Lucendar's Tomb of Iron Medusa campaign

Game Master Lucendar

Map of Taldor

Initiative:
Barnabus: [dice]1d20+6[/dice]
Brother Trip: [dice]1d20+8[/dice]
Hassan: [dice]1d20+3[/dice]
Issi: [dice]1d20+16[/dice]

Perception:
Barnabus: [dice]1d20+19[/dice]
Brother Trip: [dice]1d20+24[/dice]
Hassan: [dice]1d20+19[/dice]
Issi: [dice]1d20+18[/dice]

Parchment:

Set thee off from Slumbering Cat
Seeking where the Dead are at
Journey north and east apace
To find Medusa’s iron embrace,
Follow now the Spider Star
Behind the Wall that hides its Face
To our Sad, Abandoned Place
If visit ye the Long Deceased
Find the Will to Feed the Beast
Then Begin where all Men End
Light go out and Breath Suspend
Egress through the Stony Door
After turning Face to Floor
Each Adellan Branch has Room
In its Silent, Musty Tomb
For at least one Careless Soul
Wouldst thou fill that Empty Hole?


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Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

With the basics decided Issi settles down to sleep - although capable of going without sleep she generally prefers not to!

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

For watch order, Trip cannot see in the dark but only needs two hours of sleep. He will sleep from ~midnight 'til ~2 when he can't see, and start casting the "breakfast" after he has prayed, about an hour before dawn.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Issi will take a full nights sleep and watch in the early morning, when low light vision actually helps!


The night passes uneventfully, as nothing really threatens the safety of such veteran adventurers, and besides, the Tomb is in a remote location so no human traffic. In the morning, after your feast, you head over to the entrance of the Tomb.
Let me know any long term buffs you wish to cast at this time. I will update you when time passes.

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Heroes Feast lasts 12 hours. Bonuses previously stated: Temp HP: 1d8 + 6 ⇒ (7) + 6 = 13, +1 Morale Bonus to attack roles and WILL saves, and +4 Morale Bonus to Poison Saves and vs Fear

Magic Vestment lasts 13 hours, +3 enhancement bonus to my armor

Magic Weapon, Greater lasts 13 hours, +3 enhancement bonus to my Starknife. Does not stack with the existing +1


human fighter/rogue/red mantis assassin | hp 111/111, AC 25, touch 15, ff 22, CMD 30 | Fort +12, Ref +14, Will +9 (evasion, uncanny dodge) | Perception +19 (darkvision 60ft.), Initiative +3 (status: 1 Cha damage)

Hassan doesn't have any long-term buffs, except for situational ones. However, upon entering the Tomb Hassan will become invisible using his ring of invisibility and will remain invisible.

Hassan is the first into the Tomb, vanishing from sight and moving ahead of the slower, more heavily-armored members of the party. He keeps an eye out for undue danger and creeps quietly. His hands hover near the sheaths for his serrated swords.

Stealth: 1d20 + 18 + 20 ⇒ (15) + 18 + 20 = 53
Perception: 1d20 + 19 ⇒ (19) + 19 = 38

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

As the group approaches the entrance to the tomb Trip slows. "We're not in any hurry yet. Let's search for tracks from the previous team and be sure that there aren't any nasty traps ahead."

"The first three lines of the parchment seem to be for getting here. Maybe the next four explain something about safely entering?"

Perception: 1d20 + 24 ⇒ (5) + 24 = 29
Survival: 1d20 + 7 ⇒ (2) + 7 = 9

What do we see?


16th day of Sarenith of current year
8:00 am

The party approaches the entrance of the Tomb. A masterfully wrought iron relief of a medusa’s head, ten feet in diameter, decorates the stone wall between the two nearest towers. A circular hole about an inch and a half in diameter sits at the back of the sculpture’s open mouth. Medusa head image

Hassan's keen eyes detect that the medusa's mouth appears to match the funerary baton given to you by Clarissa. I will assume that each of you took a look at the baton while you camped. Detecting no traps, he inserts the funerary baton into the mouth. A loud metallic “click” sounds and the metal covering the medusa’s eyes slides back, exposing eyes made of polished white marble, with painted black pupils glaring menacingly. Thankfully, Hassan does not turn to stone. It appears you can rotate the baton. Do you do so? I assume Issi is next to Hassan looking out for traps as well. And Barnabus and Trip, where are you in relation to them?

Trip, it seems our posts crossed. You see no tracks. Remember, that the other team was hired over a month ago, so any tracks would have faded by now.


Dwarf Fighter 13; HP: 117/127; AC:34/13/33; F +16; R +10; W +12; Init: +6; Percep: +19

Barnabus gobbles up the contents of the feast with much gusto, not caring for displaying any sense of manners. Hell, he was going into a trap-laden undead filled tomb, where his next day may be his last, so others' opinions mean little to him. After the meal and some burps and gas passing, he pulls out Grendel, his shiny dwarven waraxe, and straps on his steel shield. He then lumbers forward toward the tomb. When Issi and her mate start checking for traps and the such, he mutters, "Try not get yerself or us killed, now...". While he waits for the duo to do their thing, he looks for enemies from the flanks. He tends to stay 15-20' away from the trap-disablers. After all, he just met these folk. They could be really awful at their jobs, so why should he suffer for their incompetence.

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Trip follows along beside Barnabus. When he hears him mutter he chuckles, "I'd hate to have to raise someone before we even get into the tomb. I don't keep that spell ready anyway. Waste of preparation since we'd have to back out to let the raised recover strength." He scans along the walls as they approach, looking for any broken areas.

Staying about 15' back, watching and listening.


human fighter/rogue/red mantis assassin | hp 111/111, AC 25, touch 15, ff 22, CMD 30 | Fort +12, Ref +14, Will +9 (evasion, uncanny dodge) | Perception +19 (darkvision 60ft.), Initiative +3 (status: 1 Cha damage)

Do we have to/can we look for traps? My trapfinding is +25.

Shrugging, Hassan sees little choice other than to experiment with rotating the baton.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

"There doesn't seem to be a trap per say." Issi comments, studying the head closely. "Sylvana said something about a different plane. Maybe this is how you get in?"

She lets Hassan actually turn the baton however!


Hassan rotates the funerary baton, turning the medusa's eyes in their metal sockets. When the eyes are crossed, the medusa’s jaws gape open and a cold blue light shines forth, engulfing Hassan and Issi.

GM only:

1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 5 ⇒ (11) + 5 = 16

Barnabus and Trip are taken aback when suddenly, before they can even react, Hassan and Issi are lifted off their feet and sucked into the yawning mouth, gasps of surprise escaping their mouths, before shrinking and spiraling down to nothingness as the iron face seems to swallow the couple whole! The medusa's jaws continue open. What do Barnabus and Trip do?

Trip:

While it was an unsettling sight, based on your Sense Motive and high perception, you realize you did not hear screams of pain or anguish from Hassan and Issi before they disappeared through the mouth.


Dwarf Fighter 13; HP: 117/127; AC:34/13/33; F +16; R +10; W +12; Init: +6; Percep: +19

"Well, didn't expect that...so what do you think happened to them, Brother?" Assuming Brother shares his knowledge... "Like Issi said, it's on another plane, so maybe this is the way in. Pretty dramatic if ye ask me. Well, Brother, let's go in before it closes." Barnabus and the cleric step into the blue light. "And away, we go!"

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Trip moves forward calling out, "We need to follow them!"

If I feel magical effects, 'go with the flow....'. (Do not resist if possible)


And that's the end of the adventure as you are each disintegrated by an altered version of the demon's mouth from Tomb of Horrors...j/k ;)

After bring sucked through the medusa's mouth, the next sensation you feel is darkness as you each wake up alone in a confined space. Issi and Trip remain calm and each cast light to illuminate their surroundings and reveal what Blackrock and Hassan's darkvision already know: you each wake up in a coffin with limited air supply!

The dwarf is undeterred by the situation and with one heave of his muscles, he pushes the lid of the coffin open easily! It takes Hassan two tries before he can breathe again. Miraculously, the frail Issi also manages to escape in solely two tries, summoning inner strength she did not know she had. The cleric also takes two tries to pry the coffin lid open!

GM checks:
Str checks vs. DC 15:
BB: 1d20 + 6 ⇒ (18) + 6 = 24
Hassan: 1d20 + 5 ⇒ (1) + 5 = 6
Hassan: 1d20 + 5 ⇒ (13) + 5 = 18
Issi: 1d20 - 1 ⇒ (6) - 1 = 5
Issi: 1d20 - 1 ⇒ (16) - 1 = 15
Trip: 1d20 + 2 ⇒ (8) + 2 = 10
Trip: 1d20 + 2 ⇒ (18) + 2 = 20

When you escape your coffins, you are all in the same chamber. This octagonal chamber is made of fine, polished white marble. The domed ceiling peaks twenty-five feet overhead, decorated with frescoes of people in billowing robes, hands joined, looking down with pity on those below. Braziers along the base of the dome filled with flickering flames faintly illuminate the chamber. Twelve carved stone sarcophagi (eight of which now lie open) lie beneath the dome, surrounding a large carving on the floor of a leering medusa’s face.

As you each step out of the sarcophagi, you notice that the lid of each sarcophagus is carved with your name, year of birth, and the current year as your year of death! At the foot of each sarcophagus is a 9-inch-long funerary baton, similar to that provided by Clarissa, but made of polished brown stone instead of white marble.

There does not appear to be an exit to this room, although there is a large block of stone blocking the path north.

Map of current room

The sarcophagus you escaped from is irrelevant; just wanted to give you a sense of your surroundings. What do you do next?


human fighter/rogue/red mantis assassin | hp 111/111, AC 25, touch 15, ff 22, CMD 30 | Fort +12, Ref +14, Will +9 (evasion, uncanny dodge) | Perception +19 (darkvision 60ft.), Initiative +3 (status: 1 Cha damage)

As creepy as this experience was, it was not Hassan's first experience escaping from a coffin. Such types of initiations were common among the Red Mantis. Still, he wonders what might happen if more than twelve people decided to enter the Tomb at once.

This stunt did little to prevent the group from entering, nor would it do much to prevent any properly prepared group. It just showed one thing: The builders of this team were majorly showy. A#~!#@#s.

Hassan's voice comes from nowhere, as he is invisible. "Now that that's over with," he says, "I suppose we should continue on?"

"Mind if I see what's in the next room, while you guys get your panties out of their bunch?"

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Once Trip is free from 'his' coffin, he smirks at the nameplate on the cover. "A bit premature I think. I don't think Desna is done with me quite yet."

He picks up the brown baton and examines it while looking around the room. "Another key perhaps? But why multiple? I think we each should take the key by our own coffin. Sometimes these things are significant."

Do we see any 'key holes' similar to outside?


Dwarf Fighter 13; HP: 117/127; AC:34/13/33; F +16; R +10; W +12; Init: +6; Percep: +19

Stepping out his sarcophagi, Barnabas grunts, "The creator of this Tomb is one sick dramatic puppy." Upon hearing Hassan's voice but not seeing him, Blackrock snickers, "That's going to take some time getting used to just hearing your voice. By the way, given that thick stone block to the north, unless phasing is one of yer tricks, you ain't going nowhere. There must be a way to open it from inside this room." The dwarf listens to the cleric and takes the funerary baton and begins to search the mosaic of the medusa on the floor in the center of the room.


human fighter/rogue/red mantis assassin | hp 111/111, AC 25, touch 15, ff 22, CMD 30 | Fort +12, Ref +14, Will +9 (evasion, uncanny dodge) | Perception +19 (darkvision 60ft.), Initiative +3 (status: 1 Cha damage)

Hassan shrugs and tries to open the door manually.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Issi sits up, her hair glowing with a shifting radiance all of its own. "Next time we look for a door - that was not fun!"

She takes a cursory glance around the room and then follows Hassan to the door. "Worth trying the simple option I suppose." She says, reaching out and pushing on the door.


What door are Issi and Hassan examining? LOL..I specifically stated there was a stone blocking the path north and no visible exits. To clear up any confusion, there is no door; just a big smooth stone block and there is no door hidden in the block.

Barnabus studies the mosaic of the scowling medusa on the floor. It is identical to one on the door through which you entered the Tomb, just a larger version of it. It is 15 feet wide and made of iron. On the edges of the iron disc, at each of the four compass points, is a circular hole.

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Trip moves over by Barnabus searching the mosaic.

The holes at the corners are just plain circular? Not key holes like the previous? Are they the same size as the batons? Are there any holes anywhere else around the room?

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Issi pushes firmly on the stone - finding that it doesnt budge she returns to the others, seeing them examining the floor.

"Those holes - should be try putting the batons in?" She asks.


The funerary batons fit in the circular holes, leaving handholds sticking out.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

"I guess we turn it then..." Issi says with a shrug, suiting actions to words.


The circular disc is pretty heavy, so you need three people making DC 12 Strength checks simultaneously in order to turn the wheel. I will assume everyone but Issi will turn the wheel so you all can roll the checks.


Dwarf Fighter 13; HP: 117/127; AC:34/13/33; F +16; R +10; W +12; Init: +6; Percep: +19

Simultaneous? I think we should all take 10 on the check to ensure success rather than roll and hope we all roll 10 and over at the same time.


human fighter/rogue/red mantis assassin | hp 111/111, AC 25, touch 15, ff 22, CMD 30 | Fort +12, Ref +14, Will +9 (evasion, uncanny dodge) | Perception +19 (darkvision 60ft.), Initiative +3 (status: 1 Cha damage)

"Uh, OK." shrugs Hassan. He isn't totally sure what's going on, but it seems like the others have a solid idea of what's happening. When it becomes apparent that you're supposed to use the batons as levers in order to rotate the entire floor, he becomes slightly hesitant. Still, it doesn't seem as if there's much else to be done, and he pushes with all his strength.

I mean, can we just take 10? What's the penalty for failure here?


There is no penalty for failure so you can take 10.

After getting a good grip on the handholds and coordinating their movements, the party sans Issi calmly strains and turns the medusa’s scowling face 90 degrees. At that time, an audible CLICK is heard, the floor opens, and the stone block to the north is lowered into the ground permitting passage.

So is there a marching order or is Hassan just constantly scouting ahead by himself invisible and reporting back to the group? I just want to know what the standard protocol is. Also nobody else can see invisible (without magic) so you can’t describe your position in reference to Hassan.

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Something ate my post?

Once he hears the CLICK Trip tries to pull the baton from the hole then heads for the opening. "Maybe we should take the batons with us. There aren't any from the previous group and we might need them later."

Once we leave the room slow down and scan the area. Barnabus and I will stay approximately 10'-15' back from Issi so we aren't completely ruining any chance for her to use stealth.... Since Hassan is staying invisible we can't say how close we are to him.


human fighter/rogue/red mantis assassin | hp 111/111, AC 25, touch 15, ff 22, CMD 30 | Fort +12, Ref +14, Will +9 (evasion, uncanny dodge) | Perception +19 (darkvision 60ft.), Initiative +3 (status: 1 Cha damage)

10'-15' isn't nearly enough. Scouting distances should be like, "you stay in the previous room, we go one to three rooms ahead". For reference, 10' distance only imposes a -1 penalty on Perception checks to hear you versus hearing her.

With the way ahead opened, Hassan moves forward, telling his compatriots to wait a minute or so for him to return. He goes to check out the next room, perhaps farther.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Issi packs a fairly significant non-magic stealth bonus, so if something is scanning with see invisibility/true seeing etc she still has a good chance of avoiding notice.

Issi looks up the stairway as Hassan slips off. "He's stealthy and has magic on his side, probably best that he goes first. I'll go next and report back to you regularly."

I say Hassan, then Issi a reasonable distance behind, then Trip and Barnabus. Hassan should be able to communicate quietly to Issi and she can fall back to the rest of the group as needed.


What's a reasonable distance behind, if you can't see or hear Hassan? :) His Stealth modifier is +38 when he is invisible! I will assume Issi stays back with the cleric and the dwarf.

16th day of Sarenith of current year
8:10 am

Hassan opens the door to the mausoleum where you currently are and he steps outside to a surreal sight. There is a cool breeze and it is
eternally night; a full moon in a cloudless, star-flooded sky provides the only illumination, despite the fact that you know it's a little past 8:00 am. 200' north he can make out the details of a granite building, flanked to the east and west by smaller dome shaped buildings. There is only open space between your current location and any other structures. A cobbled road also heads north flanked on the sides by tombstones, shrubs, and weeds.

Invisible, Hassan heads north, as there are no other curiosities that he can see. 75' later, his keen eyes notice the following: Several tombstones on the western side of the path here have been crushed and shattered in a wide swath. The back of an ancient carriage is visible through the overgrown weeds and shrubs at the far end of the array of destruction.


Dwarf Fighter 13; HP: 117/127; AC:34/13/33; F +16; R +10; W +12; Init: +6; Percep: +19

Barnabus steps out of the mausoleum and looks up. "Well, there's something you don't see every day...guess this place is cursed. So I guess we wait here for Hassan to come back or to scream?! Fine by me." The dwarf grunts and puts his back against the stone mausoleum, holding Grendel and his shield close. "So Red, how'd you end up with an ex-assassin as your bestie? There must be a story to that."

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Stepping out into the graveyard, in the darkness when it should still be morning, Trip steps to one side and stops, scanning the area. "Traveled with a Paladin a while back. He was so focused on checking everywhere for evil before deciding on anything.... Could hardly see anything important if he didn't see an evil aura. But I wouldn't mind asking if he could see any evil here."

He reaches down to pick up a piece of debris on the ground, then casts his light cantrip on it.

Does the light spell shine as far as normal?

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.
Barnabus Blackrock wrote:
The dwarf grunts and puts his back against the stone mausoleum, holding Grendel and his shield close. "So Red, how'd you end up with an ex-assassin as your bestie? There must be a story to that."

"Oh, you'd know the story Barney. Girl on a job, Boy trying to kill girl's job. Boy fights girl. Girl wins. Spares boys life. Boy comes back later to help girl out of a tight spot, they kiss, get married and have seven dwarven babies with bright red beards." Issi leans languidly against the doorposts, but its easy for the experienced adventurers to see that shes poised to spring up at any moment.

"There's a couple of bits in that story that didn't happen - I'll let you figure out which." She says with a smile. "You like my hair then?"

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Trip listens to the pair conversing. The red haired elf looked young, as all elves usually did, but he was certain that she was older than he was by a few decades. She would probably look just as young long after he was buried and forgotten.... He reaches up and wipes a hand over his head, "Don't figure that question was directed at me, but your hair is rather striking. Just my opinion of course."


Trip, the rock radiates the normal amount of light per the spell.
This is the problem with one person as a scout in PbP - it grinds everything to a halt if that person does not post - so going to move things along and party moves up 100' north and catches up to Hassan and can react to the above scene with the carriage.


human fighter/rogue/red mantis assassin | hp 111/111, AC 25, touch 15, ff 22, CMD 30 | Fort +12, Ref +14, Will +9 (evasion, uncanny dodge) | Perception +19 (darkvision 60ft.), Initiative +3 (status: 1 Cha damage)

Jogging over to the wreckage, Hassan does a quick check of the carriage. Without wanting to interact with anything unless necessary (as it gives away his presence) he sees whether anything or anyone was once inside.


Dwarf Fighter 13; HP: 117/127; AC:34/13/33; F +16; R +10; W +12; Init: +6; Percep: +19

"Love ya hair, Red!" Barnabus gives her a jovial laugh. Realizing he has not heard from Hassan, the dwarf moves up, Grendel and shield in hand. When he sees the carriage in the shrubs, he moves to check it out.

I agree with the GM that scouting does not work in PbP (great in live games). So let's stick together and just set off all the traps/ambushes together. Hehehe...

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

"I'm sooo pleased." Issi responds with a grin as she follows the fighter towards the strange sight of a stranded carriage.

"Thank you." She offers over her shoulder to Trip, favoring him with a much more genuine smile.

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Trip shrugs and follows along. Maybe someone heard a signal?


The party reaches the scene of the crash (possibly?). As you take a look over the scene, it obvious that this open carriage hearse was once a very fine conveyance. However, time and the elements have taken their toll, and the once-rich wood is soft with decay. From afar, you can tell a crumbling coffin lies in the bed of the carriage, with the rotted leather straps that once held it fast lying beside it. The driver’s bench has two arrows embedded in its seatback.

You are 20' from the carriage at this moment. Any specific actions?

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

"What on earth is that doing there?" Issi asks with confusion in her voice. "Should we open it up and take a look?"

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Seeing the arrows Trip scans the area around the carriage, "Looks like an interrupted funeral party. All things considered be careful. The deceased may have come back as some undead thing."

Assuming you will be rolling perception so we don't know what the number is?


Dwarf Fighter 13; HP: 117/127; AC:34/13/33; F +16; R +10; W +12; Init: +6; Percep: +19

”Watch my back, Brother, just in case some undead horror pops out...” Confidently, Barnabus moves up to coffin, shield and Grendel in hand, ready to smite.


As soon as Barnabas begins to approach the hearse, suddenly a vision engulfs all of you as you experience the following in your mind:

The carriage hearse barrels along a hard dirt road, drawn by four frothing, maddened horses driven forward by your frantic whipping. A quick glance over your shoulder tells you that your mounted pursuers are gaining ground in the hazy moonlight. “Aroden save us!” shouts a beardless old man sitting beside you as he desperately clings to the wooden seat. “We no longer serve fools, Parsimus,” you growl with irritation. “Best get that through your thick skull.” You glance behind again, this time to the bed of the hearse, where the fine silver coffin lurches dangerously, despite the five straps of stout leather securing it in place. “Forgive me, sister,” you think. “It was I who was the true fool.” You hear a dull thud as an arrow strikes the seatback. Another arrow sinks into Parsimus’s shoulder, knocking him from his seat to the hard ground below with a cry of pain. As a third projectile thuds into the carriage, you cry out to the starlit sky. “Asmodeus! Have you abandoned me?” With the cry still in your throat, a strange shimmer surrounds the hearse and the scene about you flickers and fades. The dirt road is suddenly replaced by a paved walkway, and the surrounding woodland by a graveyard. Startled by the sudden change, the horses shriek and careen to the left. As the carriage leaves the road, the shimmering bubble of energy that encompasses it crushes the tombstones in its path. Suddenly, the horses seem to smash into an invisible wall, and their cries of terror abruptly cease. You are propelled from your seat, hurtled through the air as you and the carriage crash to the ground. You feel bones break, and as your neck snaps with a nauseating crunch, you hear a sinister voice behind your ear, whispering with an intimacy that terrifies. “No, my puppet. I never forget a bargain.”

The vision itself seems to take at least a minute to play out, when in fact only a few seconds pass.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

"Gah!" Issi cries as the vision fades. She glares at the wrecked carriage. "I hate things messing with my head!"

Silver Crusade

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14 || Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Trip allows the details of the vision to play out in his mind. He silently prays to Desna for deliverance for these fools when he hears the name Asmodeus mentioned. "They made a deal with a devil and got the devil's end of the bargain."

Still watching the area around the carriage.

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