Neb's Quest for the Everflame (Inactive)

Game Master Nebten

Battle Map! The crypt is unlit. Ceilings are 15 feet high & all the surfaces are made of stone. The stench of mold and rot hangs in the air.


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Dark Archive

Bria arrives at another fork with passages continuing forward and to the left. Each travel for about 20'.

Bria:
The floor at S11 looks like it will give away if stepped upon.


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

"Pssst. Anyone know anything about traps? The area to the right and ahead looks like it's fragile. It might be a trap."

Bria doesn't advance into S11, but carefully examines all the other squares she could enter.

Perception 1d20 + 2 ⇒ (20) + 2 = 22

Dark Archive

Bria:
Bria scans down her line of sight and sees no other possible traps.


Female Human

Elizabeth examines the spot pointed out.

Perception?: 1d20 + 5 ⇒ (12) + 5 = 17

Dark Archive

Elizabeth is able to identify a pit trap on the ground where Bria points at S11.

She also notices another passage to the left.


Female Human

I wouldn't be surprised if this place is filled with these kinds of traps. Keep your eyes peeled.


Female Human

Elizabeth carefully heads North, although she allows Bria to take the lead if she wants to. Elizabeth does keep her eyes peeled for more traps.


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria moves slowly and carefully north to R6

Perception 1d20 + 2 ⇒ (3) + 2 = 5

{Whispered}I doubt those were the only nasties down here. Everyone please keep your eyes peeled.

Bria does not look especially eager to be point, but she isn't backing down either.

Dark Archive

Bria:
You don't detect anything

Elizabeth:
Perception: 1d20 + 6 ⇒ (12) + 6 = 18 You spot another pit trap at T8.

Walking down the hall, there is another cross passageway. At the end of this current hallway, there is a long passageway that goes east. The hallway also forks here with two passages going north.
See map for details


Female Human

Elizabeth makes sure to point out the spots hwere the traps are.


male Halfling Oracle 3

Gunder is following the others, and is careful only to step on the floor tiles that Elizabeth pointed out as being safe.


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

"They really sent children into this deathtrap? Backwoods human villages are so so dumb. "


Female Human

I'm rather boggled myself. Let us check the rest of the way North


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria marks the designated areas as traps by writing 'Trap!" on them with chalk. The letters are very large. She also draws what might be scary faces on them as well, except for the fact that Bria can't draw to save her life.

Dark Archive

The passage continues north for only 20' before ending at an alcove and turning east.

Bria:
Perception: 1d20 + 4 ⇒ (13) + 4 = 17 You notice another pit trap directly to your left (R4).


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria quickly marks the trap to her left R4 as before.


Female Human

This place seems to be just a bunch of pillars and traps.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

Garuneh is amused by the scary faces. "Hang a scarf on them, perhaps? I haven't heard a wail in a while. Not about to call out to whatever is wailing, though."

Dark Archive

The wailing comes and goes, it seems to become fainter in this direction.


Female Human

Perhaps we should head south then if that is where the wailing is coming from.


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

"I agree. This constant trap dodging grows weary."

"To the south, then? "


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

We should mark all the traps in this room, just in case. Once that's done then south is as good as any direction.


Female Human

Andrea will return to the spot they entered this room and and begin slowly making her way east, checking for any more traps.

Dark Archive

1d2 ⇒ 1
From the entrance, the halls to the east are forked. Elizabeth (who's this Andrea chick?) with Garuneh in tow, walks down the left fork. Looking down the second hall on the right, she notices a pit trap directly in front of her (U11). She also sees a door propped open to which appears to be an exit from this maze of pits.


male Halfling Oracle 3

"Hey, wait for me. May I remind you that you wanted to stop running ahead and getting yourself killed."
Gunder catches up with Elizabeth and casts Guidance and Virtue on her.


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

"I agree with Gunder. No more getting killed!"


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria hurries up to the errant rogue and marks the trap.

If you want to lead the way, I will be right behind you.

If Elizabeth scouts ahead, Bria will follow her closely.


Female Human

Elizabeth has trouble remembering who she is after that brush with death.

Okay, hopefully we can turn south at the wall and get to the propped open door. Let us go, Bria.

Elizabeth works her way to the east wall and then south towards the propped open door.[

Dark Archive

Elizabeth, Bria and the adventure party train walk around the south east pillar and make it to the opened door. Elizabeth spot another trap directly west of the cross roads (T12).

The wooden door appears to be jammed open. A wooden wedge is placed as a door stop and also in the hinge space. Closer examination of the hinges shows a complex mechanism that is tied to the hinges and the door's lock.

Otherwise, the hallway breaks to the east and to the west.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

"...I don't like it. Someone just needs to come up behind us and remove that wedge, and we're trapped inside."

He glances at Bria and Elizabeth. "You know, I wasn't this paranoid before descending into all of these Avistani deathtraps."

Perception: 1d20 + 9 ⇒ (18) + 9 = 27Can the door be opened from the other side?

Dark Archive

The door has a very intricate locking mechanism with a 3 pronged barring system. There is a handle on the other side of the door that allows it to be opened.


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

We could try to spike it open permanently. But is that wise?


Female Human

It is all about how much risk we are willing to take. It would not surprise me if there was another way to exit this place but how far it is and how many creatures we have to go through to get there is the question. Let us try spiking if it is a big concern.


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

"The lock is on the far side of the door. I would not worry overmuch about being locked out of the maze we just went through."

Aldous casts dancing lights into the new room, assuming he can get a good angle for such.

Dark Archive

The door opens into a hallway that goes east, then immediately south or west.


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria follows Elizabeth's lead, warhammer at the ready.


Female Human

Elizabeth points to the eat/south hall and then begins going that way.

Dark Archive

The mournful wailing grows louder with each step toward the door at the end of this musty hallway. There are a host of bones strewn on the floor here, many of which are cracked and broken.

The hallway also has a west bound passage that ends at a door.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

Garuneh raises a hand to pause.

"The bones. We've seen enough of them rising up. Everyone prepare actions, I say--Gunder, your armor is buckled up?--and let's be ready to hit whatever is behind that door. I for one will enchant my club, before our dashing female duo open it. If you're opening it, m'ladies."

Perception: 1d20 + 9 ⇒ (11) + 9 = 20 Does the wailing sound...humanoid?

Dark Archive

Garuneh:
Sounds humanoid. It makes your skin crawl, but sounds humanoid.


Female Human

Elizabeth examines the floor before the door and the door itself.
Find traps: 1d20 + 6 ⇒ (14) + 6 = 20


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria puts on her 'warface', scowling very fiercely. Then she shakes her head, laughs quietly and resumes her normal intent expression.

Undead can not be scared or intimidated, so there's just no point to looking fearsome


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

"...it's a humanoid, but it sounds odd. ...just give me 4 seconds before you open that door." Garuneh rubs some mistletoe idly, holding his club.

Dark Archive

Elizabeth:
You detect no traps but the door is locked.


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

"Well, I shall be ready."

Aldous readies his bow, trying to get a good line through the door to provide some ranged coverage.


Female Human

Door is locked but no traps. I will try to unlock it then move back for Bria to enter.

Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Once the door is unlocked and Elizabeth steps aside, Bria enters the room with her hammer at the ready and shield up.

Perception 1d20 + 2 ⇒ (15) + 2 = 17

Dark Archive

As Elizabeth tinkers with the door, the wailing dies out. After a few moments, the rogue is able to unlock the door.

Bria tries to enter the room, but appears the door is stuck. Nothing a good dwarven shove couldn't fix.

Bend Bars/Lift Gates, uh I mean Open Doors, drat, I mean Strength Check to try and unstick the door.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

Who has an 18/00 STR anyhow?

Garuneh casts Detect Magic at the door. "Before you go running through the door, let me see if there's anything magical happening over there."

After casting and detecting, Garuneh will move aside and ready his Shillelaghing.

Dark Archive

Garuneh:
You detect 2 faint auras of magic behind the door, after 3 rounds.

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