The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

Map


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Evil GM

How is everyone doing resource wise?


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

Actually doing pretty well for me. Several LOH left today.

Dragox waits for the all clear from his group. "Who wants to board that ship with me? That looks a fine place to store treasure."

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

Been pretty sparse using my ranger focous. Have some left, so I'm good.


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),

Not Bad

Sargon floats in invisibly and takes it all in.

Perception: 1d20 + 26 ⇒ (8) + 26 = 34


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. |

Resource wise I think Rey is good, honestly I'd have to take a look back through to see how many charges she's used from her Cure wand, but she's only used a few rounds of song since our last rest, so she can always play her soothing song for heals if need be. Spells-wise she's got quite a number in each level left.

Omar, I think you should specifically examine the stone face. Those have been the keys to many hidden rooms and treasures along the way. I'd bet a fair amount of coin that this one is no different. Careful though, those tears might not just be water. Rey says, and then pulls out her mapmaking tools and begins to add this room and it's details to her map.

Craft Mapmaking: 1d20 + 9 ⇒ (9) + 9 = 18


Evil GM

Dragox eyes the ship, dreaming of the looting possibilities, as he makes his way over to the vessel.

Sargon reads the name on the ship: Uzivoy. He recognizes it as a ship of earth and sea - a mudship. Anyone with knowledge check: history can make a check.

Rey busies herself sketching the room from afar, careful to let the others take the risk of actually searching the room for traps.

Omar is mindful of that last trap so he eases himself into the room as he begins to search for any other nasty tricks. He begisn to make his way towards the stone face which reveals tears floing down the face and the wall through an iron grate on the floor. His nose twitches as he is certain that the liquid is dangerous. Omar continues to examine the face when he spot a small metal wheel hidden behind the right ear. What are you going to do?

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

Do I think the wheel is connected to the trap? If so he will fiddle with it in his trap dealing voodoo.

"Careful, we have more traps here. "

disable device: 1d20 + 32 ⇒ (6) + 32 = 38


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. |

Knowledge History: 1d20 + 19 ⇒ (10) + 19 = 29

Rey puts away her mapmaking kit and waits for Omar's assessment of the stone face. Certain that something secret lies within its visage.


Evil GM

Omar you think the wheel controls the flow of the tears. You chuckle when you see it, it's reverse: clockwise shuts down the flow, while counterclockwise opens the valve. You turn it correctly which shuts off the tears.


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

"Any other traps here? If not, there's no reason to just stand around.". Unless stopped, he tries to figure an easy way to board the vessel.

On phone so can't see the map. If I can walk in board I will unless Omar stops 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

"I only found the one, and it's off now. "


Evil GM

Dragox the area in the center of the U-shaped pool is actually a stone platform suspended over the pool and supported by 8 stone columns beneath the surface. The ship itself is held aloft by 8 oak beams angled up from the stone plate from to the hull of the ship. The deck of the ship is 12 feet off the platform. You don't see a method to get up onto the deck of the ship.

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

"Don't touch the liquid!"


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),

A mudship that's different, I wonder if one could use it to sail through the walls?...I could try and give you a lift Dragox to the ship


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 pulled his sword and nodded, ready to try the ship!


Evil GM

Sargon floats down and places his invisible arms around Dragox, whose a bit uncomfortable being touched by someone he can't see. There is grunt and heave as Sargon tries to lift heavily armored half-orc. Sargon can you lift his weight with your 8 strength?


Evil GM

What are Rey and Omar going to do as Sargon tries to lift Dragox onto the ship?


Evil GM
Omar bin Zayed wrote:
"I only found the one, and it's off now. "

You've only made it a quarter way around the room going clockwise before you found the trap. are you going to continue searching the rest of the way around the room?

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

Yes, he will continue the sweep for traps and whatnot.

perception: 1d20 + 29 + 6 ⇒ (14) + 29 + 6 = 49 +7 for traps

perception: 1d20 + 29 + 6 ⇒ (1) + 29 + 6 = 36 +7 for traps

perception: 1d20 + 29 + 6 ⇒ (20) + 29 + 6 = 55 +7 for traps

Since you're doing it in quarters.


Evil GM

Omar you continue your search and you eventually find something interesting to you on the far east wall. There you find four slight oval depressions lightly etched in green with the four mud sorcerer symbols that you've seen on the mud faces. You figure they are a lock of some type to a doorway, but you don't have the key.

Updated Map

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

Is it possible to try and open it without a key?


Evil GM

Omar it doesn't look it can be picked, perhaps with a pick and sledge hammer along with lots of muscle behind it.

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

"We're looking for another key guys. Got another door here. "


Evil GM

Omar make an intelligence check for me and add your +7 trapfinding to it.

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

int check: 1d20 + 2 + 7 ⇒ (2) + 2 + 7 = 11 derp


Evil GM

Omar you know it requires a key of some sort perhaps oval in shape.


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),

Has anyone checked the stone face, we found a key there before


Evil GM
Sargon The War Sage wrote:
Has anyone checked the stone face, we found a key there before

Omar did not find a key when he turned off the liquid tears.


Evil GM

Dragox are you tossing a rope up to climb onto the ship. Or have Sargon attach it and drop one end down to you?


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),

I suppose I will go up and tie it off.


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

Sargon's plan works for me! Let's do this!


Evil GM

Sargon ties the rope to one of the cletes on the ship then lets the other end drop to the floor. Dragox eagerly grabs the knotted rope. I assume you've knotted the rope to make it easy to climb

Anyoen climbing up needs to make two climb checks.


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

Climb 1d20 + 7 ⇒ (11) + 7 = 18
Climb 1d20 + 7 ⇒ (13) + 7 = 20


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 waits to see if anything happens to Dragox before making her decision to either climb aboard or use one of her potions of fly to fly up.

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

Just watching to see if there is a need for fire support.


Evil GM

Dragox hulls himself up the rope and then firmly plants his feet on the ship's decking. On board Dragox, and I assume Sargon is hovering nearly, can see the ivory wheel which is carved with hundreds of letters in a weird, alien script. There are two doors but they are each locked one to the west and the other to the east.

What are you going to do?


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 describes the scene. "There's strange writing up here and two locked doors. Omar, you want to come up here and do a little door unlocking for me? If not, I'm going to kick down one of these doors..."

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

Ok, ok, keep your hauberk on. "

and he starts climbing up.

climb: 1d20 + 13 ⇒ (14) + 13 = 27

climb: 1d20 + 13 ⇒ (12) + 13 = 25


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 pulls the stopper on one of her potions of fly, and slugs it down. Then she floats up to take a position next to Sargon. She then rummages through her pack for one of her scrolls of comprehend languages and holds it out to Sargon. Want to read that strange script?


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),

Sargon's Rule #2

Doing ANYTHING in a dungeon can get you killed. This includes doing nothing. Therefore, act. Tis better to die daring awesomely. Sargon quips

Sargon reads the script


Evil GM

Omar gets to the deck and does a quick exam of the situation. He thinks the two locked doors lead to the cabin and the other to the ship's hold. After inspection Omar nods knowing that the locks can be easily opened. Two open locks rolls.

Meanwhile, Sargon casts the spell from the scroll that Rey offered him. The ancient alien language on the wheel read: Uzrivoy - a gift from Uzith and Alyolvoy to Tzalo. Join on the journey but remember the pilot must wear the Talisman of the Uzrivoy.


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

"Have we found any talismans so far? This boat might be our way out of here, maybe?"

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

disable device: 1d20 + 32 ⇒ (3) + 32 = 35

disable device: 1d20 + 32 ⇒ (13) + 32 = 45


Evil GM

Omar gets both locks open and he cracks each door to ensure there are no other "tricks". Peering through the first cracked door he can see it leads down to the hold, then he locks through the second opening which leads into a cabin.

Which one are you heading through?


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),

Hopefully this talisman of uzrivoy is somewhere near. I must confess some curiosity about a ship that sails through earth. It could be our ticket out of this place


Evil GM

Which doorway do you want to check out first?


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),

Let's check out the cabin, Important things are in cabins not holds


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 nods. He waits for Omar to take point and then follows behind him; sword at the ready.

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 decides to try sneaking into the hold.

stealth: 1d20 + 28 + 6 ⇒ (15) + 28 + 6 = 49

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


Evil GM

Rey are you staying on deck or following Dragox/Sargon into the cabin or Omar into the hold?

Omar:
As you slip through the opened door there are ornate stairs leading down, the feel of the wood is smooth but yet textured, hard to the touch but gentle under hand, and the stairs seem to go on and on and on until finally you get to the bottom. waht is your light source?

Dragox and Sargon:
From the outside looking in the cabin appears to be small and well appointed but once you step through the doorway it all changes. You enter a 20 by 30 room that is lavishly adorned in deep mahogany wood and rich silks. There is great oak table surrounded by a dozen chairs. Cabinets line the wall. In the middle of the table is one oval smooth stone. What are you going to do?

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