[Alpha Group] A Call into Death: GM Choon presents Tomb of the Iron Medusa (Inactive)

Game Master Choon


101 to 150 of 830 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

"What about the batons next to the sarcophagi?"

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

"Guess we should grab those. I'll check them over first. Can't really be too paranoid in a tomb. "

perception: 1d20 + 36 ⇒ (19) + 36 = 55
perception: 1d20 + 36 ⇒ (4) + 36 = 40
perception: 1d20 + 36 ⇒ (9) + 36 = 45
perception: 1d20 + 36 ⇒ (3) + 36 = 39
perception: 1d20 + 36 ⇒ (13) + 36 = 49
perception: 1d20 + 36 ⇒ (13) + 36 = 49


The Man. The Myth. The Mask!

They are trap free. (I suddenly get the feeling that I'll be typing that a lot.)

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'm not going to check everything, just stuff that is too obviously tempting. Though with my bonus, I can't imagine I'll miss too many traps.

He will pick up his indicated baton and head over to the door to see about how to open it.


The Man. The Myth. The Mask!

The door has no opening for a baton, or any opening of any kind. As far as you can tell, the door is just a solid block of stone.

Detect Magic:
The carved symbol on the door exudes a faint transmutation aura.


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

"Let me know how and when and i'll get the door open."


"I think the door has a locking mechanism,
I'm guessing the batons are the key.
Why don't we search for holes that fit the brown batons."

Perception: 20 + 20 = 40


Do I still have the original baton?

Many thanks, milady. Toledo, my familiar, let one rip, and the air was getting really rank in there!

Ferod will check out the sarcophogi, checking for magical auras of the magic used to move them.

Interesting amount of transmutation magic, teleportation is generally considered conjuration magic, so what got us here?

Ferod then checks out the holes in the floor.

didn't someone have some recon gloves?

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, I have recon gloves, but that won't open the door.


The Man. The Myth. The Mask!

The holes look to be the same diameter as the brown rods.

You still have the original, yes.

You detect hints of conjuration around the room, probably forming the system of spells that brought you here. There are slight auras of each school present in some form or another, especially abjuration, but Transmutation is the majority, by far.


Ferod shares what he is finding with detect magic.

If Omar has said anything about having recon gloves, Ferod will ask him if there is a means of unlocking the door from the other side.

I think I may want to be a little more careful pushing rods into strange holes.


Bad innuendo check, Ferod.

"Agreed, Mr Coulserk. But the rods may be the keys to the doors."
She does not think their is any innuendo in those words

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

"That's a fair suggestion. I can give it a shot. "

he removes his deliquescent gloves and puts on the gloves of recon to look through the door. They are capable of seeing through 15' of solid material. He will spend one round (of ten) looking.

perception: 1d20 + 29 ⇒ (15) + 29 = 44 for the other side of the door.


The Man. The Myth. The Mask!

Oh, I've been failing my Resist Inuendo save for Hours.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Rathis snorts at Ferod's comment: "A wise choice.

"But perhaps this has to do with the riddle: Follow now the Spider Star / Behind the wall that hides its face.

"I wonder if that wall is simply there to fool us, and it's one of the others that we should be examining."


The Man. The Myth. The Mask!

Omar:
On the other side of the door the open spaces of the Necropolis stretch out for hundreds of feet. In the distance, perhaps 200 feet away, is a tall, grey stone building. Between here and there is a wreck of some kind. Looks like a coach. Beside the paved path that leads directly from this building to that one and stretching out in orderly rows are hundreds of exposed sarcophagi and many, varied headstones.
Something seems wrong with your gloves. You are sure it's still should be a bright, shining day outside, but the environment into which you're looking is definitely shrouded in the silvery light of the moon.

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

"Looks like this door opens to the outside. However it doesn't look like the outside I saw over the wall. Also, it looks like night now not day. Not really sure what is going on. I didn't see anything which would open the door. Suppose we might as well try the batons or such. "


The Man. The Myth. The Mask!

You place the batons in the holes. Thankfully, another teleportation event doesn't happen. Each rod produces a metallic click from the medusa head as it's inserted. When all four holes are occupied there is a louder sound like a great latch getting released and the head moves slightly!

Know Engineering DC 15:
From the pattern of the movement, it looks like the head was meant to rotate clockwise.

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 switch back to his deliquescent gloves and help rotate the door to open it.


The Man. The Myth. The Mask!

The medusa head is very heavy, even when simply rotating. The mechanism underneath must take some torque to turn.
Will need at least 3 DC 12 Str check to turn.

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, this seems to be a job for you muscle types. " and he will step back clearing the way with his bow ready.


STR: 1d20 + 4 ⇒ (3) + 4 = 7
STR: 1d20 + 4 ⇒ (10) + 4 = 14
STR: 1d20 + 4 ⇒ (17) + 4 = 21
STR: 1d20 + 4 ⇒ (19) + 4 = 23

Valeria has difficulty at first, but once it started going it moved.


The Man. The Myth. The Mask!

Sorry, to clarify, a str check from three characters at a DC 13, as if you are all pushing it together.


What's str for 1 character, I'm guessing 19 or 21


The Man. The Myth. The Mask!

It just says 3 simultaneous checks. I'm thinking it has to do with the balance of the head, but we can roll with it.

With an impressive display of strength, Valeria forces the head into motion. 45 degrees later, there is a loud grinding sound and a bang from the vicinity of the door.

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 don't much like loud noises like that in tombs. " and he will look around to see what happened.

Note to party, this counts as urban (checked with GM) so as a guide, everyone in sight or hearing distance has +2 init, +2 stealth, +2 perception and +2 survival.


so the door is open right?


The Man. The Myth. The Mask!

The door stands closed, but the medusa carving is now glowing slightly.


str: 1d20 + 4 ⇒ (1) + 4 = 5
"I think it got jammed a bit somewhere, like a rat's nest on a bunch of gears.
Corso, and Mr Thrice-Scorned can you give me a hand."


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

"Rathis is fine. We hardly need to stand on formality here," the former assassin replies with the hint of a smile.

He steps up and adds his strength to Valeria's.

Strength check: 1d20 + 7 ⇒ (1) + 7 = 8

He lets out a grunt as his grip on the head slips and tries again.

Strength check: 1d20 + 7 ⇒ (11) + 7 = 18
Strength check: 1d20 + 7 ⇒ (13) + 7 = 20
Strength check: 1d20 + 7 ⇒ (11) + 7 = 18


The Man. The Myth. The Mask!

The mechanism groans and flexes, but doesn't budge.

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

"There has to be a trick to it. I think you need to keep turning. There was a line in that riddle about turning face to floor. "


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Anything a skill check can tell me?
Disable Device: 1d20 + 10 ⇒ (15) + 10 = 25


The Man. The Myth. The Mask!

You peer at what few gears are visible and notice that time has been passing here even if it doesn't seem so in this room. The gears don't seem to be rusted, but they have settled slightly and a few of the smaller ones have become locked. A bit more force should get them turning again.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

"Just need a little more help here, and we should be able to do it," Rathis says, eying the others.


STR: 1d20 + 4 ⇒ (12) + 4 = 16


The Man. The Myth. The Mask!

Finally, the gears pop and grind back into position. The grinding from the door continues, and the whole thing jerks to a halt with an echoing slam. The medusa symbol is now glowing more brightly.

Spellcraft DC 15:
It looks like a modified Open/Close spell with a touch activation component

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 goes and checks the door to the north.


The Man. The Myth. The Mask!

The medusa symbol mentioned above is on the door

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

He will put his hand on it (the face on the door).


The Man. The Myth. The Mask!

The door begins to grind downward at about a foot per second, taking about ten second to fully recede into the ground. Beyond is the landscape described by Omar earlier. The open spaces of the Necropolis stretch out for hundreds of feet. In the distance, perhaps 200 feet away, is a tall, grey stone building. Half way between here and there is a wreck of some kind. Looks like a coach. Beside the paved path that leads directly from this building to that one and stretching out in orderly rows are hundreds of exposed sarcophagi and many, varied headstones. Where there should be a bright, shining day outside stands a nighttime vista bathed in the silvery light of the moon.


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Shaking his head to clear out the cobwebs, Corso will move out through the door, weapon drawn, looking for any threats. Barring any appearing, he will start making his way to the coach.

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

"You know, I really don't remember a coach being there when I looked over the wall. " and he will follow Corso, some distance back, keeping a watch out for threats.


The Man. The Myth. The Mask!

Several tombstones on the western side of the path here have been crushed and shattered in a wide swath. The back of an ancient carriage is visible through the overgrown weeds and shrubs at the far end of the array of destruction.
Even a cursory examination of this crashed carriage makes it obvious that this open carriage hearse was once a very fine conveyance. However, time and the elements have taken their toll, and the once-rich wood is soft with decay. A crumbling coffin lies in the bed of the carriage, with the rotted leather straps that once held it fast lying beside it. The driver’s bench has two arrows embedded in its seatback.


"Given the time difference and your notice of difference to what you saw before,
I take it that this place is area is likely partially or wholly separated from reality or plane of origin."

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, I guess that could explain it. That could introduce a new set of issues. "

and he will move closer to inspect the coffin.

perception: 1d20 + 29 ⇒ (19) + 29 = 48 and he will open it.


"A coffin, If it's empty. We are going to have to be on alert if it looks used."


The Man. The Myth. The Mask!

As soon as you approach the carriage, a vision overwhelms all of you.
The carriage hearse barrels along a hard dirt road, drawn by four frothing, maddened horses driven forward by your frantic whipping. A quick glance over your shoulder tells you that your mounted pursuers are gaining ground in the hazy moonlight.
“Aroden save us!” shouts a beardless old man sitting beside you as he desperately clings to the wooden seat.
“We no longer serve fools, Parsimus,” you growl with irritation. “Best get that through your thick skull.”
You glance behind again, this time to the bed of the hearse, where the fine silver coffin lurches dangerously, despite the five straps of stout leather securing it in place.
“Forgive me, sister,” you think. “It was I who was the true fool.”
You hear a dull thud as an arrow strikes the seatback. Another arrow sinks into Parsimus’s shoulder, knocking him from his seat to the hard ground below with a cry of pain. As a third projectile thuds into the carriage, you cry out to the starlit sky.
“Asmodeus! Have you abandoned me?”
With the cry still in your throat, a strange shimmer surrounds the hearse and the scene about you flickers
and fades. The dirt road is suddenly replaced by a paved walkway, and the surrounding woodland by a graveyard. Startled by the sudden change, the horses shriek and careen to the left. As the carriage leaves the road, the shimmering bubble of energy that encompasses it crushes the tombstones in its path. Suddenly, the horses seem to smash into an invisible wall, and their cries of terror abruptly cease. You are propelled from your seat, hurtled through the air as you and the carriage crash to the ground. You feel bones break, and as your neck snaps with a nauseating crunch, you hear a sinister voice behind your ear, whispering with an intimacy that terrifies.
“No, my puppet. I never forget a bargain.”

The open coffin reveals an empty, richly pillowed interior smelling vaguely of roses and decay; the cushions bear the impression of a slight, frail body. On the other side of the carriage a tangle of rotten tack and horse bones lay in a jumbled pile.

Lying face down on the hillside near a tree is the strangely mummified body of the driver, dressed in a carriage driver’s livery. His right index finger bears a gold ring etched with the cross-eyed medusa emblem. Clutched in the corpse’s left hand is a horsewhip.


"Ok, this coffin is empty, and it was used.
Looks like we has some undead roaming around here."

Valeria looks at the driver
"Looking at the ring we can assume this gentleman was one of the Adellas, and the fool made a deal with Asmodeus."


This is just getting better and better.

Parsimus, what relation to the Adellas? A brother and sister, the sister deceased first, him next. Ferod nods to the mummified body.

I have a thing about leaving dead that may become a problem later, anyone else inclined to ensure those corpse' causes no problems in the future? Ferod indicates the pile of horse bones and the mummy.

101 to 150 of 830 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Alpha Group] GM Choon's Iron Maiden Gameplay All Messageboards

Want to post a reply? Sign in.