DM Morvius's Chelish Heroes

Game Master Tourach


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Zephyr scans the area for magical auras.

Detect Magic

Spellcraft Checks
1d20 + 9 ⇒ (15) + 9 = 24
1d20 + 9 ⇒ (14) + 9 = 23
1d20 + 9 ⇒ (14) + 9 = 23
1d20 + 9 ⇒ (3) + 9 = 12
1d20 + 9 ⇒ (6) + 9 = 15


Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Between having to keep his shield out of the way and pulling off his plain tabard so that the breastplate can shine, Marc is having obvious difficulties with the glowing breastplate. Wizard, get rid of this spell. This is worse than being blind.


Giving the fighter a look of disbelief, Zephyr dismisses the spell with a wave of her hand, "As you wish".


Marc shakes his head in frustration in the dim light provided by Lucrezia's shield. Lucrezia...Halfdan will need your shield to search the door. He shrugs into his tabard and covers his breastplate once again.


Raven notices that the skeletons closest to the entrance seem to have been moved there relatively recently. Furthermore, the empty holes closest to them look like they have had corpses in them as well which were similarly removed rather recently.


I assume the Detect Magic hasn't picked anything up?

Zephyr continues scanning with her simple divination. As she does she ponders the oddity of her basic light spell proving to be so incredibly powerful, much more so than it ever had been before. She silently wonders what other laws of magical physics will behave strangely this far from the comforts of the academy. Was this some property of the burial chamber they were exploring or perhaps the results of her spell interacting poorly with the necromatic magics of the local goblinoids.

Removing a booklet, she takes a few brief notes.


Zephyr smiles slightly as she completes a complex arcane equation.

"I think this should work", she says half to herself. "Raven, might I see your ring?", she says indicating the half-elves signet ring.

Assuming he agrees. Zephyr casts Light on his ring.

"Hopefully, this addresses the bizarre glaring brightness Marc was complaining about. I've certainly never seen anything like that before", she explains. "My apologies Baradin".


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Perception for searching along the way 1d20 + 5 ⇒ (16) + 5 = 21


M Human (Chelaxian) Rogue 4

Hafdan scans the door, running his hands lightly along the edges and inspecting the joins as well.

Hafdan will Take 20 examining the door for traps.
Disable Device for any he finds: 1d20 + 10 ⇒ (16) + 10 = 26
"Passive" Perception for walking down the hall: 1d20 + 7 ⇒ (9) + 7 = 16


Detect Magic hasn't found anything in the portion of the tunnel that you have explored so far.

Hafdan finds a swinging axe trap set to trigger when the door opens but is easily able to disable it. The door groans and slides open when the trap has been disabled, swinging slowly inward. Inside the rather spacious corridor continues, however it is, in fact, surrounded by stone walls. There are torch holders set into the walls at regular intervals, alternating between the left and right side. Torches rest in the holders, but they have clearly burned out long ago and most have rotted in addition.

As you all continue, you notice that about fifty feet from the metal door the path splits to the left and right. Lucrezia and Raven notice a faint sound coming from the right path, but it is likely a ways away and separated by a number of turns.


Marc nods to Raven, Stay close and keep the light high, if able. With a frown directed towards Zephyr, he turns back down the tunnel. At the split he leans towards Halfdan and speaks softly, Which way, do you think?


"I detect no magical auras, neither active nor lingering".

Zephyr casts the surly fighter another apologetic nod before returning to her notes and complex arcane formulas.

Perhaps there is a nearby leyline interfering with evocations...


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Looking down the right path, Lucrezia comments; "I think I hear something from down the right side path, but it's too faint for me to make out what it is."


Then right it is. Marc turns to head down that passageway.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Lucius just quietly nods his head in agreement.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Lucrezia follows the others down the right path, staying close to Lucius's side.


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

"I will do my best to keep our location well lit," Raven remarks dryly.

He then follows the rest of the party down the right corridor.


Heading down the right path you get about fifty feet before the passage turn to the left. Ten feet past the turn is another heavy metal door and as you round the corner you notice that the sounds are growing louder and seem to be moving closer. The sounds don't seem to be coming from the other side of the door however and still seem a room or two away.


M Human (Chelaxian) Rogue 4

Take 20 on the door.
Disable Device: 1d20 + 10 ⇒ (5) + 10 = 15


Hafdan notices no traps, but in searching the door seems to find a rather strange looking combination lock. Attempting to pick it, he fails at first and gets the sense that it is a rather difficult and well made thing, and has stood up for many years, though it does look as though it has been opened recently.


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

"Have another shot at the door, Hafdan."

Raven touches him on the shoulder, invoking the Guidance of Asmodeus.


M Human (Chelaxian) Rogue 4

Hafdan can feel an almost perceptible heat where Raven's hand was and his fingers seem to want to jump to the lock.

Disable Device: 1d20 + 11 ⇒ (6) + 11 = 17
Wow, really?!


M Human (Chelaxian) Rogue 4

I'll be damned if this thrice cursed lock is going to best ME! Hafdan hunches down, trying to block out all other stimulus other than the lock before him.

Since it's a 0 level spell I'm rolling my DD check with the Guidance bonus again assuming Raven will cast it again.
Disable Device: 1d20 + 11 ⇒ (17) + 11 = 28


Marc smirks as Halfdan works, Not to worry, it appears we have plenty of time.


The lock eventually tumbles into places and the door slides into the left wall with a loud groan. The sounds from further in move closer still, accompanied now by cranks and groans of movement as well. Beyond the door is a large room, roughly 100 feet on each side, with a floor marked by 10x10 tiles of varying colors. They all seem to be crafted from single types of minerals or stones and have images of various scenes carved into them. It seems that each scene continues over squares of a particular material with each type looking to be carved by a different individual.

People with knowledge skills can give me a check to see what they can garner from the scenes if they would like to. Those with multiples knowledges (or Lucrezia) can just toss out one check for all of them if you'd like to, just please list what you have so I don't need to check the sheet for everyone.

The walls are the same gray stone as the hallway, but in various places there are clearly large rectangular slabs of different stone set within the wall. The rectangular pieces are about the size of the holes in the dirt walls along the sides of the entrance tunnel and it seems reasonable that they are covers for similar storage spaces. On the far end of the room is a single other door.


"Interesting...", Zephyr says as she looks the images over.

Arcana - 1d20 + 9 ⇒ (17) + 9 = 26
Dungeoneering - 1d20 + 9 ⇒ (3) + 9 = 12
History - 1d20 + 8 ⇒ (16) + 8 = 24
Local - 1d20 + 8 ⇒ (8) + 8 = 16
Nature - 1d20 + 8 ⇒ (7) + 8 = 15
Nobility - 1d20 + 8 ⇒ (6) + 8 = 14
Planes - 1d20 + 9 ⇒ (8) + 9 = 17
Religion - 1d20 + 9 ⇒ (3) + 9 = 12
Linguistics - 1d20 + 8 ⇒ (10) + 8 = 18


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

"Wow, rather artistic for sneaky little bastards aren't they?"

1d20 ⇒ 14 plus whatever -
Knowledge (Arcana) [Int] (1+2+3+1) +7
Knowledge (Dungeoneering) [Int] (0+2+0+1) +3
Knowledge (Engineering) [Int] (0+2+0+1) +3
Knowledge (Geography) [Int] (0+2+0+1) +3
Knowledge (History) [Int] (0+2+0+1) +3
Knowledge (local) [Int] (1+2+3+1) +7
Knowledge (Nature) [Int] (2+2+3+1) +8
Knowledge (Nobility) [Int] (0+2+0+1) +3
Knowledge (Planes) [Int] (0+2+0+1) +3
Knowledge (Religion) [Int] (0+2+0+1) +3


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

"I have a feeling they didn't make those. This seems too complex for them. I hope I'm wrong on this one."


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

"I agree, this seems to be beyond generic goblinoids, but it is still nonetheless impressive."

Knowledge(Religion): 1d20 + 8 ⇒ (15) + 8 = 23.


I'm assuming this is all done by looking from outside the room rather than walking inside. Correct me if I'm wrong.

Raven - You notice that some of the depictions, particularly the cruder ones, seem to show stories of Lamashtu and the travels of various monstrous races. You also can tell that there are definitely depictions of some humanoids standing around what looks like a bowl or an altar that are involved in the creation of something that is likely undead.

Zephyr - In some of the incredibly well crafted squares you notice the stories of Earthfall and its history. You also notice on another set of stories, a depiction of some people, probably humanoid, coming from the underground and meeting with what look like goblinoids.

Lucrezia - You notice the depictions of an underground people meeting with goblinoids.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Lucrezia looks over to Hafdan. "Do you see any traps or is it safe to enter the room?"


M Human (Chelaxian) Rogue 4

Hafdan approaches the tiled floor cautiously. Do I see any traps? Foreboding seems to be a fitting description for art like this, so I'm bound to find something.

Hafdan will Take 20 searching for traps at the entrance to the room and 10 feet into it.
Disable Device: 1d20 + 10 ⇒ (15) + 10 = 25
If he finds trap(s) then he will be just as cautious with the rest of the room (i.e. Take 20). If there are no traps in the initial search then he will just make a standard Percep check for them as Taking 20 on an entire room would be hours of work I'm thinking.
Perception for traps on the rest of the room if entry is clear: 1d20 + 7 ⇒ (17) + 7 = 24


You find no traps in the entrance area and start to move slowly inward.

Are you interested in starting the search at the floor or along the walls? The room is large, so even without taking 20, it will take you a while to get around the whole thing. Also, let me know where everyone else is going while Hafdan searches.


M Human (Chelaxian) Rogue 4

The plan is to work on the floor only, clear that out so people can at least walk around. If someone is silly enough to touch a "suspicious looking wall" without the rogue checking it first, they deserve what's coming. After the floor is cleared, then I'll start checking the walls.


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

Hafdan's plan sounds reasonable to me; until he has certified the floor as safe, Raven will stay outside the room


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Lucius will stay by Lucrezia's side, which at this point is outside the room.


Hafdan continues along the floor and, slow and steady, clears the floor. He doesn't seem to find any traps along the floor and all of the carved squares seem solid flooring. The sounds from further in seem to hit the room beyond the door and then fall silent.

So far there has just been a sweep of the floor, neither the far door nor the walls themselves have been investigated.


M Human (Chelaxian) Rogue 4

Once the floor is clear, Hafdan will check the far door Taking 20. After that he'll scan the walls although not to the same degree.
Perception for the walls: 1d20 + 7 ⇒ (3) + 7 = 10
Disable Device for anything I find: 1d20 + 10 ⇒ (16) + 10 = 26


Marc waits patiently as Halfdan searches the room.


When you get close to the far door, you notice that it is definitely rigged before you even touch it. There is a slight sheen to the door and it seems readily apparent that there is some kind of magical effect on the door. You attempt to disable the protective trap but don't seem to get it on the first try, though fortunately, you don't think you've sprung the trap.


M Human (Chelaxian) Rogue 4

Hafdan calls out over his shoulder as he leans a little away from the door. The floor's all clear but there's some kind of ward on this door over here. I haven't had any luck yet with it but perhaps one of you of the scholarly bent could maybe help point out what I'm dealing with here before I blow my damn face off.

I rolled pretty well and didn't disarm it so I'm hesitant to try again on my own. Hoping someone can use Detect Magic, or Know Arcana or something to identify what is on the door which might give me a Circumstance bonus to any checks I might make.


"Of course", Zephyr agrees as she quickly stows the notes she had been taking and takes a step forward.

Move to maximum range and then cast Detect Magic. Concentrate for three rounds.

Spellcraft - 1d20 + 9 ⇒ (17) + 9 = 26
Knowledge Arcana - 1d20 + 9 ⇒ (12) + 9 = 21

If there will be any unforeseen side effects Zephyr won't do this.


There is obviously magic there and you can tell that the school is abjuration and that the aura is faint. You eventually find a glyph set into the door and via Read Magic, you find it to be a glyph of warding, holding a Deeper Darkness spell.


M Human (Chelaxian) Rogue 4

Well I'm going to go out on a paranoid limb here and guess that the Deeper Darkness is somehow tied to something worse so if you guys still want to keep back, I'll give it another go. Once everyone clears back to the room entrance Hafdan sets to the glyph with his tools again.

Gonna post a number of attempts, so either I'll eventually disable the thing or fail bad enough to set it off and get ganked.
Disable Device against trap 1: 1d20 + 10 ⇒ (19) + 10 = 29
Disable Device against trap 2: 1d20 + 10 ⇒ (6) + 10 = 16
Disable Device against trap 3: 1d20 + 10 ⇒ (8) + 10 = 18
Disable Device against trap 4: 1d20 + 10 ⇒ (15) + 10 = 25
Disable Device against trap 5: 1d20 + 10 ⇒ (2) + 10 = 12
Disable Device against trap 6: 1d20 + 10 ⇒ (1) + 10 = 11


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

After he goes back to try it again, Lucrezia will cast a spell on his 1st re-attempt.

Timely Inspiration with the +1 to skill check to bump the 29 up to 30, just in case.


Hafdan, your first attempt is able to disable the trap. The glyph winks out and the magic fades away.

Note that the 29 succeeds, so the Timely Inspiration isn't needed.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

So noted.

"Well, if the trap is gone now are we ready to open the door and see what or who is on the other side?"


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

Raven grips his sword tightly, adopts a position to one side of the door, and nods his assent.


The door slides with a groan into the ceiling when it is opened, dirt and small pieces of stone falling to the floor as the apparatus drags the door against the walls. The room beyond looks like it was once a greeting area, the remains of tables and chairs, now mostly rotted wood, are scattered all around with tattered and decaying sheets and table cloths thrown over most of them. In the corners of the room are stacks of broken crates, probably holding supplies for visitors. The room is much smaller than the previous one, only about 20ft on the side you have entered and 30ft along the other wall. There is a single other door set in the center of the wall to your right.

Please give me perception checks and you can roll initiative as well to save some time.

Stealth: 1d20 + 12 ⇒ (20) + 12 = 32


Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Initiative: 1d20 + 5 ⇒ (12) + 5 = 17

Marc steps into the room behind Halfdan. Magical traps? This will get interesting fast.

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