...just going to roll the others for you to save time.

Oh, wow. Those are some crazy dice that just happened...

Elan paces for a while, counting his breaths as he tends himself and his two companions, waiting until he's sure that they should be seeing the effects of the poison. If he fails. For a few minutes, it looks like all is well...but then Balaxxius starts coughing. Elan rushes to his side, murmuring prayers and cursing, but over the next few minutes the vicious poison takes its toll on the drow's fragile constitution. After about five minutes, Balaxxius hacks out his last lungful of dust--mixed with a little blood--and lies still, ashen and drained.

A whopping (and unlucky) 9 points of Strength damage to Balaxxius...leaving him barely mobile, at 1, with a modifier of -5. If there's anything anyone wants to do to intervene while this is happening, feel free; we can stick it in wherever makes sense in this progression.

Still gonna jump over that wall?

GM Screen:

Heal Elan: 1d20 + 13 ⇒ (9) + 13 = 22
Heal Balaxxius: 1d20 + 13 ⇒ (19) + 13 = 32
Heal Alaric: 1d20 + 13 ⇒ (1) + 13 = 14
Fort Save E: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
Fort Save B: 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Fort Save A: 1d20 + 9 ⇒ (9) + 9 = 18
Str Damage to B: 1d3 ⇒ 1
Heal B: 1d20 + 13 ⇒ (13) + 13 = 26
Fort Save B: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
Heal B: 1d20 + 13 ⇒ (18) + 13 = 31
Fort Save B: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14
Str Damage: 1d3 ⇒ 3
Heal B: 1d20 + 13 ⇒ (4) + 13 = 17
Fort Save B: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Str Damage: 1d3 ⇒ 3
Heal B: 1d20 + 13 ⇒ (2) + 13 = 15
Fort Save B: 1d20 + 2 ⇒ (3) + 2 = 5
Str Damage: 1d3 ⇒ 2


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

After examining Balaxxius a final time, Elan looks grim and says, "It looks like you barely survived this dust. I have not magic that can help you today. After a night of rest and prayer I will be able to use magic to restore your strength to you, but it will take a good portion of my magical abilities for the day. I am sorry I failed you my friend."

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's breathing grows heavy, and sweat mops his brow, but he manages to ride out the worst of the poison. He watches on with gritted teeth as Balaxxius' condition takes a turn for the worst. "We should find somewhere defensible and entrench ourselves." Alaric says, stifling a few hacking coughs with his mailed fist. "We're not getting him back to town in his condition, and we're no Taldan legion with ample reserves. We need every fighting man we can muster."

He gives Balaxxius a sympathetic clap on the shoulder and offers him his sword arm to lean upon. "Looks like it's cold stone floors over feather beds tonight, boys."

This chamber has lots of nice choke points but I'm not certain how many entrances it has. We could probably just rest here?


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

"Agreed, sir knight," the old gunslinger says taking one last look around, but not finding anything in addition to what they have already seen. "Our trapfinder needs to rest, else he'll be no use to us withered and wasting away."

"And don't be too hard on hard on yourself, Elan," Ibid says, turning to the cleric. "This place is designed to kill all that enter, you've done well to heal us. And if you can help our trapfinder to recuperate, even if it takes a week, that is no small miracle."

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

Balaxxius looks around after being treated by the cleric. For a moment he begins to feel better, the creak and the cough feels as though they are melting away. Then suddenly a strange sensation washes over his body. Like a gigantic fuzzy blanket wrapping him up, only with needles hidden through out. Its an odd mixture of warmth, comfort, and pain. As the lich dust takes hold, the elf crumples to the ground, his physical body unable to bear his own weight, and his mind unable to bear the dread of what is happening.

For a moment, he pictures the purple haze of his cavern home, far away. An evil place littered with backstabbing glory seekers he fought so hard to escape. The memory brings back a familiar comfort, despite the hatred harbored in his mind for his former home. He thinks of times more innocent and carefree, trying not to focus on his inevitable death at the hands of a pile of dust.

Only then, just as his consciousness is about to fade to memories of chasing lizards down long tunnels, does the process halt. The pain intensifies, snapping him back to reality. Snot bubbles in his nose and tears run down his face, betraying the dark elf's stoic demeanor, and his body is unable to control it as his strength is nearly sapped completely away. He lies on the floor, a weak, pathetic mess, unsuccessfully trying to fend off the pity of his companions.

"I'm.... not... dead... yet." he spits out through gritted teeth.

He is unable to do anything else however, and just tries to make himself as comfortable as possible, if that was such a thing that could be possible.

Yea... holy crap. So I may be biased, but I am all for resting and resto-ing... :) I don't need my strength too much, since this character wasn't made for fighting, so don't feel like we have to use all our resources to get me back to full. but something better than 1 would be good... makes me wish for a wand of lessor resto... :) Better add that to the list of PFS items for my character... could come in handy.


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

"If anyone has 100 gold worth of diamond dust I could fix him with one spell, baring that I'm going to need to use 4 lesser spells.", Elan says as he sets up his camp for the night. He pulls out a flask and passes it around, "This will take the chill off!"


Male

Since everyone seems to have chimed in...

With grim determination, your little group of Pathfinders starts setting up a rough camp for the night. Quadravos sets up a perimeter, Alaric gets a fire going, and Ibid. keeps an eye on the entrances and a hand on his gun. Balaxxius is too weak to be of much help, though he keeps his darkness-piercing eyes trained on potential vulnerabilities, and Elan keeps a careful eye on his weakened charge.

The "night," such as it is, passes without incident, though you are all woken at various times by strange screams, sounds, or horrid stenches. Perhaps these were nothing more than dreams--the person on watch never seems to sense them, and only one person ever wakes up at a time--but then again, perhaps it's just the weird geometry of the Tomb playing tricks on you...

As your internal clocks start to suggest that it's morning, everyone begins to stir, and Elan and Quadravos begin to prepare their spells for the day.

Casters can prepare spells for the day; everyone regains 7 hit points, and Balaxxius naturally regains 1 point of Strength, putting him at 2.

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 turns the gem-studded collar in his hands, marveling at the way the dying light of the fire catches it. He passes around his wineskin but doesn't dare talk beyond the occasional grumble, lest he give away the parties presence.

After several restless hours pass, Alaric massages his stiff joints and stomps out the fire, strapping on his hauberk and greaves before shoving his breastplate into Ibid's arms and looking at him expectantly, arms akimbo. "If you'd be so kind, old man."

After donning his full plate, he checks his flail for rust and tests his blade in it's sheath. Giving his neck a loud crack he motions his readiness to the group. "I'm beginning to forget which way is out. Just point me in the right direction."

Will wait until the others are prepared/restored but the maps a little unclear. Have we found the next pathway?


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 wakes and spends an hour in prayer. He then approaches Balaxxius, "May the blessing of Pharasma be upon you." and casts Lesser Restoration three times.

Str healed: 1d4 ⇒ 1
Str healed: 1d4 ⇒ 3
Str healed: 1d4 ⇒ 4

"I have one more time I can cast that for today or turn it into a healing spell. Feel up to exploring the altar now?"

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)

Spells Prepared:

left a few slots open for if we need something specific later in the day.
lvl 0 (4+1): Ray of Frost, Detect Magic, Message, Open/Close, Acid Splash*[School]
lvl 1 (4+2+1): Mage Armor*, Detect Secret Doors, [open slot], Feather Fall, Touch of Gracelessness, Snowball*, Snowball*[School]
lvl 2 (3+2+1): See invisibility, Communal Protection from Evil, Acid Arrow*, [open slot], Summon Monster II*, Glitterdust*[School]
lvl 3 (2+1+1): Fireball, haste, [open slot], Summon Monster III*[School]
lvl 4 (1+1+1): Ball Lightning, Black Tentacles*, Summon Monster IV*[School]

Also regained that 1 point of CON I lost, so I'm full again. And with those rolls I think Balaxxius is back on full strength?

When everyone is ready to go, Quadravos will prepare himself for the day, weaving mage armor around himself.

Sacred Geometry:

Attempting to cast an Extended(+1) Mage Armor(lvl 1). Total spell level = 2. Allowed Prime Constants for this level = 11, 13, 17.
7d8 ⇒ (5, 2, 2, 7, 5, 8, 5) = 34
Calculation : ( 5 x 5 ) - 5 + 8 - 7 - 2 - 2 = 17
Effect : Mage Armor for 16 hours

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

Balaxxius sits on the floor, determined to bury his feelings of weakness and inadequacy behind a stoic wall of determination. He cannot hide the relief that washes over him when the Samsarian cleric casts his restorative spells, and stands up to thank him.

"I am eternally grateful my friend. It was my hasty action that caused this problem, and we are lucky I was the only one affected. Seems a fitting penance that I should have paid, yet I was spared."

He nods to Alaric as the knight mentions the need for all of the party to be at their best.

That might be the closest he'll come to giving me a compliment. I'll take it. The elf's smile towards the armored knight hopefully says all that needs to be said.

"Well prepare yourselves now that we are ready to continue on. I cannot find any trickery on this side of the wall, so over I must go. This place is making me paranoid, but I fear that simply going over will trigger some proximity trap that I cannot find."

The elf pauses for a second.

"Actually... " rummaging around in his pack, Balaxxius pulls the bedroll he just packed back up off of his gear. He walks over to the half wall, and tosses the bedroll over, aiming for the base of the altar, for what he believes might be the closest logical place for a proximity trap.

Bedroll toss (attack a square): 1d20 + 11 ⇒ (5) + 11 = 16


Male

Alaric, the tunnel you all approached through is on the eastern side of the northern wall in this chamber; you haven't found any obvious way past this room yet.

Once everyone is up and more or less functional, your exploration of the Tomb continues. Balaxxius, approaching the fence, carefully tosses his bedroll over the wall, watching as it lands with a solid thunk a few inches away from the altar. Nothing seems to happen to it...

Balaxxius, on the map it looks like you've hopped over the wall as well--is that correct? On that note, since we're moving on, everyone please make sure you're checking that you're happy with your character's position on the map...never know when it might become relevant...

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