Freedom...but at what cost (Inactive)

Game Master Tin Foil Yamakah

The Tomb of Horrors with a bit of a twist
EACH SQUARE IS 10'

MAP


251 to 300 of 443 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

to hell, fine. I'll get out my toys.

You see him pull several vials from hidden compartments in his coat and down them,

(Extracts- detect secret doors, investigative mind, heightened awareness.)

He will then comb the entire hill area searching for other doors.

Perception if needed: 1d20 + 25 + 1d8 ⇒ (20) + 25 + (4) = 49

Trying to remember any other information on the lich and his rumoured habits/ways.

know. History: 1d20 + 17 + 1d8 ⇒ (9) + 17 + (5) = 31 re-roll with investigative mind
know. History: 1d20 + 17 + 1d8 ⇒ (11) + 17 + (2) = 30

Trying to figure out how this place is built, whyz and the most likely path they should take.

know. Engineering: 1d20 + 22 + 1d8 ⇒ (7) + 22 + (7) = 36
Re-roll with investigative mind. Take better

know. Engineering: 1d20 + 22 + 1d8 ⇒ (6) + 22 + (6) = 34

know. Dungeoneering: 1d20 + 17 + 1d8 ⇒ (11) + 17 + (3) = 31
Re-roll with investigative mind, (5 rerolls left)/

know. Dungeoneering: 1d20 + 17 + 1d8 ⇒ (12) + 17 + (6) = 35

I just realized, I have the investigators pipe, which lets me spend an inspiration to take 20 on one know. Check. I'll wait to use it to see which know. Is more useful here though.


Female Half-elf HP 66/66 | AC 22 | FF 19 | T 14 | Per 17 (no hearing-based) | F: 7 | R: 8 | W: 9 | Init +3
Skills:
Fly +2 | Know (planes, religion) +9 | Spellcraft +8 | UMD +9
Dual-cursed (deaf/wolfscarred) oracle of the dark tapestry 9

Holy crap, that Perception check. o.O


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

eh, kinda wish that 20 had been on my know. Engineering check >.> lol. Or should I make a dungeoneering? I'll do both.


Female Half-elf HP 66/66 | AC 22 | FF 19 | T 14 | Per 17 (no hearing-based) | F: 7 | R: 8 | W: 9 | Init +3
Skills:
Fly +2 | Know (planes, religion) +9 | Spellcraft +8 | UMD +9
Dual-cursed (deaf/wolfscarred) oracle of the dark tapestry 9

Investigators are almost obscene at what they do; I love it. :)


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

oh absolutely, I even sacrificed some for slightly better in combat prowess. But I feel it will be needed when it is needed.


I Eat Cannibals
Alexander Valen wrote:

to hell, fine. I'll get out my toys.

You see him pull several vials from hidden compartments in his coat and down them,

(Extracts- detect secret doors, investigative mind, heightened awareness.)

He will then comb the entire hill area searching for other doors.

[Dice=Perception if needed] 1d20+25+1d8

With a keen eye rarely seen among mortals, you realize that this hill has up to 100 possible fake entrances.

Quote:

Trying to remember any other information on the lich and his rumoured habits/ways.

[Dice=know. History] 1d20+17+1d8 re-roll with investigative mind
[Dice=know. History] 1d20+17+1d8

No other information on Acercerak other than what you already know

Quote:

Trying to figure out how this place is built, whyz and the most likely path they should take.

[Dice=know. Engineering] 1d20+22+1d8
Re-roll with investigative mind. Take better

[Dice=know. Engineering] 1d20+22+1d8

[Dice=know. Dungeoneering] 1d20+17+1d8
Re-roll with investigative mind, (5 rerolls left)/

[Dice=know. Dungeoneering] 1d20+17+1d8

This place once had a great tower, now all that remains is the base of said tower i.e. The Tomb. You are sure that the entrance you just stumbled upon is somehow different. It has not been excavated previously.


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

the one that zoren and co. Were looking into?


I Eat Cannibals
Alexander Valen wrote:
the one that zoren and co. Were looking into?

Yep, That one


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

Well shall we dance again?

With a frustrated look on his face, William pulls his Wand of mount.

He will cast a pony in the first visible square and let it wonder.

Watching intently to see if he notices anything unusual.
perception: 1d20 + 18 ⇒ (10) + 18 = 28


I Eat Cannibals

William: Are you going down or staying up top? So you would like the pony to wander randomly I assume?


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

I am staying right at the entrance and letting the pony wonder randomly until i see or hear anything.


I Eat Cannibals

William: Why don't we say the horse makes a "snakelike" pattern i.e. from the open spot you can see he goes east then south then west, then south etc. covering every square.

Perception: 1d20 + 18 ⇒ (10) + 18 = 28

After 12 seconds of wandering, you hear the sound of a door opening and closing.


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

William picks up a rock, makes some gestures and casts light on it. Then tosses it down the hall.

William tells the rest of the group what he saw and heard, and how the pony moved.
Alexander, I think you are up.


I Eat Cannibals

William: Does that mean you are going down? The reason I ask is that you can't really throw a rock down a hall very far from up top.

But I will reveal a bit more of the map


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

well, being that this is the only entrance that's any different than the 100 or so other ones here. So I suppose this is our best bet. Wish me luck! Oh. And wait for my signal.

perception: 1d20 + 24 + 1d8 ⇒ (14) + 24 + (5) = 43 +4 For traps looking for traps.

If it seems safe he will hop in

do you allow to take 10 on traps to represent taking time?


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

I am waiting at the door for Alexander's signal.


I Eat Cannibals

Alex: I have moved you onto the map, nothing happens as that space has been occupied by a butler and a horse.

Light from Williams rock shows this tunnel is extremely long and heavily decorated in a riot of bright colors and patterns. The walls and ceiling have been coated with plaster and painted with a variety of unusual scenes featuring strange rooms, odd creatures and exotic locations. The floor is decorated with mosaic tilework which features an obvious "path" of bright red tiles that wind across the ground. Not a hint of the original stonework is visible under the heavy decorations.

The passage is 20' tall and continues into the darkness.

You certainly can take 10 for traps.

This is the point where I am going to need you to be as precise as possible on your actions. i.e. What 10' section are you searching. If you wish you may use the toolbar and draw out your intended route.


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

then, I'll have to let someone else suggest which sections to check, as I won't have access to roll20 map until Thursday. Of course he will take ten every step as he isn't gonna underestimate this place and doesn't really have a time limit.


Female Half-elf HP 66/66 | AC 22 | FF 19 | T 14 | Per 17 (no hearing-based) | F: 7 | R: 8 | W: 9 | Init +3
Skills:
Fly +2 | Know (planes, religion) +9 | Spellcraft +8 | UMD +9
Dual-cursed (deaf/wolfscarred) oracle of the dark tapestry 9

For the moment, with the corridor 10 feet wide, I'd probably just check each successive ten foot by ten foot section. Search one section, move into it, search the next section.


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

AND THE WALLS. God forbid my character die again because of wall traps... Hardball DM man haha. not you, another DM I had. Was a fun guy though. Also Alex has Dark vision at 90ft.


Female Half-elf HP 66/66 | AC 22 | FF 19 | T 14 | Per 17 (no hearing-based) | F: 7 | R: 8 | W: 9 | Init +3
Skills:
Fly +2 | Know (planes, religion) +9 | Spellcraft +8 | UMD +9
Dual-cursed (deaf/wolfscarred) oracle of the dark tapestry 9

And the walls, yes. Just assume everything here is going to kill you in horrible ways. :) Oh, and step on the red tiles. I'm like 95% certain stepping off of them will end horribly.


I Eat Cannibals

Alex: If you wish, I will move you until you find something. and with your perception that should not be a problem.

Izura: The Corridor is 20' wide


Female Half-elf HP 66/66 | AC 22 | FF 19 | T 14 | Per 17 (no hearing-based) | F: 7 | R: 8 | W: 9 | Init +3
Skills:
Fly +2 | Know (planes, religion) +9 | Spellcraft +8 | UMD +9
Dual-cursed (deaf/wolfscarred) oracle of the dark tapestry 9

Right, forgot each square is ten. My bad.


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

sounds good. It's an hour each time you take 10 right? Someone needs to babysit kor, or Rok, more likely.


I Eat Cannibals

Alex: It will not take you an hour for each 10' square, we'll say 10 minutes.

20' in front of you on the wall, you notice something strange about one of the murals. The incredible detail of the paintings hid something from casual observation that now seems obvious. A pair of robed, wolf-headed figures are painted on the wall holding an elaborate bronze chest between themselves. However the chest is no painting, but an actual metal box imbedded in the plaster., extending only a few inches from the surface.(Picture on map)

10' in front of this is a pit trap(Marked on map)


Female Half-elf HP 66/66 | AC 22 | FF 19 | T 14 | Per 17 (no hearing-based) | F: 7 | R: 8 | W: 9 | Init +3
Skills:
Fly +2 | Know (planes, religion) +9 | Spellcraft +8 | UMD +9
Dual-cursed (deaf/wolfscarred) oracle of the dark tapestry 9

Nah, that'd be take 20. Take 10 takes the same amount of time as a regular roll; you just choose to take average to avoid risking a bad roll. Take 20's the one where you're trying over and over again, on the premise that you'll roll a 20 eventually.

And I'm babysitting Kor, no worries. :)


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

Did my unseen servants get whacked?

Zoren will head down into the opening as well. Standing on the first ten foot section which appears to be safe based on the fact that Alexander is still alive.

"Do you need any assistance?"

Roll20 cannot be used at work, will have to move myself on the map later.


Female Half-elf HP 66/66 | AC 22 | FF 19 | T 14 | Per 17 (no hearing-based) | F: 7 | R: 8 | W: 9 | Init +3
Skills:
Fly +2 | Know (planes, religion) +9 | Spellcraft +8 | UMD +9
Dual-cursed (deaf/wolfscarred) oracle of the dark tapestry 9

Izura stays outside next to Kor, knowing that her lack of hearing could be disastrous if she makes a wrong move, since she may not be able to react in time. Better to let the others establish a nice, clear safe zone first.

She slumps to the ground and sits against Kor's haunch, legs sprawled in front of her. To pass the time, she amuses herself by gesturing at her slate, drawing picture after picture of monsters too horrible to describe. One, a particularly appalling creature with a mouth the width of its body and filled with three rows of razor-sharp fangs, she draws surrounded by small hearts and cutesy starbursts.


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

hmmmm. Just keep an eye out. I'd rather not have something sneak up on me while I'm occupied. Oh. Can you open or lift objects from range with your magic?

Alex will make his way towards the painting as he speaks, not giving Zoren a glance as he keeps to his task.

Did I see a trap on it? Or do I need another check?


I Eat Cannibals

Zoren: Your butlers gave their lives to save you, along with Williams horse

Alex: Carefully examining the chest reveals that it is opened by a stud on top that causes the front of the chest to swing down. The stud is trapped with an easily detected poison needle(DC 10).

Perception: 1d20 + 26 + 1d8 ⇒ (12) + 26 + (5) = 43...Did I get this right for traps?

Also you will also notice that the square you are in is in fact a pit trap. A very difficult one to detect (DC 40)


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

looks right

Alex stops moving and lets out a shhhh. Then begins to try and find the trigger to disable it.

disable device: 1d20 + 25 ⇒ (11) + 25 = 36


I Eat Cannibals

Alex: You have no trouble disabling the trap we are talking about the needle trap, not the pit itself yes and as you do the front of the box opens. At first it appears empty but at the rear there is a tiny metal lever


I Eat Cannibals

Zoren: Examining the red tiles you notice that there is a message engraved in thin letters on the mosaic tiles.

it is a rather long message, so I will give you part of it in the campaign info tab


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

anyway Alex can move so as to not set off the trap, or set it off and not fall in, or Zoren.

Alex nods. Zoren, can you perhaps, allow people to fly with that magic of yours as well?


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

They were doing their job!

Zoren calls over to Alexander, "There is a message engraved in the floor my friend", he recites.

"Acercerak congratulates you on your powers of observation so make of this whatever you wish, for you will be mine in the end no matter what! go back to the tormentor or through the arch/and the second great hall you'll discover..."

"It seems that our host is supremely confident of his abilities to slay us all. Let us proceed with caution as we continue to read this message".

Zoren begins levitating in his boots. He awaits Alex's finding as he grasps his Wand of Unseen Servant, ready to summon more of the magical minions to sacrifice themselves for his life and the lives of the others.

He looks up at Alex, "Yes, I can but to grant such powers to so many will deplete many of my best resources. If you believe it wise I shall as you seem quite astute at these puzzles. To whom shall I grant this ability first, do you require it?"


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

no no, just. You may need it. I'm not sure how far this pit trap reaches. And while I have utmost confidence in my abilities. I'd be foolish not to have safety precautions.


I Eat Cannibals

Alex: Sorry for my pitiful drawing, each pit trap is 10' x 10' or 1 square


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

sorry. I can't look at it, so its my fault.


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

Zoren levitates higher so that Alex can see he is off of the floor.

With his Wand Zoren summons another Servant. This one he keeps close to him.

If necessary, the servant will push Zoren around the room as levitation allows only for up and down not sideways movement.


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

Alex downs another vial of glowing liquid (fly)

Then attempts to disable the pit trap.

Are we allowed to take ten on disabling? Or 20s?


I Eat Cannibals

Zoren: I got a butler on the map for you

Alex: No need to roll on this one the DC is 20


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

Sensing that the others have moved down the hall a bit. William makes his way down to the hall.

Don't forget that I am a sorcerer, I can cast a lot of fly per day.


I Eat Cannibals

Other decorations on the walls include pictres of,

Cows grazing in a field
Wolves stalking through a forest
Slaves(Human, elf, orc and beast-man hybrids) working at various tasks
A book filled library chamber
A torture chamber full of tools, including a large cell door with the hands of some ferocious beast gripping the bars.
A wizard's workroom with Wolf-headed men in robes.( this is the one that Alex is working on).

Along with odd sigils, hieroglyphics and abstract patterns.


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

As I watch Alex work, I will cast Detect Magic and look around at the room.

For now, the servant is remaining stationary at my side.


I Eat Cannibals

Zoren: The whole room lights up with extremley strong auras of all schools of magic but especially strong is the Necromancy and Abjuration schools.


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

Zoren, could you try to get whatever is in that chest on the painting there out? Safely. There was an obvious trap, but who knows what's been put on the items that I can't see.

He then moves down the hall, flying, continuing his work


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

"Necromancy and Abjuration abound in this place. I shall look at the trap Alex".

Zoren has the servant push him in the direction of that chest. Once there, he takes his time looking the location over seeking to discover how the trap may be triggered.

Perception Find Traps 1d20 + 14 ⇒ (15) + 14 = 29

Once confident he sees how the device works, Zoren attempts to disable it.

Disable Device 1d20 + 14 ⇒ (12) + 14 = 26


I Eat Cannibals

Alex: You succesfully make it all the way to the end where you see that the red, tile "path" splits in two. One branch leads towards a 7' stone archway decorated with three large crystals and filled with an opaque swirling mist. The 3 crystals: a yellow crystal on the left base stone. A blue crystal at the top of the arch and an orange crystal on the right base stone.

The second path heads towards the southern wall where it ends directly underneath a large mosaic of green tile in the shape of a demon's face. It's mouth forms a large, gaping hole about 3' wide and dead black.


I Eat Cannibals

Zoren: Alex disabled both the traps, at the rear of the box is a tiny metal lever.

Map Updated.
Pics updated

I will put the rest of the riddle in the campaign info area.


M Elf HP: 70 | AC:22(26) T: 16(18) FF: 16(18) | Fort: +10 | Ref: +15 | Will: +12 (+2vs enchantment+4 vs illusion effects) | Perception: +22(26 for traps) Initiative: +5

he told us to go through the arch.. But most would assume that he wanted them to do that, and that it would assuredly kill them... No... He is smarter than that, more careful. There has to be another way.... He then remembers the others. he mutters to himself.

He brielfy returns to the entrance. it should be safe to come down now. Just don't wonder to close to where I am. Oh, and don't touch anything until its been thoroughly inspected. I've watched as men died horribly painful death merely from enchantments placed upon entising treasures in ancient tombs. Trust me, you'd rather the lich kill you himself.

Alex will take 10 to search for any secret doors, taking 20 if he finds none. assuming he found no traps/disabled them if he finds nothing he will make a knowledge arcana on both pathways.

know. Arcana: 1d20 + 17 + 1d8 ⇒ (14) + 17 + (8) = 39 (crystal arch)
know. Arcana: 1d20 + 17 + 1d8 ⇒ (14) + 17 + (7) = 38 (demon painting)

251 to 300 of 443 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / And so it begins All Messageboards

Want to post a reply? Sign in.