Deus Machina - The City of Stars (Inactive)

Game Master Rednal

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Past the pit trap and just around the corner is an open portcullis leading into another chamber - a few old desks can still be seen here, lined up in neat little rows. There are three other doors exiting the chamber, one on the north wall and two on the east. This seems to be some kind of staff room, perhaps where the majority of the keep's paperwork was done, but the northern door (made of sturdy iron) is clearly locked... while the wooden doors to the east seem much more likely to open easily.


Male Gunslinger (Siege Gunner) / Slayer 3 | HP 34 / 39 | Grit: 3/3 | AC 17 (T 14/FF 13)|CMB 3; CMD 17 | Fort +5, Ref +7, Will +2 | Init +4, Perception 6, Sense motive 6 , Stealth 10

"If someone is in here with us, we should go for the locked door first. If they're paranoid enough for traps, they'll be locking every door," Baxter said, eyeing the locked door.


HP:146 | AC:32 ; T:27 ; FF:26 (Mage Armor) ; CMD:33/27 | Fort:+7 ; Ref:+13 ; Will:+9 | Init:+9 ; PER:+14 (Low Light)

Straehan goes to listen at each of the doors in turn.

Perception (North Door): 1d20 + 7 ⇒ (16) + 7 = 23
Perception (East Door #1): 1d20 + 7 ⇒ (2) + 7 = 9
Perception (East Door #2): 1d20 + 7 ⇒ (18) + 7 = 25


Male Half Orc Shielded Champion 3 | HP 39/39 | AC 22(24) T 13(15) FF 19 | CMB +7 CMD 19 | F +5 R +5 W +2 | Init +2 Perception +7

"Then let's go through the locked door. Still have my key?
He proffers his hand for it's return.

If taking twenty on the key isn't enough, Garrak will start trying to break the door.


You aren't able to hear anything through the doors... but the northern door is trapped, with something that seems faintly magical resting on the floor in front of it and ready to spring up on many intruders. That's an even worse sign - physical traps are bad enough, but magical traps need actual mages of some kind to create, and it probably wasn't here as part of daily life for the inhabitants... not in a clerk's room, anyway.


HP:146 | AC:32 ; T:27 ; FF:26 (Mage Armor) ; CMD:33/27 | Fort:+7 ; Ref:+13 ; Will:+9 | Init:+9 ; PER:+14 (Low Light)

Straehan considers the trap for a moment, sweeping it with his occult vision and then leaves the room briefly. He returns dragging one of the dead dog carcasses and kicks it onto the trapped area before the door.

Cast Detect Magic


The ground in front of the door twisted and moved as the carcasses struck it, spreading out and grasping the creature in earthen jaws before pulling it into the ground and closing shut on the very same spot. Definitely magical. A few seconds ticked by before the body parts of the carcass - torn apart into very small chunks - were spat out of the maw and the magic running it began to fade away. It seemed like a one-time trap, not an ongoing magical effect... but it was certainly a nasty one.


Male Half Orc Shielded Champion 3 | HP 39/39 | AC 22(24) T 13(15) FF 19 | CMB +7 CMD 19 | F +5 R +5 W +2 | Init +2 Perception +7

Well that was...interesting. Are we good now, or is that going to happen again? What does he know. He's a fighter.

When told if it's safe or not, he'll start dealing with the door as in last post.


Male Gunslinger (Siege Gunner) / Slayer 3 | HP 34 / 39 | Grit: 3/3 | AC 17 (T 14/FF 13)|CMB 3; CMD 17 | Fort +5, Ref +7, Will +2 | Init +4, Perception 6, Sense motive 6 , Stealth 10

Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Knowledge (Engineering): 1d20 + 10 ⇒ (13) + 10 = 23
What quality does the lock appear to be?

"Could try to blow the lock from a safe distance and see if that sets off the trap," Baxter offered, hefting his shotgun. "'Course the trap might be room wide, or the lock might just jam."


HP:146 | AC:32 ; T:27 ; FF:26 (Mage Armor) ; CMD:33/27 | Fort:+7 ; Ref:+13 ; Will:+9 | Init:+9 ; PER:+14 (Low Light)

Straehan raises an eyebrow at the snapping maw in the floor. "That's unpleasant... but it should be a one-time effect. I don't expect it will reappear. All the same, whoever created it is devious. Let's be especially careful going forward."

Strae will sweep the areas ahead of us with Detect Magic going forward.


The magical trap remains inert as you break through the door and start to move forward, heading up through the hall. As you walk, however, some type of light can be seen illuminating the hallway in front of you, coming from behind the next door. It's steady, a bit yellowish, and appears to be very bright on the other side of the unlocked wooden door - though as you get close, Straehan's Detect Magic spell begins going absolutely insane and detecting everything in front of you as a solid mass of magical energy.


HP:146 | AC:32 ; T:27 ; FF:26 (Mage Armor) ; CMD:33/27 | Fort:+7 ; Ref:+13 ; Will:+9 | Init:+9 ; PER:+14 (Low Light)

Strae slows down and whispers what his mystical vision reveals.

Spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24

Can I get any more details on the scan?


The solid mass in front of you is almost too much to process. Almost. However, with time and care, a few more details start to become clear - it's not a dense magical effect in the sense that something is being cast, but more of an area where every part of its existence is literally some kind of magic, down to the smallest detail. It's also growing in strength closer to the door, and fading farther away - and even as you watch, the bricks around the door - and down the hall - start to vanish. This might be a lot worse if things had started collapsing, but the rest of the building seemed entirely unaffected despite the slowly-vanishing stones.


Male Gunslinger (Siege Gunner) / Slayer 3 | HP 34 / 39 | Grit: 3/3 | AC 17 (T 14/FF 13)|CMB 3; CMD 17 | Fort +5, Ref +7, Will +2 | Init +4, Perception 6, Sense motive 6 , Stealth 10

"That's bad right? I mean, it sounds bad or at least very, very not good," Baxter asks, looking a bit pale at the prospect of so much magic. He did not like magic and he definitely did not like it in large quantities.


HP:146 | AC:32 ; T:27 ; FF:26 (Mage Armor) ; CMD:33/27 | Fort:+7 ; Ref:+13 ; Will:+9 | Init:+9 ; PER:+14 (Low Light)

Strae nods, fascinated by the sight. "This is way beyond my knowledge and completely unknown to me. I can't say whether it is bad or good... but I think we'd be smart to stay very far away from it. If we're going to continue sweeping the building, I'd suggest we do it quickly and get gone. But you won't have to convince me to leave right now."


Male Half Orc Shielded Champion 3 | HP 39/39 | AC 22(24) T 13(15) FF 19 | CMB +7 CMD 19 | F +5 R +5 W +2 | Init +2 Perception +7

Garrak stares at the mass warily Then let's get on with it. And stay very, very far away from it, whatever it is.


The door itself begins transforming before your eyes, holes opening up in it and allowing shafts of yellow light to shoot forward and strike the ground next to you. Despite this, any part left untouched by whatever is going on seems utterly solid - even when a hole appears right next to the hinge, entirely enveloping it, the door remains fixed firmly in place instead of swinging down and around.


Male Gunslinger (Siege Gunner) / Slayer 3 | HP 34 / 39 | Grit: 3/3 | AC 17 (T 14/FF 13)|CMB 3; CMD 17 | Fort +5, Ref +7, Will +2 | Init +4, Perception 6, Sense motive 6 , Stealth 10

"We need to get some kind of specialist in here to look at this," Baxter said, "C'mon, let's finish up the rest of the building."


Somewhat worryingly, even as you retreat from the doorway, it seems like the odd transformation is continuing... and even advancing. It's not rushing after you, at least, and you are able to move back down the hallway and return to the previous chamber. The doors to the east are still quite usable, though being rather mundane, they don't seem to be much more than alternative entrances to the hallway.


HP:146 | AC:32 ; T:27 ; FF:26 (Mage Armor) ; CMD:33/27 | Fort:+7 ; Ref:+13 ; Will:+9 | Init:+9 ; PER:+14 (Low Light)

"The effect seems to be spreading... we might want to curtail our search and plan on leaving."


...And is anyone else wanting to input things? Remember, your GM is reactive - you have to go somewhere and do something before I can really respond!


HP:146 | AC:32 ; T:27 ; FF:26 (Mage Armor) ; CMD:33/27 | Fort:+7 ; Ref:+13 ; Will:+9 | Init:+9 ; PER:+14 (Low Light)

I was waiting on some feedback from the guys.

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