Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

Dobin attempts to ignore the strange mirror image, and moves up to where the chest is located.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Parfin will simply guard the door, examining his weapon as if it had some unseen defect that could explain what had happened in the other room.


For the Glory of the Veskarium! Docking Bay 3-3

As Kwin uses his bow to examine the southern wall, he notices that is seems to pass through the wall at a certain point. Dobin decides to walk toward the chest in an attempt to claim it, he passes through the painting and finds himself standing on staircase which descends into the ground!

Rose finds nothing additional interesting in examining the northern mural.

So behind the illusion of the painting (which had a staircase as part of the painting) there is actually a staircase which leads down to a lower level.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Kwin raises his eyebrows in surprise. "A way further down? Excellent! But before we plunge down, shall we finish exploring this level? As I recall, we have a couple of doors by where we discovered the gnolls to check. Also, we have a corridor that split off by the gargoyle's lair, plus some doors on the other side of the flame pit room."

I put green bars on the Roll20 map by the places I indicated.


Inactive

"Sure, lets finish this level off."

-Posted with Wayfinder


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"Well done, Dobin."

"So, let's circle back to that side passage and see where it goes."

I moved Kwin's icon to the place I'm referring to.

"Let's try these doors first. Always best not to leave potential foes behind us."

We'll do our standard checks, magic/poison/traps/locks, starting with the door on the north side of the passage.


Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

Standing in a surprised stillness, a sheepish grin on his face, he replies.

"In truth I just wanted to see what might be in the chest. Never imagined that there was anything behind it!"


For the Glory of the Veskarium! Docking Bay 3-3

GM Rolls:

Perception (Miette): 1d20 + 10 ⇒ (8) + 10 = 18

Miette checks out the door, it is not trapped but it is locked. Again she sets out to pick the lock...

GM Rolls:

Disable Device (Miette): 1d20 + 9 ⇒ (4) + 9 = 13
Disable Device (Miette): 1d20 + 9 ⇒ (11) + 9 = 20
WM: 1d20 ⇒ 6

The door clicks open and Kwin's detect magic pings an aura immediately. After concentrating he is able to discern a magical aura of conjuration on the eastern door . Directly west of the door is a an open pit 20' deep. Otherwise the room is empty.


Inactive

"That's strange - did someone trip a pit trap?" Rose peers above and below, trying to see what the pit is about.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Maybe the pit will come to attack us. Parfin doesn't seem sure of himself at this point in time.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Kwin raises an eyebrow at Parfin's suggestion. "I am aware of a magical item that is referred to as a 'portable hole'. For all intents and purposes, it is just a piece of black cloth until you lay it on the ground. Then it becomes an actual hole in the ground that you can store things in. The pit may be like that, only malicious, moving under us to make us fall. Let's keep an eye on it."


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Terrific. Parfin was hoping his was simply making a joke out of the situation. Now he's worried about a moving pit.

So, do we dare try to cross it?


For the Glory of the Veskarium! Docking Bay 3-3

GM Rolls:

Perception (Rose): 1d20 + 10 ⇒ (15) + 10 = 25
Perception (Miette): 1d20 + 10 ⇒ (7) + 10 = 17

Rose and Miette check out the pit. It is 20' deep and there is a small recess at the bottom of the pit and it looks like there may be something in there. Rose also notices that the section of ceiling directly above the pit has a seam in it which roughly corresponds to the length and width of the pit's opening.


Inactive

Rose points to the seam above the pit. "Look up there - seems like there's something above this pit. Do you think it's some elaborate trap? Let's see if we can open it up." Rose tries hitting it with her whip a few times to see if anything triggers.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"Huh. Interesting. Dobin, Parfin, would you come with me a moment?"

Kwin will lead them back out to where the slain gargoyle's carcass is. "Let's grab this and throw it into that pit. See if it triggers whatever that seam is that Rose found."

So the idea is to stand back from the pit five or ten feet, and pitch the gargoyle in to see what happens.


Inactive

"Ooh, that's a great idea!" cheers Rose. Though she's definitely not doing the lifting herself.


Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

"Sounds good to me too. Better a dead gargoyle than one of us!"

He helps heft the creature up and toss it down into the pit.


For the Glory of the Veskarium! Docking Bay 3-3

Rose cracks her whip a few times at the ceiling, but there is no obvious effect. Because of the seam, size and shape, she suspects that section of the ceiling could come out. After a brief conversation with Kwin, the pair conclude that it would likely weigh over a thousand pounds at least.

Miette beings to investigate what she can see of the seam and says, "It's really hard to tell, but it could definately be rigged to release somehow. See those scratches in the ceiling around the seam?" She points to the ceiling.

In an attempt to trigger something, the group collects the rocky remains of the gargoyle and tosses it down into the pit! Great idea, BTW! Nothing of seems to happen, however.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Hmm. So that didn't seem to trigger anything. Should we try another place?


Inactive

"Yeah, looks like another mystery for later."

-Posted with Wayfinder


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

With that, Kwin will cast detect magic and detect poison on the door in this room to the east.

Grand Lodge

GM - Mark Garringer wrote:
The door clicks open and Kwin's detect magic pings an aura immediately. After concentrating he is able to discern a magical aura of conjuration on the eastern door. Directly west of the door is a an open pit 20' deep. Otherwise the room is empty.

;)


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Sorry. I was so caught up in the pit mystery, I forgot about the door aura. :P

"Well, that door has magic aura to it. Conjuration, which could mean a lot of different things. Bringing into existence harmful substances like acid; summoning creatures, clouds or swarms of insects; teleporting people or objects in or out... I am sorry if that is too vague to be helpful."


Inactive

"Well, I don't want to just stand here. Everyone ready for a fight?" Rose prays for a Bit of Luck, and opens the door. Rolling twice on d20s for 1 round.


Fighter 4 HP: 40/40 | AC 18| 11 | 17 | CMD 18/20 | Fort +6| Ref +2| Will +3| Init +1| Perc +4/ Intimidate +4

Jericho stands ready with his glaive, confused by all the arcana being displayed and discussed.


For the Glory of the Veskarium! Docking Bay 3-3

The moment Rose touches the door, she vanishes in a blue-grey puff of smoke!

A split second later, Rose reappears just above the pit! Then the cruel forces of gravity do their thing on the startled halfling!

Falling 20': 2d6 ⇒ (6, 6) = 12

At the bottom of the pit, Rose can clearly see an iron button in the shape of a gargoyle's face inside the small recessed area she could see standing above.


Inactive

Ouch, max damage!

"Aieeeeeee...." completely unprepared for what just happened, Rose lands awkwardly onto the gargoyle corpse. "Owww..."

But the halfling gets on her feet and shakes it off. Healing Surge x2: 2d8 + 2 ⇒ (6, 3) + 2 = 11 "So, I wouldn't recommend touching that door. But on the bright side, there seems to be a button in the wall shaped like the face of this gargoyle. I'd totally press it, if I didn't believe that the ceiling would come down on me. So, anyone have some rope?"


Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

Dobin un-coils his rope and throws it down towards the halfling.

"Here Rose, catch!"


Inactive

Rose climbs the rope. "Anyone have a safe way to push the button that's down this shaft? Maybe a summoned creature?"

-Posted with Wayfinder


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Once Rose is up safely, Kwin will say "Maybe the button triggers the ceiling, or maybe it lets us go through the door without going into the pit. We should try to press it. I don't think I can summon a creature that I could order to push it." He considers and then says "I can cast a spell that would grow Jericho to the size of an ogre, and his gear along with him. I would estimate that he could reach the button with the haft of his halberd from up here."


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Either idea would work, though I prefer not to risk Jericho in any way. The summoned creature would be best. Or, perhaps, we could throw a projectile at the button? Is it large enough to be a target?


Fighter 4 HP: 40/40 | AC 18| 11 | 17 | CMD 18/20 | Fort +6| Ref +2| Will +3| Init +1| Perc +4/ Intimidate +4

Jericho looks up nervously at the ceiling and at Kwin at hearing the plan.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"I can work on a spell that will let me summon a creature I can command. Perhaps a small elemental. It may take a little while for me to work out, though, unless I can find or purchase a scroll that will advance me studies. Why don't we try an arrow at the button though? I might have a spell that would help..."

If Kwin can see the button from the top of the pit and if he thinks he can depress it with an arrow shot, he'll use his bonded object casting to cast True Strike and fire an arrow at the button.

As a precaution, he'll ask Parfin "As I take this shot, could you stand behind me with a hand around my belt? Then the exact moment I release the arrow, jerk me back away from the side of the pit?"

So, the order would be: make sure Rose is out of the pit and safe, check the location of the button to see if it can be hit by an arrow, have Parfin get ready to pull Kwin back, cast True Strike, shoot arrow, pull Kwin back.

OR, wait until Kwin levels up, gets Summon Monster II and can send an elemental down there to push it.


For the Glory of the Veskarium! Docking Bay 3-3

Miette pipes up once Rose has been lifted up, "I can climb down the rope and look at the button. Maybe I can disable it? Or at least learn more about how it works."

Kwin is able to detect a very faint abjuration aura on the button as well, when he is standing at the top looking down at the area where the button is.


Inactive

"Well, you can go down but don't touch it Miette! We definitely don't want you to trigger the trap."


For the Glory of the Veskarium! Docking Bay 3-3

Miette is able to easily climb down Dobin's rope and sets to looking at the button.

GM Rolls:
Disable Device: 1d20 + 9 ⇒ (18) + 9 = 27

After studying it for several minutes, she says "Well, it's very interesting. Complicated really. There are two parts here." Miette points up at the ceiling as she yells up to be heard, "The first part activates that lovely thing. Which would drop it on my head. The second part releases a magical effect of some kind. I've managed to disable the falling block part. You want me to press the button and see what happens now?"


Inactive

"Yes, maybe it'll get rid of that teleportation effect!"

-Posted with Wayfinder


For the Glory of the Veskarium! Docking Bay 3-3

Miette pushes the button with a very anti-climatic 'click.' She immediately looks up to see if the massive stone block is going to fall on her, and after breathing a sigh of relief says, "See? Knew it all along!" She then quickly scrambles back up the rope!


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"So, shall we try the door again?"

Kwin will cast detect magic on the door again. Can he tell any difference in the conjuration aura?


For the Glory of the Veskarium! Docking Bay 3-3

The aura appears to be gone!


Inactive

"Phew! Glad that worked! Shall we see what's behind the door?" Rose gives it an inspection. Perception, Guidance: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27


For the Glory of the Veskarium! Docking Bay 3-3

Good job with the traps! XP: 400 each

The door appears safe from additional traps, Rose and Miette open it and cautiously enter the next room. It is very damp in this room, there is a large pool of deep water. It is probably 25 or 30' deep. Something at the bottom glints off of the light.


Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

"Looks like someone is going to get wet!", the big warrior grins when he sees the pool.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

I could, but I'd have to remove all of this to do it safely.


Inactive

"Not it!" says the cleric quickly. "I'm not much of a swimmer."

-Posted with Wayfinder


Fighter 4 HP: 40/40 | AC 18| 11 | 17 | CMD 18/20 | Fort +6| Ref +2| Will +3| Init +1| Perc +4/ Intimidate +4

Jericho smiles, "Only water I know how to swim is in a trough."


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"I only dog paddle. Parfin, we can cover you while you swim."


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Parfin sighs and takes off his armor and equipment and prepares to go into the water. Tie a rope around me and hand me a dagger.


For the Glory of the Veskarium! Docking Bay 3-3

So Parfin I believe that puts your Swim at +3 without the armor? As the pool is calm and still, taking 10 shouldn't be a problem.

Parfin swims down and is able to find a golden skull with gems for eyes when he examines the glinting area. He grabs the skull and swims back up with it!


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Parfin will dry off as best he can and put his equipment back on. So, is it valuable? It looks valuable.

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