The Hidden Vault (Inactive)

Game Master DireMerc

A series of events leads to the discovery of a hidden vault under the city of Magnimar. Three keys are required to open it. Were are they? What is inside?
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You might be able to convince the blacksmith to do it but best you bring something else to sell as well.


(?)

"Wait a minute, now we are all going back? I thought we were just going to send a couple of people you know, and then I could describe brief scenes of people buying important things, while Stones and Nik hum some appropriate 'montage" music."


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Well we don't need more then 1 candle so lets send some people to sell the rest


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

min has about 70 gold in his pack, plus his great sword, plus that war hammer... So I'm betting I'm not tooooo far off from the price


Yeah the hammer you sword and 50 gold would do it


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Min will head up to the shop to make this transaction...

shopkeep! Me sword here has had many a use... And it is time for a better one! How's about my old sword, this here magnificant war hammer I found... And let's say another 50 gold... For a nice masterwork quality great sword?


"Aye I can certainly make that trade. Hammer looks old but I can polish it up and perhaps find a buyer for it. Your in luck too, I have what you need in stock as well."


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Well, met Odger! I knew a Sir Osrik once upon a time... he disapeared many years ago... off on an adventure to vanquish evil and destroy some god's mask or something...

AYE! That be a good deal there if I ever seen one. And I have seen one. A good deal. Thank you kindly sir. This blade shall serve me well, I am certain!

Min will hand over his old Greatsword, his Warhammer, and 50 gp to the shopkeep, and then sheath his new blade upon his back.


"If you ever think to get that enchanted I know a wizard who is quite skilled at it. He doesn't let just anyone into his tower anymore but if you have the coin let me know and I can point you in his direction and let him know your coming. Just be ready to tell him stories of adventure and to listen to a few as well."


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

Sorry I haven't posted a whole lot lately, my guy has pretty much been twiddling his thumbs during all this talk of selling things and hasn't had much to do :(

"Blimey! Tha second they get some coin they jus teleport off to the shop like a kid going to a candy store. No sense in savin it or nuthing.
" Stonz grumbles to himself.


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

"I must concur my solid fellow. I believe that many of these funds could be much more judiciously applied, but I suppose the short sighted view is understandable for many... adventurous sorts. Notify me when they get back, I shall be preparing some items to aid us in our explorations."

I assume this shopping is taking a while, Craft Alchemy Check: 1d20 + 11 ⇒ (9) + 11 = 20, that's good enough to create a vial of antiplague for Maximus, though Xarol will need 25 gp for that. I assume Maximus would prefer not to continue suffering the effects of his delightful disease... :P


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

min soul gladly give you his last 10 go ;)

He arrives back with the group...

whats all this talk of not saving money? I'll have you all know I bought this here with mine, and only mine, personal stash of gold! No borrowing for the min man no sir!


It takes a good two hours to get from the Inn to the cavern with the tombs. It's quite a ways down. In fact when you enter the orc tomb your officially in the upper level underdark.


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

Hence my comment on teleporting ;) One moment hes talking to Waglinde and the next hes in a shop who knows where! He buys his sword lickity split and poof! hes back again 8D


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

hes min Maximus. Teleporting is a racial feature. Can warp to shop and back once per day per 3 levels.


As a note sending a few people back to shop doesn't really make sense since everyone else if just gonna be waiting around for them to get back anyway. Lets just say everyone is going back for a bit


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

agreement all around! So...

Well fellas, let's get back to it. Gods forbid this here bard thought us cowards. I'm alright. Lets head further into that cave. An underground Lak sounds mighty interesting

underdark huh... Darn drow... Grrrr


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

"I agree with Maximus. We should do a little more exploring, and I myself am very interested in what is around this underground lake. Lead on Min! " Xarol follows Maximus as they head back down. As they walk along he makes conversation. "So how is the new weapon? A thing of beauty? I don't really have an eye for weapons."


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

Firebeard grumbled a bit at the delay, but he had to admit to himself that the slime thing had really taken a toll on the company, especially himself. In fact, he realized, he was going to have to take more care in the future.

As Waglinde took off for the alchemist shop, Firebead said "Take me share o' th' loot an put i' towards healing potions an' th' like. 's not like I be wearin' fancy armor or needin' fancy toys t' swing about. But by Kols' own hairy backside, it be lookin' like I could use some healin'"


He has a point, a little healing would be a good idea. either buy potions or go to the church for some healing. There is a temple of abadar and sarenrae in the same district as the bar.


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

"If we are jus going to lay low a day or two I can rest an then heal is all fer free, no need ta spend good money on it"
All the same he adds 10gp to the pot.


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

"Indeed, and if you want healing potions I can brew those much cheaper that you'll get them at market. It will only take an hour or two for me to whip one up. How many do we need? I can make them for 30 gold a piece instead of the going rate. But spend more if you want! It's all the same to me." Xarol shakes his head.


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Min will contribute the rest of his money to the party fund.

I'm down with resting for a day or two. DM, for speediness sake, can we assume we have all rested at the Inn for a few nights, licking our wounds and also keeping guard at the tunnel for Mr. Stenker? Then we can get on with the diseases etc, and get back to adventuring :D


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

IF we stop and rest for a day or two, then Ill do the following, if min and firebeard is ok with me rolling the disease for them.

next 2 days:

Tomorrow. Channel energy.
channel energy: 1d6 + 1 ⇒ (3) + 1 = 4. Everyone heals 4 damage.
I now attend to min and firebeard as they fight the disease.
First I make a DC 16 heal check, with a +4 bonus for Diagnose Disease.
Heal check: 1d20 + 12 ⇒ (18) + 12 = 30
I then touch Min with a bit of luck, and he now has to make a DC 16 Fort save with a +4 bonus, rolling twice.
Mins fort check: 1d20 + 9 ⇒ (2) + 9 = 11
Mins fort check: 1d20 + 9 ⇒ (16) + 9 = 25
MIn is cured!
I now do the same thing with Firebeard.
First I make a DC 16 heal check, with a +4 bonus for Diagnose Disease.
Heal check: 1d20 + 12 ⇒ (15) + 12 = 27
I then touch Firebeard with a bit of luck, and he now has to make a DC 16 Fort save with a +4 bonus, rolling twice.
Firebeards fort check: 1d20 + 9 ⇒ (10) + 9 = 19
Firebeards fort check: 1d20 + 9 ⇒ (11) + 9 = 20
Firebeard is cured!
I then can cast up to 3 CLW to the first 3 people to call up and claim them :)
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
So call up and come and get them :)


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Min is so very 100% ok with all of that happening. :] woo!


Alright so despite Wag's protest and erring on the side of caution you stay at the Inn and rest for the day in order to recover from your encounter with the Slime.


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

That's what you get for having a cleric on the team :P Its not like I am even focusing onhealing at all...
Seeing Min limp around like a poor kitten, Stonz gives him a jolt of CLW. When he sees that it was not very effective he jolts him again. (Min heals 11 hps) He then goes over to Firebeard and gives him a good jolt as well. (Firebeard heals 9 hps)

Edit: so that means Min heals 15hp total and should be full health. Firebeard heals 13hp total and should be at 17/19hp. Everyone else that needed it gets healed 4hp.


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

So.. you telling me that I'm cured of whatever all that was from that slime... and you got me feeling healthy as a horse ready to put on some s*** kicking horse shoes? It's like that slime never happened... except for the nightmares... the horrifying nightmares...


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

"That's right. I do have some bad news though. There was one thing that I couldn't cure. I am sorry to say that I couldn't do a thing about your face. Its still just as bad as the first day I saw it!"
With that he hurries off to the hearth and places the ring, cloth and all, into the hearth. "Hey inkeep. What you reckon this thing is worth? Also, you wouldn't happen to have a healing kit incase anything like this happens again would ya?"


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Calm down... calm down, Min... your therapist talked about this. And people die when you hit them. Because you hit them so awesome. We can't do that to him... he saved us......

Min appears to be struggling with some sort of internal battle.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

"Thanks, lad. I be feelin' right as rain now. Mebbe a twinge back in th' shoulder, bu' it'll be fine."


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

Xarol guffaws at Stonz's words. "Don't listen to him Min. I've got a new concoction for you to try when we get back down there. Guaranteed to make you as strong as a... strong as something big anyway. " Xarol spends most of his time in his room preparing his equipment and working on brewing.


since you rested the night you also heal your level+ your con mod

The next day after resting you head back to the cavern and explore it all the way to the end were you find a tunnel heading north. You venture into the tunnel and as the map suggested you arrive at a lake.

In fact it's an enormous cavern with the lake being a pool of water hundreds of feet across (you cannot see all the way across with your light) There is a shore about 10 feet wide on the sides you can use to go around.

You can go to the left or the right. Or into the water if you wanna swim.


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

Alright, so I changed up my spells, I got a glowing rock inside my bullseye lantern and my pick in my other hand. I should be ready to go. By the way, did I ever figure out how much the ring is worth? It should also be disease free after being in the fire a bit.

"I suggest we swim. Min you want to go first?" He asks with a raised eyebrow.
After the likely response he laughs a bit instead and takes the stone out of the bullseye lantern. "Ha. Well instead you want to chuck this as far as you can? Try and see if you can hit the other side?"


(?)

As we pass through the first cavern, I stop, stare at a rock on the ground and announce,

”I could swear that rock was over there, the last time we were here. Oh well, I guess that’s what happens when you leave after only ten minutes and come back a day later.”

When we arrive at the lake, I kneel and gently touch the water, rubbing it in my fingers, and then smell it. Does it have any strong mineral smells, sulfur, calcium chloride, sodium chloride, anything that might immediately tell me it is dangerous?

”Why don’t we go left, keep the water to our right, okay.”

I will keep an arrow in my right hand and my bow in my left, just in case


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

Your fingers start melting. Does that count as dangerous? Just kidding ^-^


The water is clear and cold and seems like it would be safe to drink.


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

min would have to remove his armor to properly swim... Hmm

Is there a way around this lake here you reckon fellas?


(?)

I go into a trance, my voice becomes low an ominous-y like some otherworldly being is speaking through me...

DireMerc wrote:

since you rested the night you also heal your level+ your con mod

The next day after resting you head back to the cavern and explore it all the way to the end were you find a tunnel heading north. You venture into the tunnel and as the map suggested you arrive at a lake.

In fact it's an enormous cavern with the lake being a pool of water hundreds of feet across (you cannot see all the way across with your light) There is a shore about 10 feet wide on the sides you can use to go around.

You can go to the left or the right. Or into the water if you wanna swim.

"Wow, what the Harper's Bazaar of Random Encounters was that?”


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Hmm... well Mr. Shiny Rock. Let's scout the shoreline shall we?... don't touch the water... I read a book about this


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

"I concur. Min, let's stay out of the water for now."

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


You can go north or south along the shore. Which do you chose?


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

South


All right then you travel about 120 feet and come across an exit. A large tunnel about 30 feet wide and 30 feet high going straight south. You came in on the western side of the chamber.


You can go down this tunnel or keep going around the lake.


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Min heads down the tunnel.

Stonz! Bring your magitastical rock over here!


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

Xarol follows Min down the tunnel. "It's times like these that I am reminded how convenient my heritage can be."Perception: 1d20 + 5 ⇒ (5) + 5 = 10.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

Firebeard kept his eyes on the water as he followed the others around the lakeshore. You never knew what lay in underground lakes such as this one. It might be stocked with nothing more than the blind fish which seemed to congregate in any sizable body of still water beneath the surface. Or, it could be home to perilous monsters.

Coming to the tunnel entrance, Firebeard stuck his head in and peered about, scanning for any immediate threat.

Spoiler:

Darkvision 60'
perception: 1d20 + 6 ⇒ (4) + 6 = 10


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

"Magitastical stone. Huh." Stonz said with a grunt. "I'll show you magitastical stones."
Stonz grumbles a bit more then casts resistance on himself and follows Min.


(?)

"Does anyone have any jerky? I'm hungry."

following the others.

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