DM Bigrin's Vault of Graves (Inactive)

Game Master bigrin42

Just another dungeon dive...or is it?


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Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

Buoyed by their eventual success against the vile skeletons, Tamis starts to move off to the southwest, carefully looking for any traps or dangers on the way.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24


Tamis made her way to the door at the end of the corridor and checked it for traps. The door was unlocked, and the dwarf found no traps. With her ear to the door, she could hear an odd rumbling sound from beyond the door.


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

"Something is going on behind this door" Tamis whispers quietly.

"Plan? Do we really want to open the door?"


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley summons a creature of fire from the elemental plane to light the way.
"Open it while the magical protection lasts."

Monster Summoning 2


"I'm sure there are things to be found that are worth something"


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

"Alright, here we go." Tamis replies, taking a deep breath.

She slowly opens the door, and peaks through the gap.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19


The rumbling noise grew louder as Tamis opened the door. Nothing was in view yet, save a large square room and a tunnel leading southwards. Dim firelight can be seen coming from the southern end of the tunnel

Here's the map


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

Tamis sneaks into the room and slowly heads towards the far tunnel, still careful for any traps.

Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Stealth: 1d20 + 15 ⇒ (11) + 15 = 26


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh follows along with his light pebble


Eva follows Tamis in scouting
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
stealth: 1d20 + 8 ⇒ (18) + 8 = 26


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley sends his fiery friend (small Fire elemental) ahead and follows on his dog.


You all pile into the seemingly empty room as the rumbling gets louder. Wesley sent his fire elemental on ahead. The fiery body lit up the hallway in front of you and the source of the rumbling became clear. A piked metal ball rolled down the corridor, it's nearly 7-foot wide body taking up most of the corridor as it bounced from spiked tip to spiked tip. It plowed into the elemental and kept moving, barely slowed by the pseudo-solid flames.

Everyone needs to make a DC22 reflex save (adjusted by armor check penalties) or be hit by the ball and take 3d6 ⇒ (5, 2, 3) = 10 damage immediately.


"Oh boy, Time to move."

Reflex: 1d20 + 4 ⇒ (14) + 4 = 18


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

"Gods, this place is just evil." Tamis mutters, trying to dodge the large spiked ball, but failing, a large spike clipping her shoulder, dying her shirt red again as blood pours from the wound.

Reflex: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20 Ooh so close


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

1d20 + 3 ⇒ (9) + 3 = 12

Abrosh lays on the ground groaning for a moment


I'm wondering on if I should of tried stopping it using a strength check or CMD (vs Bullrush), while in a rage


Waiting on the others for an update. If you failed the reflex save, please make a DC 22 Fort save to avoid being knocked down. I meant to post that in the previous post but forgot.


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

Tamis realizes a moment later that the ball likely had more momentum then she thought as her back hits the ground hard. this place is horrible

Fort: 1d20 + 9 ⇒ (12) + 9 = 21


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh is knocked down! Cause he is tiny :)


Fort save to not be knocked down, isn't it closer to a CMD vs a bullrush attempt?


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Ref/FORT if needed: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 3 ⇒ (12) + 3 = 15
Wesley is knocked down and prone along with his dog.
dog Ref/FORT if needed: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 3 ⇒ (7) + 3 = 10
Wesley 22/32hp Bill the Dog 3/13hp


Eva - It's straight from the trap in the module. I don't make 'em up, I just report 'em (okay, sometimes I make them up)


Fort: 1d20 + 6 ⇒ (20) + 6 = 26
The Module's Dev should of looked at other possibilities instead of just Fort


Mechanics:

bob ref: 1d20 + 5 ⇒ (20) + 5 = 25
bob fort: 1d20 + 1 ⇒ (14) + 1 = 15

3d6 ⇒ (5, 2, 2) = 9

The spiked metal ball smashed into those of you clustered in the room, the metal spikes tearing into flesh as they collided. Only Bob was able to avoid the immensely heavy ball, stepping back into the doorway. Everyone else was thrown to the ground, with the exception of Evangline and Trihedron. The barbarian woman took the damage from the spike stoically, stepping back to allow the ball to continue past her. Trihedron, however, was caught completely flat-footed.

Instead of being knocked down or thrown aside, Tamis' sister was impaled on the foot-long spikes. Her body flapped and rolled with the ball as it continued into the room, then paused and reversed direction. Those that had been thrown to the ground by the ball's first pass were injured again as the ball reversed its direction and rolled back down the hallway, Trihedron's limp form being driven further and further onto the ball's spikes as it moved down the hallway.

Everyone who failed their Fort save were knocked prone, and then took another 9 damage on the ball's second pass (total of 19 damage so far)


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

Yay....

"TRIHEDRON!!!" Tamis screams as she watches in vain as her sister is impaled on the ball, tears start streaming down her eyes as she watches her sister's body go limp, metal spikes protruding from her back. Oh gods no, no, no. This can't be happening. Take the gnome, or the wizard, anyone but her.

Lost in her despair Tamis hardly registers the ball moving back towards her until she feels a spike enter her shoulder, leaving another bloody wound, but even that feels like a dull ache as she wallows in despair and saddness.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Before Wesley's dog can get up it is smashed an bleeding again. Wesley is not able to avoid a second shot himself.
"Heal us so Bill won't get squished again."

13/32 Wesley NEG 6/13 Bill


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

3d6 ⇒ (4, 5, 4) = 13 Abrosh stands and sends a blast of healing fire


"Oh man, that trap was a freaking lethal one.
Thanks Abroshqualmie, for the healing. Before we move on we'll need to decide on what to do?"


The spiked ball rumbles off into the dark hallway, but you can see that the hallway itself is only about 60 feet long or so. If it reverses direction at the other end, like it did here, then it will be coming back within a half minute or so.


"I think it'll be best if we move quickly out of here before it comes back."


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh nods and looks sadly after their lost friend


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

Tamis is still lost watching her sister disappear into the darkness, tears staining her face. "I... but.... Torag, why did you do this?"


Just to give you a reminder of what the area looks like, and what you can see (those of you who aren't blinded by tears) here's the map


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

How quickly is the log rolling at? slow enough to out run/ run after? 60 feet in 30 seconds.... so 18 feet/round?


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Can we just wait to the side and let it roll by? We are in a large room and it is only so wide.


It is has a movement of 30'/rnd.


Plan?


"I think we should go back, as to give Trihedron proper burial."


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

If we do that we perhaps are risking the life of our charge.


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

"sniff. I'm not to be letting my sister's death be in vain. Let's get us around this horrible contraption."

My plan would be to hug the wall till it passes and then full on book it to the other end of the corridor at 3x speed (60ft/rd). should be able to outrun it and then deal with whatever it is on the other side.


You time the rolling ball's motion, stepping to the sides as it entered the room. then, the survivors ran down the corridor. The ball rumbled behind you, seeming to pick up speed as it got closer. With a furious burst of speed, you enter the far chamber, the ball right behind. In the middle of the room was a large stone coffin, and everyone threw themselves over it. The spiked ball came to a stop a few inches from the coffin, then reversed direction, rumbling down the hall again.

Beside the coffin was the torn remains of Trihedron, the monk's body well and thoroughly mangled. It lay on top of another form, the moldering corpse of a small humanoid, mangled in a similar way to Trihedron's.

Here's the map


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh checks the bodies just to make sure they are dead. Then he looks at the other to see if he can learn anything about it


mechanics:

1d6 ⇒ 1

The corpse appears to be that of a halfling or gnome as Abroshqualmie turned it over to get a better look, a handful of finger-long grubs swarm from a hole in the body and attempt to burrow into Abrosh's hand. One of them manages to reach him before the gnome yanked his hand back.

Abroshqualmie needs to make a DC15 Ref save


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

1d20 + 3 ⇒ (10) + 3 = 13

nice

Yipes!


Abrosh takes 1d2 ⇒ 1 Con damage. Abrosh, and anyone who makes a DC10 perception check to see the grub, can roll a K. Dungeoneering check to see what these are and how to deal with them. The grub appears to be moving at a speed of about 4"/round.

The grub quickly burrowed into the skin at the top of Abroahqualmie's hand and you can see its form worming its way up his arm. Abrosh immediately felt sick as the thing burrowed inside him, the trail left by the grub turning purplish yellow with rot.


"What is that..." looking at the grubs

Nope can't help on the knowledge.


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

+11 perception so auto see grub.

"That can't be good. Seriously is there anything in this place that isn't trying to kill us?" Tamis moans.
Know(Dungeoneering): 1d20 + 8 ⇒ (20) + 8 = 28


K. Dung. DC19:

You recognize these as Rot Grubs, aggressive parasites that feed on flesh and nest in corpses. Their acidic juices cause flesh to necrotize extremely rapidly, and they are known to prefer dead flesh to living. Once they infest a living body, they move quickly to major organs (heart, brain, etc.) eventually causing death. If fire is applied immediately to the point of entry it can kill the grubs. Otherwise, they have to be cut out with a sharp blade and a skilled surgeon. Cases have been known where an adventurer will cut off his own infected arm to save himself the agony of a rot grub infestation. Unfortunately, time is often of the essence in these cases.

Cutting out the grubs without massively damaging the host requires a DC20 Heal check.

No, there's a reason why it's called the Vault of Graves


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

"Damn it those are Rot Grubs!!! Wesley we need Fire where it entered Abroshqualmie now! else we're about to start cutting up poor little Abrosh before this stupid thing kills him" Tamis cries out in alarm as she recognizes the grub for what it is.

FYI I think Abroshqualmie is the only one who could even possibly pass that heal check... little self surgery may be in your future.


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh immediately blasts his own hand with a burning hands

5d4 ⇒ (2, 3, 3, 2, 4) = 14

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