FIND A KEY...TEMPT FATE ITSELF (Inactive)

Game Master Gilthanis

Kortos Mnts

Kortos 2nd lvl

Level 3


1,001 to 1,050 of 1,141 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Male Undine Swashbuckler 1

"I got no idea. Not sure if it even can be disabled from out here. You're welcome to give it a looksee Triba. Maybe we can lasso the statues from out here or something. "

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

mage hand on the closest statue.

Affects up to 5 lbs of nonmagical items.


Binx, points his finger at the eastern statue, but it doesn't budge. He is unsure if it due to being magical or if it weighs too much.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Would it be possible to summon something and have it appear inside the room?


Yes, but you are unsure if the force that rattled Dolgrin would or would not rattle whatever you summon?

Binx, can I get a int check from you please

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

1d20 + 5 ⇒ (14) + 5 = 19


Binx, takes another look at the idols on the pedestals in the warded room. The look like exact duplicates of the idols he "procured" from the stands just minutes before.

You think there may be a connection between the warded "idols" and the ones from the pit trap in the previous area.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"So we planning on doing something?" Dolgrin asked when he saw Binx doing some spells.


Male Undine Swashbuckler 1

"Doesn't seem safe to go in there and I can't do anything about what's trapping it so, unless the hocus pocus crowd has a solution, we might as well move on. "

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx reluctantly takes one of his idols out of his pack. "It's a Dwarven protection deity. Try carrying it into the room."


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"If you insist", Dolgrin took the statue and walked back into the room.


Dolgrin takes a statue and walks into the room. Much to his surprise, he suffers no ill effects as before. He can see the two similar Dwarven protection statues, one on the eastern alcove the other on the western alcove.

He searches the room, and finds nothing of importance other than the two statues.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin walked back into the hallway. "It seems to be safe to enter if you have one of those statues with you. Couldn't see anything in the room other than 2 more statues. So if you insist on having those as well, be my guest."

He offered the statue back to Binx.


Hello? Binx did you want to go in the room carrying an idol?

Is the game still active, or has my spotty posting killed it for everyone?


Male Undine Swashbuckler 1

Still here, just waiting for something to do that doesn't involve me being fried by negative energy.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Waiting on Binx I think, could be that the RL monster attacked again :) ... Time will tell, as I've stated recently on some other topics, I'm a very patient person. I can wait :)

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Sorry, everyone. I've been dealing with a small pack of RL monsters. Individually, they aren't too big a deal, but together they tilt the action economy in their favor.

Binx promptly heads into the room to retrieve the statues. Dolgrin still has one, so he can save me when I set off the obligitory trap. :-)


No worries man, RL needs to be taken care of first as always. Just wanted to make sure the game was still alive is all :)

Binx, holding onto the other Dwarven statue, heads into the room to check everything out. Upon entering, he gets slammed in the chest by pure force.

force effect: 1d6 ⇒ 4. Will save DC 14 half

After getting slammed in the chest with force, he notices the Dwarven statues flanking him on the east and west alcoves begin to shake. Everyone can hear the obnoxious loud sound of stone grinding on stone. To Binx and Dolgrin, it sounds as if the sound is coming through the eastern wall. Triba, it sounds as if it is happening just a few feet away.

Triba pokes her head around the corner near her, and sees a stone slab, moving from the south to the north, creating a bridge for them to walk on.

After about 10-12 seconds of uncomfortable grinding, and a little bit of ringing in your ears, it ends. The east and west alcove statues stop shaking, and come to rest.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"What just happened here?" Dolgrin said after the grinding stopped. "What do you want to do now Binx?"

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Will: 1d20 + 6 ⇒ (13) + 6 = 19

Binx rubs his chest in annoyance. "Racist rooms irritate me. Let's move on to greener pastures."


Male Human Witch (Spirits Patron) / 3

Oooh, a secret bridge! We have to take that!


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"Best be on our way then." Dolgrin said moving to the secret bridge.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17


Male Undine Swashbuckler 1

Marvin will resume his usual post.


The group, leaves the room with the statues, and heads towards the now accessible area beyond the bridge.

I will presume that Binx grabs the two onyx statues from the secret room

Dolgrin, looks at the bridge, and knows that it is very, very secure and is not going to budge.

He and a few others cross the bridge, and at the end, there is a quick turn west and there is a stone door greeting them. Upon the stone door, are openings to fit objects. There is a square, a circle, a triangle, and a hexagon. The base of the 4 statues picked up from previous rooms, appear to have similar bases to be able to fit in the openings.

I just need to know marching order, any spells cast by the party, any other news/notes I should no before progressing to opening the stone door.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"It seems obvious what we need to do here, but it's also clear someone went through a lot of trouble protecting this area. We better make certain we're ready to open this door." Dolgrin said when he inspected the stone door.

__________________________

Dolgrin is planning on being the first one through the door. I don't know about you guys, but I was thinking of maybe casting Shield of Faith & going in on total defense? What do you all think?

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Or I can send in a puppy. ;-)


Male Undine Swashbuckler 1

Marvin, as usual, is bringing up the rear.

"You want me to check it for traps?"


Male Human Witch (Spirits Patron) / 3

send the puppy! 8)

Eb pulls out and reads a scroll of mage armor while the others prepare to open the door.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx will somewhat reluctantly surrender his statuettes. After the door is checked, unlocked, and de-trapped...
Binx makes the appropriate magical motions and summons a baby Hellhound (aka a Fiendish Dog).


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Let's see what the fiendish puppy will do :) Will hold of on using my spell then.

Dolgrin prepared for what was behind the stone door.


Binx, put the four statues, rather reluctantly into their proper spots on the stone door. After the fourth one is placed, the four statues shatter, and after doing do the door begins to open upwards through an opening in the ceiling.

Behind, the door, you see a pair of columns of rock. Both stretch from floor to ceiling,. They are Dwarves, wielding greataxes, each in a defensive posture. Between the columns of rock, is a intricately designed chest, a sturdy lock is keeping it secure.

The fiendish pomeranian lol, puppy sniffs around. It enters the room when commanded to, and nothing bad happens to the pooch.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Best I could find for a "Fiendish pomeranian"

"Those are some big statues. I do hope they're just there for show."

Knowledge(Religion): 1d20 + 5 ⇒ (16) + 5 = 21 and Knowledge(History): 1d20 + 1 ⇒ (6) + 1 = 7 to know if it's something he knows from his race's religion/customs

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

@Dolgrin: me gusta. :-)

Binx orders his puppy to sniff around the statues, then put its paws on the chest.


Female Halfling Bard 2/Rogue 1

"Hey Marvin, do you think this is trapped?" Triba goes around assisting him in trapfinding.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6 +1 vs traps

Since Marvin's bonus is nearly double mine I'll let him lead on trapfinding.


The puppy puts its paws on the chest and nothing happens.

Meanwhile Dolgrin and Marvin find no traps of interest.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Anything from my knowledge checks?


Dolgrin looks at the statues. Nothing springs to mind about their relevance to history. They don't remind him of anything of religious importance. They appear to be your garden variety guardian statues. There have been other races such as elves, humans, Drow that have similar guardian statues in their catacombs.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"Triba, Marvin, do you think you can pick the lock on that chest? Or do we want to go look around for the key in one of the other rooms?"


Female Halfling Bard 2/Rogue 1

"Let's see what we can do..." Triba takes out her set of tools.

Disable Device: 1d20 + 13 ⇒ (11) + 13 = 24


Triba steps up to the chest, and with nimble fingers disables the lock on the chest. Unfortunately, after hearing the click of the lock, a battleaxe cows crashing down towards her head. The axe nearly decapitates the poor Halfling, but she manages to escape with her life and the top of the chest pops open as she stumbles back.

battleaxe FF: 1d20 + 20 ⇒ (5) + 20 = 251d12 + 6 ⇒ (8) + 6 = 14

contents to come after I get some sleep


Female Halfling Bard 2/Rogue 1

I am assuming you rolled Marvin's perception check for traps in secret and he failed the check?

Also, oh dear that +20 to hit.

Triba gasps in pain as she falls back, gaping wound in her collarbone. She sits down, looking at Dolgrin and speaking softly. "You wouldn't happen to have any healing left, would you?"


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

"I sure do lass. This should help" with that said, Dolgrin started weaving his divine magic, pouring positive energy into Triba which slowly began closing the wound.
spontaneously converting Shield of Faith into Cure Light Wound
CLW: 1d8 + 3 ⇒ (5) + 3 = 8


Male Undine Swashbuckler 1

perception: 1d20 + 10 ⇒ (17) + 10 = 27 includes +1 to find traps


I did roll off screen, and he missed it. Only by a few though. I will allow him to keep that perception he just rolled, for a future perception check seeing as Marvin did not know I rolled for him

Triba, gets some Dwarven healing. After she is patched back up a bit, she looks inside the open chest, muttering that there better be something good for all this trouble.

Inside there is:

1000 gp in coins
240 gp in gems
200 gp in onyx

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx winces sympathetically as Triba suffers a nasty injury. "Bad Fido! You were supposed to set that off! No biscuit."

I should have 2rds left before Fido goes byebye if there's anything you want him to do. :-)


Male Undine Swashbuckler 1

Get the loot and check out the next area I suppose. Not really sure what remains to be explored.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Only rooms unexplored are 26,27 and 28. Seeing where they are next stop would be room 26.

"Let's get the items before the axe resets." Dolgrin said.

When everything was gathered he would lead the group to the door they walked past on their way to the bridge.

On another note, you said the little statues shattered. Could the pieces be collected to later be put together again with something like mending? Would be nice for our good sir necromancer and such ;)


mending, no. Plus the pieces would probably be "more" valuable as pieces anyways since creating undead uses "x gold pieces". I will say Binx will get 200 gold pieces worth of onyx pieces


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Seeing as I am unfamiliar with the process of creating undead, I wasn't certain how the onyx needed to be, just that it was relevant to him ;)

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

RAW, whenever I animate, I need a single onyx gem of appropriate value (e.g. a 4hd creature requires one gem worth 100gp, not four 25gp gems). It's another way to keep miniomancers from easily assembling a massive undead army. Of course, if you're not worried about that, a simple houserule is to ignore the "single onyx gem" requirement and only focus on the total gp value. I'm fine with either ruling. :-)

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