The Mud Sorcerer's Tomb
(Inactive)
Game Master
baldwin the merciful
Map
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."
Male ranger 14
Been pretty sparse using my ranger focous. Have some left, so I'm good.
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"
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?
Male 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.
Male 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.
Male ranger 14
"Don't touch the liquid!"
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"
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?
Male 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
Male 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.
Male 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.
Male 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.
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"
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?
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"
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.
Male 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..."
Male 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?
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"
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?"
Male 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?
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"
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?
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"
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.
Male 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?
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