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?
Link to images
F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50
Lilly grabs Gloin's shoulder.
Cast Guidance. +1 to a roll of an attack or save.
"It shall be fine."
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
if you cast another spell you lose the one you are currently holding: (ie the CLW) lilly so you might either want or attack the ghost with it or heal me :)
F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50
If you wish..
Lilly instead casts Clw on Gloin.
(?)
wait, we are second level characters fighting a monster that does 4d6 damage on a touch attack?
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Round 3
Tks lilly i feel better now. With your powers we can win this ! By my dwarven ancestors Yeah, We can WIN !
Judgment: Smiting: Weapon counts as magic
Warhammer: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 3 ⇒ (3) + 3 = 6
Crit conf Warhammer: 1d20 + 5 ⇒ (9) + 5 = 142d8 + 6 ⇒ (3, 2) + 6 = 11
I am telling you ghost either let us put your soul to rest or you will suffer defeat here and now and have to bear the consequences. So abandon your idea and head to Eternal rest will you?
F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50
Whoops, forgot to note the healing amount
Clw: 1d8 + 2 ⇒ (6) + 2 = 8
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
tks it puts me back to full hp :)
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
"Hold on Davi... I mean Wags! When we get to that water we are gonna swim underneath it until we can't swim no more, then we are gonna go all Kevin Costner Water World and keep going! That damn ghost isn't getting is, no sir!"
Yes it was a touch and indeed a fort saves halves it. Also wags yes this is a hard fight to beat but you can beat it, the ghost is below half hp already and it doesn't chase you if you run.
The ghost recoils but attacks again.
1d20 + 6 ⇒ (19) + 6 = 254d6 ⇒ (2, 1, 1, 1) = 5
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
"I cannae do mush, but I can do this!" said Firebeard before moving to put the ghost between himself and Gloin. He began swiping his hands through the ghost, gritting at teh cold feeling every time his hands moved through the insubstantial being.
Giving flanking, if nothing else
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Fort: 1d20 + 5 ⇒ (19) + 5 = 24
That is the spirit Firebeard !
That one barely hurt if you want to attack it this time go ahead lilly
waiting to see what she does
F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50
Last lvl 1 for the day. It seems a waste if i can't heal after the fight.
Aid other on Gloin for attack.
"Mr transparant! You are not of pretty visage, a bunny is handsomer!"
Aid attack roll: 1d20 ⇒ 9
Only visible to the ghost, a silhouet of a young man appears above Lilly as she encourages Gloin.
<Hey cheapskate! I'm the only one allowed to bother this woman, get lost!>
Edited Lilly's comment and roll after Gloin's ooc, should help it explain her action.
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
n melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
You need to name the bonus and do an attack roll Lilly
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Round 4
Judgment: Smiting: Weapon counts as magic, fighting def
Warhammer: 1d20 + 5 - 4 + 2 ⇒ (15) + 5 - 4 + 2 = 181d8 + 3 ⇒ (6) + 3 = 9
Current Touch AC 17
(?)
"NO!, no swimming. Wait, what did you say? It's a ghost. Is it really? What if it is just old mister Palmeroy, and he is wearing a mask. Oh, sweet, we can be those pesky kids. Turn around, Min, go back I think we can help."
Does min get another save? Cause I am sweet and brave and all that
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
I'm curious about another save as well, or I guess how long until Min will come to his senses?
for the frightening moan it was flee for 2d4 rounds. I guess we never rolled that so here goes.
how long: 2d4 ⇒ (3, 2) = 5
It has been 2 rounds already so 3 more to go.
The ghost who is fading away roars in defiance and attacks again.
attack: 1d20 + 6 ⇒ (10) + 6 = 164d6 ⇒ (5, 6, 3, 2) = 16
dc 14 fort for half.
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
And the ghost misses gloin !
Round 5
Judgment: Smiting: Weapon counts as magic, fighting def
Huzza ! For Clan and Hammer !
Warhammer: 1d20 + 5 - 4 + 2 ⇒ (18) + 5 - 4 + 2 = 211d8 + 3 ⇒ (3) + 3 = 6
Current Touch AC 17
F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50
Lilly repeats her previous aiding action, aiding in hitting.
Aid Gloin: 1d20 ⇒ 15
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
"Wagly we've GOTTA swim! Where else can we go!? We gotta get as far away from that evil ghosty. It's gonna get ya! IT'S GONNA GET YA!!!!"
Min will continue his brave retreat.
(?)
well assuming Min cannot see in the dark, and I can, I will direct him in circles, to make sure we don't go in the water.
Okay, Min, just a little further, left, then right, then right and left again, we're almost there
The ghost finally vanishes and the effect of Min's fear ends.
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
"OH GOD WAGS! What happened? Something was all poking my brain and looking through my special eyes!"
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Gloin will stump his hammer into the ground and will grasp Lily's shoulder
BOUYYYAAAA ! Excellent Lilly ! So now lets collect everyone and lets get out of here?
Gloin will cast a detect magic and scan the cemetery.
F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50
Lilly has a relieved smile on her face.
"Let's wish for it being gone from this place."
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
It's a ghost so it probably needs more than just smashing it in order to lay it to rest permanently, maybe it is something up your alley?
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
Min runs back to the chamber.
"What was that?! It got all in me and it... it was horrible! Did you.. yano... get anything interesting in the room?"
F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50
"And how would i possess the knowledge of accomplishing such a feat?
I have Ib already, he hasn't departed from me since the house of the jailor doctors."
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Gloin looks at lilly with a puzzeld look. i have no idea what you speak off, remember i just join your merry band yesterday. But if you don't know then you don't know lilly and lets just leave it at that since we can't do anything about it.
Turning toward min while headin for the exit. that was a ghost min, and apparently it is guarding his something prescious, and we are going to leave it at that. But if you want to have it haunt you your are welcome to go grab what ever that was. he says with a grin.
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
A shadow falls over Min's face and he becomes uncharacteristically somber:
"I am already haunted by the past, Gloin, I do not need yet another ghost over my shoulder. We shall leave that place be"
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
understaindable he says giving him a reassuring pat on the shoulder
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
A single tear falls from Min's mighty eye, crystallizing into the essence of pure manliness as it falls to the ground, before shattering in a brilliant explosion upon the solid earth.
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 continued to flail his hands uselessly through the ghost, nearly catching one of Gloin's hammer blows as the man smashed his glowing weapon through the thing. Finally, it disappeared, and the monk sighted with relief. "Ain't never met nothin' tha' didnae run or die when ye hit 'em hard enough. Course, ye gotta be able t' hit 'em first!" The dwarven monk looked down at his hands as if they had betrayed him.
With a knowledge dc 15 religion check you know that it will take him 2 to 8 days to reform and that in order to stop him from reforming you have to destroy his anchor to the mortal realm. What that is varies with each ghost but it's the thing they cant let go off that keeps them here rather than moving on.
F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50
So...let's take his treasure, offer it as tribute to the goblins and let THEM deal with the stuff, or toss it into lava...
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Kn Religion: 1d20 + 6 ⇒ (13) + 6 = 19
it will take him a few days to reform and in order to stop him from reforming we have to destroy his anchor to the mortal realm. What that is varies with each ghost but it's the thing they cant let go off that keeps them here rather than moving on. So in short we find his "precious" treasure, dispose of it and maybe he will move on.
(?)
Hey, wait a tick, I say from Min's arms, who I believe has not sat me down yet,what if this guy was one of those Bird person heroes that disappeared? Maybe one of the keys to the vault, or at least a clue is burried here with him?
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
it might or it might not.
Gloin will ponder for a good 20 seconds and then will grab Min and the two of them will look for the item the ghost was garding.
DM remember that gloin has a detect magic up that he is concentrating on in order to help with the search
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
Min gingerly sets Wags down and pats her atop the head.
"When that ghost was in me head... I saw a bit of his head I think, if yano what I mean. I think he worked as a guard for that fort up there. The same one we are going to try and secure. There is a secret passage leading into that fort somewhere here and there is also a secret room to the south of the graveyard were he tortured his victims. All his victims were underdark denizens who he captured using a special paralyzing poison... these are their graves and the bones we passed before are his trophies. He was killed by hobgoblins when they attacked the fort... It would seem he was a terrible man and we should take all his treasure!"
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Right then, lets do this !
F Human [Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50
Leeroy Jen.....
"Wait, where did that voice come from?"
"Min, you touched an object which urged mr transparent to come, yes?
Would it not be simple to aim your macho finger at it?"
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
I think he only came cause he heard me talking bout taking his gold... but I can only guess
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
waiting on the DM to tell us what we find :)
Searching the southern end of the graveyard you find a narrow one and half foot crack in the cave wall that was hard to notice. It leads into another small room were you find two locked wooden chest and a locked wooden cabinet.
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Can anyone pick locks or shall we open then Darven Style
Gloin will Sing on the music of PSY
"Open Dwarven style
Dwarven style
Open Dwarven style
Dwarven style "
Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |
Min stands slack jawed and wide eyed as he watched Gloin do some sort of ancient Dwarven tribal dance.
"Well, I'll be..."
He waits for the magic of Gloin's music to pop open the locks.
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Gloin grabs a dagger and breaks open the locks.
"Open Dwarven style
Dwarven style
Open Dwarven style
Dwarven style "
Ok so the cabinet, chest 1 or chest 2 first?
Also roll a str check to break the breack dc.
Human Hp 22/29 AC 23 (+8 Perc; +5 Init; Fort +5, Ref +5, Will +6)
Str: 1d20 + 3 ⇒ (17) + 3 = 20 chest 1
Str: 1d20 + 3 ⇒ (1) + 3 = 4 Chest 2
Str: 1d20 + 3 ⇒ (20) + 3 = 23 Cabinet
in that order
As you open the first chest a purple gas is released filling the room.
Make a dc 16 fort save. If you fail you lose 2d6 strength.
You can roll the strength loss yourself if you fail.
The chest does open however and is filled with mixed coins and jewelry.
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