The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

Map


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Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will head through the now open doorway, away from the fog.


Evil GM

North, then South. Were the original instructions but now Omar considers how to reverse course.

Omar make a perception and disabled device check. You can't take 20.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

perception: 1d20 + 29 + 6 ⇒ (15) + 29 + 6 = 50
disable device: 1d20 + 32 ⇒ (12) + 32 = 44


Evil GM

Omar investigates the area and figures out how to work the instructions in reverse while standing in the 10 foot chamber. You are able to work around the blade barrier trap that triggers with touching the wrong wall.

Omar:
You recognize that this is a trick chamber. You realize that you are actually teleported into a similar looking 10 foot chamber that is decorated with hundreds of symbols. You also understand that the stone to mud spell may have ruined any attempt to return to this passage. Perhaps there will be another route.


Evil GM

You are in in a 10 foot room, but noticeably the door is there (it's not mud nor is it open). There are dozens and dozens of glyphs and strange symbols painted on the walls, floor and ceiling.

Everyone can make perception check

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

perception: 1d20 + 29 + 6 ⇒ (9) + 29 + 6 = 44

"Decent chance we can't go back that way, but then I don't think I mind. Better be another route though, "


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Perception 1d20 + 9 ⇒ (7) + 9 = 16


Evil GM

Sargon are the mirror images still present?

May as well have everyone make a Will Save just in case I need one.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

will save: 1d20 + 12 ⇒ (13) + 12 = 25


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Will 1d20 + 17 ⇒ (15) + 17 = 32


Will: 1d20 + 20 ⇒ (16) + 20 = 36


Evil GM

I'm just waiting on Sargon to respond to my question and Rey and Sargon to roll out will saves.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
DM wrote:
Sargon are the mirror images still present?

Yip they are a permanent effect

Perception: 1d20 + 26 ⇒ (18) + 26 = 44
Will: 1d20 + 19 ⇒ (4) + 19 = 23...Just in case this is a dominate, it triggers his contingency

Will: 1d20 + 19 ⇒ (2) + 19 = 21...Too funny


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Rey looks around feeling a bit out of sorts as she's still not sure if they are facing an enemy or just the wind.

Perception: 1d20 + 23 ⇒ (1) + 23 = 24

Will Save: 1d20 + 15 ⇒ (16) + 15 = 31+2 if it's versus an enchantment


Evil GM

When everyone, including your doubles, pile into the 10 foot room it feels crowded. Especially since it's difficult to tell the mirrored double from the real flesh and bone. Everyone notices Sargon is sweating and he, and his double, begins to tug on his collar trying to get some air flow. His eyes are glossy and he looks a bit weak kneed.

Sargon:
You are bit panicked and you feel hot and confined. there are WAY too may people in this small chamber. It feels as if the wall are coming in on you. The air feels heavy as if your heart and lungs want to leap out of your body. You definitely want out of this closed space.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Gah, Hurry up with that would you Sargon says to those working on the door in an irritated tone

I want out of here NOW!

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Keep your codpiece on, I'm working as fast as I can. "


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"You okay, Sargon? Looking a bit clammy there," Dragox points out to the wizard.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

So Hot, So Crowded We Must Get Out Of Here!

Hey Baldwin, can Sargon cast spells


Gauthier raises an eyebrow as he gives Sargon a closer look.

Heal: 1d20 + 14 ⇒ (14) + 14 = 28


Evil GM

Gauthier:
You realize that Sargon is suffering form symptoms of claustrophobia which makes sense since the 10 foot space everyone is in is exceptionally tight. Especially with the mirrored images.

Gauthier places his calming hands on image of Sargon. It disappears for moment but Gauthier quickly shuffles to the real Sargon to ease the sorcerer's concerns.

which Sargon: 1d2 ⇒ 2
1 = real
2= image


Evil GM

Sargon: yes can you spellcast when in that condition but it will take a concentration check.

Just as Gauthier begins to calm Sargon, Omar gets the door open. Sargon bursts out the confined space and starts to huff and puff while fanning himself. Within a few moments he regains his composure.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

You all right boss? You're usually not so easily rattled. In fact, I'd say one of your premiere character traits is "not easily rattled." Anybody have detect disease prepared? Reyondelee asks the group at large.


Evil GM

Omar gets the door open and Sargon burst through into a long hallway with a stairway heading up. It appears as if they ascend roughly 40 feet. The area does look familiar. I take it you are going to head up the stairs?

Rey:
From your mapping this looks like the reverse to you. Previously you descended 40 feet, so it makes sense that youwould be ascending 40 feet if you are in the same location.

Sargon:
The feeling of a closed space gradually resides and you are able to gather your wits about you again.

Corridor Hallway
*There is large compass rose on the page for reference.


Evil GM

Omar leads the group up the stairs and soon the group is at a "T" intersection. The area fits with Rey's previous drawings. According to those sketches to the left is the "Pool Room" you came through. It had one long and one short pool and according to the drawings there were two unexplored hallways within that chamber (one to the north and one to the south). Rey's notations by the large pool state "BEWARE Colorful Fish!" and the notations by the small pool indicates "Undisturbed Coins."

The other half of the "T" intersection has not been explored.

Updated Map of corridor

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Might as well head to the unexplored direction.

perception: 1d20 + 29 + 6 ⇒ (16) + 29 + 6 = 51


"Ah... Thanks Rey, I needed the map; I was getting confused..." mumbles Gauthier, before agreeing to go the unesplored way.

"Damn fish!" he muuters under his breath.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Any place is better than that hot closed in room


Evil GM

The other side of the "T" quickly dead ends. After a bit of searching Omar discovers the secret passage. With a bit of finesse he gets the door open which reveals...

Rows and rows of pillars in this dark chamber, they are fashioned to look like huge coiled snakes. Unlike snakes though the heads are carved to look like various animals and humanoids.

Updated Pillar Map

What are you doing?


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Rey takes out her mapping kit and turns it around in her hands for a moment, then begins to sketch the new areas. Yes this seems right. Not sure how we got so turned around in that little room, but we seem to be right back where we were before. She says as she sketches and writes notes, doing her best to remember all the twists and turns they encountered most recently, including fog, snakes, pillars, etc.

Craft Mapmaking: 1d20 + 9 ⇒ (19) + 9 = 28

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Take a look around the room, looking for traps first.

perception: 1d20 + 29 + 6 + 7 ⇒ (14) + 29 + 6 + 7 = 56 (+7 is for traps)


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

It looks as if we are whittling down our options, this is good.


Evil GM
Sargon The War Sage wrote:
It looks as if we are whittling down our options, this is good.

It is?

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Yeah, not exactly sure why that would be good.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"Anyone else waiting on the snake statues to come to life? Seems a pretty good bet to me."

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Somehow that wouldn't shock me. "


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Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

I've found, over the years, that the deadliest snakes are the ones that gentleman hide in their trousers! Rey says with a wink, hoping to lighten the mood just a bit.


Evil GM

Omar you don't notice any traps but you've seen enough snakes from the last room to last you a life time. As your eyes scan the pillars, Rey makes like of the situation, and the tension diminishes slightly.

As a group where are you heading and what are you doing? Use the last map for reference.


Gauthier gives Rey a weak smile, thinking of the good old days long past...

"Better cross that room and find out... I'm sure the Muddy Bastards are more creative than that..."


Evil GM

Are you proceeding across the room?


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Dragox votes yes, but I prefer to let the trap spotter make the call. I don't want to declare an action for him and end up killing him.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will head across the room, but looking a bit worried about snakes.


Evil GM

DM:

stealth, invis: 1d20 + 28 + 40 ⇒ (10) + 28 + 40 = 78

Omar enters the room, Dragnox nearby, and the others follow. Each snake with it's unusual head heightens the nervous parties senses.

Updated map of Pillar Room

*Everyone can make a perception check.

Sargon:
I know you can see invisibility, I'll factor that into your roll provided you beat the enemy's underlying stealth roll.


Evil GM

Sargon:
I see your initiative is 14(16) when does the 16 apply? I'm creating an initiative template and want to know when it applies.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

perception: 1d20 + 29 + 6 ⇒ (19) + 29 + 6 = 54


Evil GM

Initiative:

Omar: 1d20 + 7 ⇒ (8) + 7 = 15
Sargon: 1d20 + 16 ⇒ (11) + 16 = 27
Gauthier: 1d20 + 3 ⇒ (20) + 3 = 23
dragox: 1d20 + 2 ⇒ (19) + 2 = 21
Rey: 1d20 + 4 ⇒ (16) + 4 = 20

Baddie: 1d20 + 8 ⇒ (7) + 8 = 15

NOTE:
There is a potential Surprise RD first depending on perception checks.

DMPC gauthier perception: 1d20 + 34 ⇒ (20) + 34 = 54

Initiative Order:

Sargon
Gauthier
Dragox
Rey
Baddie
Omar


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Perception: 1d20 + 26 ⇒ (7) + 26 = 33


Evil GM

The party ventures into the chamber eyeballing the strange pillars, when you hear the floor crack. A field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. The tentacles will get each person, plus their mirror images (excluding Guathier's mirror image)

CMB, str, size: 1d20 + 12 + 4 + 1 ⇒ (17) + 12 + 4 + 1 = 34

versus your CMB.

damage if grappled: 1d6 + 4 ⇒ (1) + 4 = 5
I haven't looked at your character sheets lately so I'm not sure if anyone has an ability/magic to avoid the grapple.
DMPC Guathier's CMD is 33, and he has a Freedom of movement ring.

Room Post Surprise Round

black tentacles:

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar deftly avoids the tentacles (CMD 37).


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

The tentacles just missed Dragox as well!

CMD 35.

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