"The Meat Grinder:" DM Norv's The Tomb of Horrors (Inactive)

Game Master The Norv

The classic adventure that chews up character sheets and spits out legends.

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HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

The old gunslinger lowers his musket, slowly reloading his spent alchemical cartridge, and looks upon the tattered and destroyed corpse. "I fear what we will face later," the old man says, staring into the distance, looking off into nothingness. "If this is the first of Acererak's minions we face."

A few moments later, the gunslinger regains his composure and casts detect magic to see if any auras can be found throughout the remaining corridor. Scanning the room in as much detail as he can see.

perception: 1d20 + 10 ⇒ (8) + 10 = 18


Male

As the party picks through this room, and heal themselves up, they see that the interior of the tomb seems to be far less ornate than the entranceways...at least, here it is. The gargoyle wears a bronze collar studded with huge blue stones, but otherwise, you can see nothing of interest, magical or otherwise, in this barren chamber. The doors to the south and southeast appear to be the only way forward.

Quadravos:
While four-armed gargoyles are rare, they're within the realm of possible mutation. They'd likely have to be selectively bred for, but the arms aren't grafted on by magic or the like.


Male Hobgoblin Rogue 1/Barbarian (Invulnerable Rager) 6

"Well, this room is boring." Azgar peers around, slightly disappointed. "Where are we going next?"

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Quadravos φ stood up from crouching next to the slain gargoyle.

"Best to check both doors for traps and go from there I think. Start with that one if you will?"

He pointed at the SE door.


Male Hobgoblin Rogue 1/Barbarian (Invulnerable Rager) 6

"Aye" Azgar makes his way to the southeast door, careful to avoid the unsprung traps. He searches the door intently for antything mechanical.

Perception: 1d20 + 11 ⇒ (18) + 11 = 29

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"Finding anything?"

Quadravos φ looked from a distance at the area Azgar was inspecting.
Aid another : Perception: 1d20 + 11 ⇒ (15) + 11 = 26


Male

Sorry for the delay! Back we go...

Azgar and Quadravos, giving the southeastern door a quick once-over, find nothing of immediate concern. In fact, it looks like the door doesn't even have a lock.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"This one seems safe. Shall we proceed from here or first check the other one for traps?"


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

"I would check them both just to be sure."


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"Though I would like to proceed with haste, I'm second checking for traps to be sure," Ibid speaks as he looks over the remaining door. "I'd rather check before we proceed.... just so we know."

"Would you mind taking a look, Azgar?"

perception(looking over the 2nd door): 1d20 + 10 ⇒ (5) + 10 = 15

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Quadravos φ looked at the second door as well.
Perception: 1d20 + 11 ⇒ (20) + 11 = 31


Male Hobgoblin Rogue 1/Barbarian (Invulnerable Rager) 6

Azgar joins his comrades in staring a the door.

Perception: 1d20 + 11 ⇒ (11) + 11 = 22


Male

This door, like the other one, appears to be free both of traps and of locks. Neither gives any indication of what they might contain...

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

Alaric will march several paces into the second door, surveying what lies beyond.


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

Watching Sir Alaric walk several paces into the second door, the old gunslinger wipes a sweat-soaked tangle of hair from his brow with the sleeve of his jacket. Raising his musket a moment later in preparation to cover the brave knight in case anything should attack.

Ibid's keen eyes peer down the length of his musket from beneath the weathered brim of his hat.


Male

Sir Alaric finds himself in a 10'-square room with no adornment, and only a single obvious exit: another door, also apparently sans lock, on the far side of the chamber.

Nothing else happens...

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

Emboldened, Alaric will try the next door.


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan winces and readies himself to rush in and heal Sir Alaric.


Male

Much to everyone's surprise, this one also opens onto a bare room; this time, an identical door lies to the right, on the western wall.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"It seems he only paid to decorate the entrance", Quadravos φ said jokingly. "Lead on Sir Alaric!"


Male Hobgoblin Rogue 1/Barbarian (Invulnerable Rager) 6

"Go on, sir knight. I'll stay back at a safe distance and cheer you on!"

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

Alaric shrugs, and tries the western door.


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"Be careful, my friend," the old gunslinger says to the knight. "I'll do my best to cover you, should anything unnatural deem it the right time to attack."


Male

No one, at this point, is shocked to find another chamber, this one with a door in the northern wall but otherwise identical to the others...

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

Grumbling, Alaric throws open the northern door.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Getting a bit confused with orientation, have you update the map with where we're supposed to be? Might give me a better view on things :)
"This seems to be a maze. If we end up where we started, I think we need to check closely for hidden doors."


Male

I've added lines to the map to mark the doors between chambers, and a compass rose off to the left; does that help? :)

The northern door reveals, yes, yet another room, this time with another door in the northern wall (which, if memory serves, would seem to lead back into the chamber you started in). As far as you can see, this room is identical to the previous ones in the series...

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"We must have missed something. Best to take our time and search for hidden paths. Elan did you not mention something about a spell that would help with such a task?"


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

"Well, I do have a spell that would let me find traps like Azgar does, but not secret doors. Sorry."

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"Ah right, hidden traps, not doors. My apologies. Well then it's good old fashion searching for cracks or other signs of possible hidden doors we'll have to rely on!"

If nobody stops him, Quadravos φ checks the 4 smaller rooms and then the room with the gargoyle for hidden doors in the walls, floors and ceiling.

Taking 20 on perception for a total of 31. Going through the little square rooms in reverse order (so starting in the last one we found and going back from there). If others check some of the other rooms it might go faster of course :)


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

Ibid slings the musket over his shoulder and begins to search a separate room from Quadravos φ, starting at the first of the four smaller rooms which the party discovered.

"I'll take this one," the old man calls out, beginning to comb the walls for any signs of a well hidden door.

Ibid will also take 20 on his perception check in this room, for a total of 30.


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan searches the room next to Quadravos for any secret doors.

"I'll search here."

I'll jump on the take 20 bandwagon too for 32.


Male Hobgoblin Rogue 1/Barbarian (Invulnerable Rager) 6

Azgar joins his teammates in searching for secrets.

Taking 20 for 31 because why the hell not.


Male

Despite a solid half-hour of searching, no one finds any sort of trapdoors in the rooms you've been through so far...as far as you can tell, it's just a circuit of chambers that (apparently) would open back into the one you fought the gargoyle in. Although you're unable to find any mechanism, or for that matter evidence at all, of the hidden door that should lead into that room...

I am correct that no one has opened that door, correct?

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"This is most certainly odd. The last door we found should lead back into this room, yet we can't seem to find it from this side."

Quadravos φ paced back and forth for a few moments, before heading back to the last door they had found.

He cast Detect Magic to see if he could perceive any magical auras around it.

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

While Quadravos investigates, Alaric readies himself to open the other door.

Will pass through if Quadravos doesn't find anything.


Male

When Quadravos scans the door with his enhanced sight, he sees nothing for a moment; then, dimly, he perceives a faint aura shining through the chinks of the door. Unfortunately, the spell seems to be seated on something that's actually on the far side of the door, so it's not possible to determine the school of magic the spell belongs to. The aura seems fairly faint.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"There is a faint aura coming from the other side of the door, but I can't discern what type of magic it is. I think you can open the door Sir Alaric, but be wary."


Male

So? Gonna open the door?


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

The old gunslinger move to the door, holding his musket in his off-hand. After taking one last look at the door, hoping to see if it is trapped, Ibid opens the door and prepares to fight for his life.

perception(looking for traps): 1d20 + 10 ⇒ (7) + 10 = 17


Male

Ibid., finding nothing, opens the door...revealing a blank wall. But only for a second.

Then, a series of runes suddenly ignite, covering the surface of the wall behind the door in glowing symbols. A bolt of force blasts out of the wall, blasting Ibid. backwards! The older man lands hard on his rear as the glowing runes fade, leaving only a blank wall and the smell of faintly singed hair...

Fortunately, it's only 15 damage for Ibid.!

GM Screen:

Damage: 5d4 + 5 ⇒ (4, 1, 1, 2, 2) + 5 = 15


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"Ouch," the old gunslinger stammers, sitting up and rubbing his lower-back with one hand. After a moment spent wincing from the pain, Ibid continues, "I think I'll let you do the honors from now on, Sir Alaric."

The old man tries to laugh at his joke but coughs instead, grabbing his chest and recoiling from the pain once more.


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan pulls out his wand and rushesh to Ibid's side. "I think the lesson from this is look before you leap."

He then taps Ibid with the wand.

CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"Should've known it would be another trap. This means we only have one more door to try right now."

Quadravos φ walked back to the room where they killed the gargoyle.
"Sir Alaric, if you would care to do the honors again?", he said pointing at the unopened door.

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

"Ha! Not a bad look for you, gramps." he says, thumping Ibid on the back, wincing at his own forgetfulness as he thumps him right on his burns. "Cayden's teeth, I'm er, sorry about that... I'll just uh... we should press on."

Pointed ears burning with embarrassment, the braggart night thunders through the next door.


Male

Alaric boldly steps through the door...into what appears to be an empty, 10'-square chamber. There's a brief moment as he looks around in confusion...

Then, as he stands there, glyphs in the corners of the room light up, and Alaric is blasted with a bolt of arcane force! Or, more accurately, he's jolted with a silvery bolt. Since it only does 2 points of damage. Perhaps the trap is just warming up...it does seem to be still glowing, and possibly recharging!

This sequence technically requires initiative; however, since I tend to adjudicate that in order of the party's posting, we're just going to go trap-party alternations. So right now, the party is up, in order of posting!

GM Screen:

Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

Full Round Search: 1d20 + 11 ⇒ (6) + 11 = 17

"Looks like I got off easy." he grunts, lowering his shield and running his hands along the stone walls, hastily searching for a door.


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

"No one learns do they?", Elan says out-loud seemingly to himself. Then to Alaric, "Come out of there before you lose more than a little singeing."

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Quadravos φ casts detect magic trying to find the source of the trap.

"Azgar, you think you could disable this trap? Or is it to late now that it has activated?"


Male

Alaric's been a bit rattled by the trap, and his frantic scrabbling over the walls doesn't reveal any doorways...though it's a hasty search.

Quadravos casts detect magic, and in the first few seconds is able to detect that there is indeed a magical aura in the room.

Ibid. still to go before the trap (and Elan if he wants to do anything other than speak)!

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