Emerald Spire - level 2; The Cellars (lvl 1-3) (Inactive)

Game Master Revvy Bitterleaf

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Grand Lodge

male Dwarf Init +2; Darkvision; Perception +10; Speed 20 AC 21 (FF 19 T 12) HP 43/43 CMD 18 FORT +8 REF +4 WILL +8 (+5 vs. Magic and Poison)

Gunnar again appears to be a normally sized Dwarf and moves to exaime the southern door.

Perception1d20 + 9 ⇒ (1) + 9 = 10

Scarab Sages

The door is unlocked..and seems to be not trapped..but something makes Gunnars beard hairs tingle and he decides to take a closer look at what's behind the door when he opens it and he sees the faint outline of a trapdoor..just behind the doorway.

Scarab Sages

So what do you want to do now?

Scarab Sages

Male Nagaji (inactive) Sorcerer

"Is that trap door too big to get around? If so, maybe we should just backtrack into the room with the casket and strange ceiling "(Room B4)" and check the two secret doors there."

Scarab Sages

You can't walk past it..but if you want to..it's a DC 10 acrobatics checks with a running starts to jump across (no take 10..so you need to roll)..if you want to go back to B4, that's easy..just walk in there and let me know which of the secret doors you want to open

Scarab Sages

Anyone want to do anything?

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

Chaul goes back to get the wardrobe that the zombie was hiding in. With a bit of care he takes it back and lays it over where the trapdoor is, providing a bridge of sorts.

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

"Good thinking friend Chaul. That should serve well as a bridge. I shall test it when its ready." The half orc says.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Good one!

Scarab Sages

You quickly realize that the wardrobe isn't nearly big enough to cover the area Gunnar thinks the trapdoor covers (5 ft square needing to cover a 10 by 10 area)

To keep things going and since it doesn't matter a whole lot since you will end up in the same room

but with some carpentry and taking apart some of the doors you've encountered before, some heaving lifting, some blood, sweat and a lot of cursing when someone hurts his fingers again you manages to construct a rickety bridge of sorts which allows you to get to the other side of the small corridor - as long as you move carefully - which puts you right in front of a door.

The door seems safe and unlocked and when you open it reveals the strange room where the ceiling doesn't quite go all the way up with the chest in the center of the room which you've encountered before.

(What are your plans now?)

Grand Lodge

male Dwarf Init +2; Darkvision; Perception +10; Speed 20 AC 21 (FF 19 T 12) HP 43/43 CMD 18 FORT +8 REF +4 WILL +8 (+5 vs. Magic and Poison)

Clever plan...

Gunnar steps into the room and approaches the chest his Dwarven greed taking over.

Hit me with your best shot! Fire away!!!

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

"This seems to easy and out of place friend Gunnar. Lets inspect it first." Novid says. Looking around the room and at the chest for traps.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Scarab Sages

As Novied asks Gunnar to wait while he checks out the room you discover as you already knew that the ceiling doesn’t quite touch the walls—there’s an inch-wide seam or crack surrounding it.

A 1-foot-square hole is cut into the stone floor immediately south of the pedestal. Lying beside the opening is a stone lid that fits into this hole, resting on a lip running around the inside of the opening. The hole is about 1 foot deep, and a brass handle fastens into the stone at the bottom.

And Novid is quite certain that the ceiling is trapped and will almost certainly crash down and squash everyone in the room when it's triggered, it seems logical that it has something to do with the chest - which is locked with a padlock.

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

"Wait the whole room is set to come down on us. Dont touch the chest." Novid says.

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

"Can we loop a rope around it and pull it clear?" asks the priest.

Scarab Sages

At Chaul suggestion you look into tying a rope around the chest and pulling it clear to find out that; The chest is affixed to the plinth, which in turn is mortared to the floor, forming a solid unit; the chest itself can’t be removed

Scarab Sages

Male Nagaji (inactive) Sorcerer

"Perhaps if we attach string or twine to that handle in the hole behind the chest and pull on it from the outsdie? That might either trigger the trap while we're outside the room, or it might disarm it. Maybe."

Scarab Sages

Going on Ss'alath's suggestion you set up a sort of pulley system (and I'll be nice and don't require the handle to be turned a dozen times ;) with some rope and manage to turn the handle which causes:

The trap to trigger, the slab smashes down quickly, but it stops 2
feet above the floor where it meets the plinth. The chest itself retracts into a cleverly concealed hollow inside the stone plinth to
keep from being destroyed.

The ceiling is now hanging at a height of 2 ft on 4 chains, covering the entire room.

If you'd want you could crawl around under it, or even walk across the top to reach other doors.

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

Novid hops on top of the lowered ceiling and walks to the other door. "Well done all." He says/

Scarab Sages

There are 2 secret doors you haven't opened yet in that room..to the west and to the south

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

"[b]I wonder if there was anything in the chest...[/b} muses Chaul, who waits for a minute or so to make sure the ceiling doesn't suddenly return to the roof... and only then walks over it.

Scarab Sages

As Chaul waits to see if the ceiling doesn't suddenly rises up again he notices a sort of fail safe build into the chain that suspend the ceiling to prevent someone from being crushed in case the ceiling starts to rise.

It would help if someone decides more specifically where you want to go next ;)

Grand Lodge

male Dwarf Init +2; Darkvision; Perception +10; Speed 20 AC 21 (FF 19 T 12) HP 43/43 CMD 18 FORT +8 REF +4 WILL +8 (+5 vs. Magic and Poison)

Ay good thinkin mister Dramerson. So who weants to crawl in and risk his life?

Scarab Sages

I'm sorry I just realized I overlooked something when you crossed the trap door...I never gave you the area description..or showed it on the map...there's another door for you to open/explore

Opening one of the secret doors - the one to the south- in the room with the dropped ceiling you quickly discover that behind it is a what can only be described as a tiny room....exploring it quickly you discover another secret door behind it.

When you return to tell the others about it you take a slightly better look around the corridor on the other side of the trap door and notice:

Massive black iron gates bar the corridor, fashioned out of twisted, angular vertical bars that have sharp edges and are about a handspan apart, linked by welded crossbars. The gates have massive hinges set deep into the walls, and a heavy lock inside a welded box secures sliding bars that run into sockets in the floor and ceiling at the center of the corridor. Moreover, a black iron chain with links as thick as a human thumb wraps around the gates where they meet above and below the lockbox. The chain’s ends disappear into holes in the lockbox.

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

"More mechanical magic. I like this place not at all. Let us search elsewhere and see if we can unravel a clue before returning."

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

Novid enters the room and goes to the closest secret door. "Shall we try this first?" He asks the group as he reaches to open it.

Scarab Sages

Male Nagaji (inactive) Sorcerer

"Probably nothing in that chest. It must have just been a trigger for that trap."

Ss'alat moves behind Novid to see what happens when he (Novid) opens that secret door.

Scarab Sages

As you open the door and peer in you see;

Shabby, mold-covered tapestries hang from ceiling hooks, cloaking one wall of this chamber in faded forest hunting scenes. While probably of decent quality when new, they look sad now.

A plain wooden chair of massive construction stands centered before the tapestries, facing into the room. A large stone table stands against the eastern wall. Weapons and other items are neatly laid out on the table, as if displayed for sale in a shop.

On the chair sits a skeleton, flanked by 2 standing skeletons

As he notices you opening the door you hear:
"Who are you and why have you come here?!"

DC 15 Sense Motive:
As you hear the words being spoken you notice that the skeletons mouth didn't move at all

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

Sense Motive: 1d20 + 7 ⇒ (9) + 7 = 16

"We are here to explore and discover. I am also here to destroy abominations and enemies of my god Ragathiel. I think you fit that description aptly." Novid says as he steps into the room and casts a spell.

Scarab Sages

since Novid casts a spell it's better to go into initiative

Init Sera: 1d20 + 1 ⇒ (2) + 1 = 3
Init Novid: 1d20 + 3 ⇒ (13) + 3 = 16
Init Gunnar: 1d20 + 2 ⇒ (19) + 2 = 21
Init S'salath: 1d20 + 1 ⇒ (11) + 1 = 12
Init Chaul: 1d20 + 1 ⇒ (15) + 1 = 16
Init Skeleton: 1d20 + 6 ⇒ (20) + 6 = 26
Init Skeletons: 1d20 + 6 ⇒ (19) + 6 = 25

The skeletons seem to wait for something

init
You guys (with the skeletons on delay, so they can come out at any time)

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

Chaul grins and stretches his arms out wide.

"The dead belong in the heavens, and if you will no go there, I'll bring the heavens here!"

And with an apparent mighty heave he pushes open the doors of heaven itself.

channel: 2d6 + 3 ⇒ (5, 1) + 3 = 9 Will DC 16 for half (no channel resistance)

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

Novid moves up casting a spell and judging the seated foe.

Cast Wrath, and swift action judgement of justice. Chaul i moved you into the room in channel range

Scarab Sages

Male Nagaji (inactive) Sorcerer

A talking skeleton? I don't like the looks of that!

Ss'alat will cast Disrupt Undead at the skeleton that talked; assuming that is the toughest of the three, just because it can actually talk.
disrupt undead: 1d20 + 2 ⇒ (9) + 2 = 111d6 ⇒ 2

Scarab Sages

Will save Blue: 1d20 + 2 ⇒ (7) + 2 = 9
Will save Yellow: 1d20 + 2 ⇒ (20) + 2 = 22
Will save Red: 1d20 + 2 ⇒ (5) + 2 = 7

As Chaul moves into the room and channels all 3 skeletons fall apart as their connection to what kept them animated is severed by positive energy.

From behind the curtain to the side another skeleton steps forward
He was outside Chauls channel range and hidden from sight by the floor to ceiling curtain

This skeletal creature wears rotting robes, and carries a (bastard) sword in its talon-like hands. An evil blue light dances in its empty eye sockets.

DC 19 Knowledge (Religion):
This is a bone priest. A skeleton (DR/blunt and other "normal" skeleton abilities) which can cast spells

"I see you are capable enough to take care of my ..minions. This will need a more personal approach"

He then casts a spell and a sword made from pure force appears in front of Chaul and attacks him
To hit Chaul AC: 1d20 + 7 ⇒ (16) + 7 = 23
The weapon of pure force slices through Chaul defenses
Force damage Chaul: 1d8 + 1 ⇒ (6) + 1 = 7

Novid then walks into the room and casts wrath and starts to judge

Ss'alat then moves into the room ( I moved you within range of your new foe, if you don't want that..feel free to move somewhere else and do something else) and casts disrupt undead at the newly arrived skeleton

But the skeleton with the glowing blue eyes manages to side step the ray Ss'alath fired at him.

init
Gunnar, Sera (Since I don't think we've seen a post from Sera is a while I'll NPC her in if she's the last to post)
Skeleton

Grand Lodge

male Dwarf Init +2; Darkvision; Perception +10; Speed 20 AC 21 (FF 19 T 12) HP 43/43 CMD 18 FORT +8 REF +4 WILL +8 (+5 vs. Magic and Poison)

Gunnar steps into the room and gets his heavy axe up

Scarab Sages

Gunnar steps into the room and gets his heavy axe up

init
Chaul, Sera (just realized that I skipped Chaul)
Skeleton

Silver Crusade

Female Human Level 2 Paladin Init +1; Perception -2; Speed 20 AC 16 (FF 15 T 11) HP 23/23 CMD 17 BAB +2 CMB +6 FORT +8 REF +4 WILL +4

Snapping out of a temporary trance, Sera looks around to see that her allies have left the room without her. She is startled to hear a new voice and as she steps out the room, she takes a look at the skeletal figure and readies her glaive. She points a finger at the creature and yells a challenge. "Foul beast, by the good gods above, I will send you back to Abaddon where you belong! May Torag send you on your way and Pharasma take your soul!"

Double move outside the room and then smiting evil. It looks dead, and it can speak, what more do I need?

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

Chaul assumes the weapon is a spiritual one, like he can summon himself, and ignores it for the moment. Rather, he steps forward and keeps pushing at the gates of heaven themselves.

"Your fate cannot be avoided forever necromancer."

channel DC16, no channel resistance: 2d6 + 3 ⇒ (2, 5) + 3 = 10

Scarab Sages

Sera moves into the room and declares the blue eyes skeletons to be evil

Chaul assumes the weapon is a spiritual one, like he can summon himself, and ignores it for the moment. Rather, he steps forward and keeps pushing at the gates of heaven themselves.

Will save: 1d20 + 7 ⇒ (4) + 7 = 11

The skeleton is hit pretty hard by the wave of positive energy washing over him.

The weapon made from pure force moves after Chaul and swings at him again

Weapon vs Chaul AC: 1d20 + 7 ⇒ (9) + 7 = 16
but it can't get past Chaul's defenses this time.

The skeleton takes a (5ft) step forward and it's eyes flare up and a creeping sensation makes the hair on the back of your neck tingle

(DC 15 will save vs mind-affecting fear effect for everyone or become shaken for 1d4 ⇒ 1 rounds

init
You guys
Skeleton

Damage skeleton: 10

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

Chaul stands firm in the face of the skeletons assault.

will: 1d20 + 6 ⇒ (9) + 6 = 15

He keeps his arms thrown wide apart, a gleeful smile on his face as he basks in the holy radiance flowing around him. "Your foul powers have no strength now."

channel DC16, no channel resistance: 2d6 + 3 ⇒ (1, 2) + 3 = 6

Though the stream of holy power does seem somehow less than it was shortly before.

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

Novid double moves up to the enemy.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ss'alat will move up a wee bit closer and cast Disrupt Undead on old "Blue Eyes"
disrupt undead: 1d20 + 2 ⇒ (2) + 2 = 41d6 ⇒ 5
Fizzle!

Grand Lodge

male Dwarf Init +2; Darkvision; Perception +10; Speed 20 AC 21 (FF 19 T 12) HP 43/43 CMD 18 FORT +8 REF +4 WILL +8 (+5 vs. Magic and Poison)

Wil assuming this is not a spell effect otherwise add+21d20 + 6 ⇒ (6) + 6 = 12
Activate Studied Target

Gunnar keeps on hammering a bit slower than before.

Attack1d20 + 5 ⇒ (13) + 5 = 18 Damage 1d12 + 5 ⇒ (6) + 5 = 11

Scarab Sages

@Gunnar, not a spell it's an SU. The will save for Novid and Ss'alat doesn't really matter even though they didn't roll one, double move isn't effected by shaken..and Ss'alat missed anyway

Chaul stands firm in the face of the skeletons assault. He keeps his arms thrown wide apart, a gleeful smile on his face as he basks in the holy radiance flowing around him

Will save: 1d20 + 7 ⇒ (19) + 7 = 26

The glowing blue eyed skeleton is able to shrug of most of Chauls attack this time

Novid double times forward

Ss'alat misses with a disrupt undead fired at the skeleton

Gunnar studies his target and swings his non-magical? weapon at the skeleton hitting it in the rib cage and snapping bones but the blow seems to be dampened a bit by an magical force surrounding the skeleton

init
Sera
Skeleton

Damage skeleton: 19

Scarab Sages

I'll assume Sera is still busy and NPC her in for now

Sera takes on a defensive posture (total defense)

As the sword made from force takes another swing at Chaul

To hit AC Chaul: 1d20 + 7 ⇒ (8) + 7 = 15

but the blade is turned aside by his armor

The skeleton raises his bastard sword and takes a swing at Novid's head
To hit AC Novid: 1d20 + 7 ⇒ (8) + 7 = 15
but it doesn't fair much better.

init
Party
Skeleton

Damage skeleton: 19

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

Novid steps into the flank with Sera and her long spear and swings at the skeleton.

Power Attack: 1d20 + 4 + 2 + 1 + 1 - 1 ⇒ (13) + 4 + 2 + 1 + 1 - 1 = 20

Damage: 2d8 + 6 + 3 + 1 ⇒ (1, 8) + 6 + 3 + 1 = 19

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ss'alat will cast Disrupt Undead on "Blue Eyes" again
disrupt undead: 1d20 + 2 ⇒ (7) + 2 = 91d6 ⇒ 2
Fizzle again? Probably.

Grand Lodge

male Dwarf Init +2; Darkvision; Perception +10; Speed 20 AC 21 (FF 19 T 12) HP 43/43 CMD 18 FORT +8 REF +4 WILL +8 (+5 vs. Magic and Poison)

What kind o weapon deals 2d8 novid?

Silver Crusade

Female Human Level 2 Paladin Init +1; Perception -2; Speed 20 AC 16 (FF 15 T 11) HP 23/23 CMD 17 BAB +2 CMB +6 FORT +8 REF +4 WILL +4

Uh... could I uh, hit the thing? As a Paladin, I do like hitting evil things really hard. Especially since I was in range with a reach weapon.

ATTACK THE EVIL!: 1d20 + 7 - 1 + 3 + 2 ⇒ (8) + 7 - 1 + 3 + 2 = 19
HURT THE EVIL!: 1d10 + 9 + 4 ⇒ (8) + 9 + 4 = 21

Grand Lodge

Male Half-Orc 5 Inquisitor (sin eater), HP 38 [38], AC 18, Fort+6, Ref+2, Will+7, CMB +7, CMD 18, Init +4, Perc+11

Large bastard sword.

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