[5E] DM Critic’s Happy Holiday Tomb of Horrors Bash (Inactive)

Game Master TPJ

In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich.


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Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Simo snorts, It's fine, everything is fine. Sonya survived into womanhood, she can survive into spinsterhood without me changing her nappies.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Kraven seems a bit perplexed at everyone's fairly casual attitude towards their quest, Perhaps you are right, but I believe caution to be prudent. We've already walked into one trap, and this is supposed to be quite a dangerous foe we face. What if the next trap isn't as easy to work around?


Dwarf Barbarian 1/Cleric 13

"Well, if the stone wall trap is the kind of thinking that the creator has, then I'm not too worried."


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Simo's cheeks grow red and his brow furrows, Well maybe not everyone dressed in robes knows mage hand, did you ever think of that?

Some people and their assumptions!


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"I have the spell, and if I need to use it I will. It was not neccessary there.. Who's going first? Because I'm not a front man.."


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

See? She's got a handle on it, Simo says before he blinks and his eyes change to orange with a black slit in the middle. He falls silent and is concentrating on the bond with his familiar and seeing through its eyes down the hall.


female Half-Elf Warlock 12 (Far Traveler)

So I take it I find nothing at the door?


I'll go, I normally kinda just barge through anyway...


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Seeing Simo focus inward, Kraven elects not to continue this fruitless argument. Go with Ilmater, Arrak, I will have you back

Kraven will stay 10' behind Arrak if/when he advances


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Entrance 2

Sen and Morgan move through the makeshift tunnel on the stone and inspect the doors at the end. Sen discovers that they are fake and do not open.

At this point you suspect whomever built this tomb was not only evil, but also a real jerk as well.

Entrance 3

Morgan bypasses the trapped needle on the chest and opens it. It appears to be empty.

Simo summons a lizard familiar and sends it to walk down the long hallway, magically observing through its senses.

The lizard follows the red tile path about 100 feet forward from the trapped chest, at which point it can go no further without Simo losing contact.

Just as it reaches the limit, the red tile mosaic on the floor splits in two, with one path leading directly to an archway filled with a cloud of impenetrable mist.

The southern fork of the red-tiled path leads to an 8-foot-tall devil face carved from green stone and set in mosaic at the corridor’s end. The face’s gaping mouth is O-shaped and dead black.

Illustration 6

Theatre of the mind is only going to work for so long, so I present,

The Tomb of Horrors Map

The map is also linked in my description, and I'll reveal bits as we get through them.

Each square = 10 feet.

The first possible (fake) entrance is at the bottom of the map, lines 30 & 31.

The second possible entrance is at the top of the map, rows 4 & 5. The stone runs from 03.04-04.05 and 03.05-04.05

Possible entrance 3 is the center section of the map. The red line represents the red tile path. The trapped chest is located at 03.15 on the grid. Simo's lizard is at 12.14/12.15.

As you move forward to explore the corridor, please call off the squares you are walking upon.

Arak moves forward to explore the corridor, followed 10 feet behind by Kraven.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"I'll go in the second row, so I can look for possible traps.."

She falls in line behind the meat and moves slowly, looking as they go..

"I would suggest taking the same pah as the lizard since no traps befell him.."

Investigate as we go!: 1d20 + 12 ⇒ (18) + 12 = 30
Advantage: 1d20 + 12 ⇒ (16) + 12 = 28


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Erik, Elrick? Wolf-guy! My familiar didn't set off anything ahead, but about 100 feet up there is an obvious trap face carving and a dangerous doorway filled with thick fog. Make sure to put some weight on those tiles before stepping use a staff, sword, or pole before each step! Let us know when we can approach, I'll send Sparkle to get the others.

Sparkle winks out of existence and back on Simo's shoulder, Got that, gorgeous? Go get Master Deathsteel and Madam Wildwalker. Bring them here.

Sparkle skitters off.


Dwarf Barbarian 1/Cleric 13

Morgan looks over the group and the moves to the front, his keen eyes wary for further shenanigans.


female Half-Elf Warlock 12 (Far Traveler)

Sen falls in behind the others, studying the mosaics on the walls curiously as she follows. The tiny dragon, still perched on her shoulder, meanwhile watches her steps as if they were its own, making sure she does not step off the red path.

With Voice of the Chain Master i can perceive through my familiar's senses, which according to find familiar I already can, so I assume that voice of the chain master, because it doesn't say anything further, does not have the same limitation that while seeing through my familiar i am incapable of seeing through my own. So I should be able to have my familiars eyes keep the path in view while I look at something entirely different. And if nothing else the familiar can still warn me of a misstep telepathically through Voice of the Chain Master.


Ah, I'll make sure to stop. Be ready to run on my mark, well, if we get the chance.

Arrak then does as told using a pole to find a solid path and way through the small tunnel entrance. Stopping after reaching 100ft.

What do we do about the mist? he goes to stick the pole into the mist, but stops if someone attempts to stop him.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

I think Critic wants us to grid out the exact path you take on the map.


Dwarf Barbarian 1/Cleric 13

Just for clarification, which of the 3 tunnels is our group currently going down?


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

#3, the one Sonya found.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

#1 and #2 are fake entrances.. The only one not fake so far is #3..


Dwarf Barbarian 1/Cleric 13

Morgan will walk straight forward from 00.14 to 13.14, checking for traps ahead before he moves.

I'll let you roll that DM Critic, just remember that I have advantage, so I get to roll twice.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Arak:

Arak moves forward carefully following the red path.

Just as he moves past the chest, he triggers a pit trap in the floor (04.15).

Int DC15: 1d20 + 1 ⇒ (7) + 1 = 8
Dex Save DC12: 1d20 + 3 ⇒ (16) + 3 = 19

Arak successfully avoids falling into the trap and continues around it and forward.

He misses and triggers another pit trap in the floor further on (09.14).

Int DC15: 1d20 + 1 ⇒ (4) + 1 = 5
Dex Save DC12: 1d20 + 3 ⇒ (12) + 3 = 15

And again, Arak successfully manages to avoid falling in and continues forward.

He stops when he's 100 feet in, just as the red stones diverge. As he steps before the archway to observe the mist, (12.14) the base stone glows yellow on the left and orange on the right, and the keystone 7 feet above glows blue.

Illustration 5

Probing the mist with a pole does not appear to do anything, and the vapors do not clear. You are not able to see into in.

Morgan:

Morgan plots a course straight forward. (00.14 to 13.14)

Int DC15: 1d20 + 5 ⇒ (10) + 5 = 15

Morgan is able to detect another pit trap 50 feet in (05.14) and is able to avoid it.

Int DC15: 1d20 + 5 ⇒ (11) + 5 = 16

Ten feet forward, he detects another trap, this one laid in the middle of the passage (between 07.14 and 07.15) and again avoids it.

Int DC15: 1d20 + 5 ⇒ (8) + 5 = 13
Dex Save DC12: 1d20 + 4 ⇒ (20) + 4 = 24

He fails to detect the pit trap ten feet ahead (09.14) and triggers it, but is able to avoid falling into it.

He then joins Arak before the archway, and stands before the devil face carving (13.14).

The pits all appear to be ten feet deep and concealed by a counter-weighted trapdoor.

At the bottom of each pit are five iron spikes. (They are arranged like the pips of the "5" side of a d6)


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Simo follows a safe route and inspects the doorway full of mist.

Simo Intelligence(Arcana): 1d20 + 9 ⇒ (17) + 9 = 26 I assume this is the relevant roll.

He then starts patting his robes a pit looking for something.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Simo:

Arcana will tell you things for sure.

You aren't able to see into the mist at all, but you do observe that the base stones on the archway change color when you stand before it, as well as the stone above. The stones look as though they can be pressed to trigger the glow, suggesting an activation sequence.

The stones appear to be magically enchanted.


Well, someone certainly doesn't want guests! He breaths out at the end with a sigh.
Ok, next hallway is someone else's turn!
He then turns towards the archway, he noticed the stones, then looks around for any words or the like. Some hint to the door if any.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

It's a door... a sophisticated one. It uses these stones, Simo says pointing, to allow those with the knowledge to bypass it. I suggest this may be the best path forward over whatever trap nonsense is going on with that face. Simo stares into the mist for a time, But how deep is it?

Simo pulls the iron pot many a crappy stew has been burned in and thrusts it out, Can someone take the flat end off this to make a big tube? I doubt you'll miss my night to cook.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sonya pulls a wand and uses it, detect magic, inspecting the green statue and its black mouth..

Know Arcana: 1d20 + 12 ⇒ (15) + 12 = 27

"I'll take point from here on.. As much as I hate to admit it I'm pretty good at detecting things."


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Sonya inspects the green face but cannot see into the mouth. The wand indicates it is a magical darkness, and something more powerful behind it.

Sonya:

The darkness seems like it will be impervious to darkvision or light spells. Even your devil's sight is not able to penetrate it. But the wand tells you there is some powerful magic behind it, unseen. It is a legendary and ancient item, likely a sphere of some kind.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

As we expected.. Best not mess with that thing..


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Sonya:

One other thing you notice, as you observed the red path. The runes set in the stones spell out the following message,

ACERERAK CONGRATULATES YOU ON YOUR POWERS OF OBSERVATION. SO MAKE OF THIS WHATEVER YOU WISH, FOR YOU WILL BE MINE IN THE END NO MATTER WHAT!

Go back to the tormentor or through the arch,
and the second great hall you’ll discover.

Shun green if you can, but night’s good color
is for those of great valor.

If shades of red stand for blood the wise
will not need sacrifice aught but a loop of
magical metal — you’re well along your march.

Two pits along the way will be found to lead
to a fortuitous fall, so check the wall.

These keys and those are most important of all,
and beware of trembling hands and what will maul.

If you find the false you find the true
and into the columned hall you’ll come,
and there the throne that’s key and keyed.

The iron men of visage grim do more than
meets the viewer’s eye.

You’ve left and left and found my Tomb
and now your soul will die.


Dwarf Barbarian 1/Cleric 13

Morgan will reach into the pouch at his side and pull out smithing tools and then take the pot from Simo. The sound of metal beating metal echoes through the halls for several minutes, and then he hands Simo back a tube, having made a hole in the middle of the bottom and then pushed the sides out while simultaneously narrowing the pot into something more resembling a tube than a pot. He then stows his smithing gear and re-equips his weapon and shield.

Smithing Tools: 1d20 + 9 ⇒ (6) + 9 = 15

"That do for ya?"


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Assuming there is no issue.

Time for some expirementation! Simo yips with a bit too much glee. Holding the edge of the pot he inserts it into the mist to try and create a small hole around the metal. He is careful not to touch the mist.

Sparkle is on his forearm ready for action if it works.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

I'm intrigued at what Simo "Mister Wizard" Icecap is cooking up here. :)

The mist parts around the pot, but beyond it you see only more mist.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Well that didn't work, Simo hurrumpfs, I was hoping I could make a small window, but I will have to use less refined methods.

Simo sets the pot down and gestures while speaking the words of unmaking, casting dispell magic on the device.

3rd level.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Simo's dispell magic spell fails to clear the mist.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Well, then, Simo exclaims angrily, You're the last hope, Sparkle! He holds the pot and paces Sparkle inside. He hangs the pot from a 10-foot pole and says, OK, now you extend that pole into the fog and I will try and see the other side.

And Simo will concentrate on sharing Sparkles senses as the pot is extended through the mist.


female Half-Elf Warlock 12 (Far Traveler)

Sen looks at her dragon: "Care to take one for the team?"
She pauses for a moment before continuing with an exasperated tone: "You know as well as I do, that you will just disappear and then I can safely summon you back."
Another pause.
Yes I understand it might hurt, but you're the one who definitely won't die in there!"
After a third pause she looks at Simo: "Sinjin thinks you should send your lizard into the fog, see if it can reach the other side."

The dragon then stretches it wings and takes off from her shoulder, flying back down the corridor and inspecting the walls.

WIS (Perception): 1d20 + 5 ⇒ (18) + 5 = 23 Looking for any markings matching the colors of the thre glowing stones on the door.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

The lizard vanishes when it's put into the mist.

Simo:

Your senses black out for a second, then a moment later when the lizard reappears ... somewhere, you see that it's in a small enclosed room.

Looking up, it Sparke sees he's in a dusty cubicle that's 10 feet high and 10 feet wide. Three 1-foot-long iron levers protrude from one of the walls. Each lever is in a neutral position but looks like it can be moved up, down, or sideways in either direction.

The area looks otherwise closed off with no doors or windows.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Well.... he's f%@&ed. Don't touch the door. Simo says, It teleports you nearby to an enclosed room with three levers of some kind. I doubt he can operate them at all. Should I bother trying or just bring him back here?


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Sen:

You don't see any corresponding markings to the glowing stones, but you notice that it looks like they can be moved or pressed.


Dwarf Barbarian 1/Cleric 13

"You probably shouldn't be sending off creatures that are connected to your soul without a concrete plan." says Morgan disapprovingly.

"Well, bring him back if you can Simo. and seriously, clean your clothes."


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Simo winks Sparkle out of the plane and has him appear on his head, It's just a familiar. This is why people say dwarves are no fun.


female Half-Elf Warlock 12 (Far Traveler)

"Hmm... nothing." Sen murmurs before turning her attention to Simo and Morgan again "Three levers? Do they have any markings on the...?" she stops as the lizard appears back on the gnome's head. "Alright, hold this." she stretches har arm out and Sinjin lands on it. Sen then hands the dragon to Simo.

"DON'T eat the lizard, okay?", the dragon just takes a look at Sparkle and then drops its gaze, disappointed.

"Everyone wait here, I have an idea." Sen turns and walks into the mist.

Assuming she gets transported to the room described by Simo, Sen will inspect the levers closely, for any markings, and how they are arranged and in which direction they are set.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Kraven sits idly by while the others poke and prod the mist, not having extraplanar creatures to use as guinea pigs, but when Sen herself decides to try, Kraven is barely able to start saying I don't think th... before Sen is swallowed by the mist ...at's a good idea! Sighing heavily, he resumes waiting, hoping the half-elven lass has a plan.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Wreckless! Simo grumps.

Turn to the others, Anything comes from investigating the face?


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Sen vanishes into the mist.

Sen:

Everything goes black for a second, then a moment later you are in a small enclosed room.

It's a dusty cubicle that's 10 feet high and 10 feet wide. Three 1-foot-long iron levers protrude from one of the walls. Each lever is in a neutral position but looks like it can be moved up, down, or sideways in either direction.

The area looks otherwise closed off with no doors or windows.

Give me a perception or investigation roll and you might see something else.


female Half-Elf Warlock 12 (Far Traveler)

DM:
WIS (Perception): 1d20 + 5 ⇒ (2) + 5 = 7

Is there light in this room, or am I perceiving only with darkvision? If there is no light, I take out a torch and cast faerie fire, so that only the torch is affected. I don't want to actually light a fire in this room, just the dim light of the spell is enough.

The dragon in Simo's hands suddenly speaks, its voice sounds identical to Sen's: "So these levers appear to be movable up, down, left, or right. They're all set neutral. Let me see what else I can figure out."

It continues after a moment: "Oh, and I can hear and see anything Sinjin hears, so just talk to him, if you have something to tell or show me."


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Sonya investigated it, and then recommended we not "mess with that thing". My guess is it has some form of nasty trap replies Kraven, brow furrowed in thought. Am I correct in thinking that with the other two doors being fakes, this area is our only option?


Dwarf Barbarian 1/Cleric 13

"Of all the stupid...you're looking at a lot of permutations there. A lot of them. Can you return to where we are, without touching anything?"


female Half-Elf Warlock 12 (Far Traveler)

"124 if leaving a number of the levers neutral is part of the solution. Yes I can get back, but I won't just yet. There is only so much magic i have before I need to take a break. See what you can find. These levers may be a part of the answer." the dragon responds.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Sen:

The room is unlit aside from any source you provide.

You aren't able to perceive anything other than what you've already seen.

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