| Reyondelee |
Plays a little ditty on her lyre and sings. Round and round they go, where they stop nobody knows. Gates and bars, doors and floors, danger's face is a tomb's corridors.
| T'wich McGruff |
T'wich clicks his heels as the ditty plays. "time t'git back to work.' He then scans the room. "I'll look left Omar, you go right." Intent to meet half way through.
perception: 1d20 + 20 ⇒ (19) + 20 = 39
+5 traps
| T'wich McGruff |
"Deadeye, you see anything?" The rogue asks the ranger.
| T'wich McGruff |
T'wich's eyes scan and gingerly examines a few curious features along the way. Just keeping the thread moving.
| electricjokecascade RPG Superstar Season 9 Top 16 |
The pair discover a secret door to the east of the room, over which they find a cunningly hidden phrase: First East, then West.
Opening the secret door after determining that there are no traps reveals a ten foot by ten foot chamber beyond whose walls are covered in strange sigils and symbols. A huge mud sorcerer symbol is painted in the eastern wall.
The secret door automatically closes after an individual has gone through into the chamber, though it can be opened again easily enough. It's natural state, however, is to be closed.
| Dragox |
"Do you think that phrase is telling us which direction to go in, or is that a key that should be repeated while in a specific area?"
| T'wich McGruff |
"Do you think that phrase is telling us which direction to go in, or is that a key that should be repeated while in a specific area?"
ses his
"Sounds like it t'me."
T'wich uses his senses to figure out east and west.
| Sargon The War Sage |
Let's not start second-guessing ourselves, we just keep clearing rooms until there's nowhere left to hide
| T'wich McGruff |
The dwarf spits a glob of goo on the floor, [b]"Well let's keep clearin' rooms."[/] With that he continues to search.
perception: 1d20 + 20 ⇒ (10) + 20 = 30
+5 traps
| Reyondelee |
Reyondelee adds all the latest tidbits to her map of the tomb. All of this is gold, m'boys. Pure gold. That is if we survive and I make it back to civilization to sell it. She says, smiling.
Craft Mapmaking: 1d20 + 9 ⇒ (11) + 9 = 20
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Everyone enters the small chamber and begins to scrutinize the sigils (and spit on the floor). It's tight quarters, but not unbearably so, and there are a few hushed excuse me's and oops, pardon me as people shuffle around so as to get a good sight of everything.
Omar and T'wich don't find any traps, unfortunately, nor do they find any secret doors.
Then something a little strange happens.
Despairing of finding anything of note, Omar takes one last glance around the room and realizes that there is a secret door on the east wall after all. But it assuredly had not been there before. He's certain of it. It somehow... just appeared over the last minute, perhaps?
The secret door to the west is also obviously still there.
| Sargon The War Sage |
Well that is curious, I was kind of hoping for an end of these tunnels and doors... We do have this clue of sorts "East then West". We are going to have to check every area eventually, may as well check it now
| Reyondelee |
Okay, remember how I said I love secret doors? I don't think I like secret doors that are so secret that they are not there one minute and then appear the next. Certainly no good can come of this... Also, who touched my butt? I realize it's close quarters, but that was more than just an accidental brush. It felt like a full on grab and squeeze?
| T'wich McGruff |
T'wich just stands ready to launch once Omar gets the door open.
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The new secret door is most definitely trapped. By studying the lineaments of the doorway and speculating on how the hinges connect with hidden forces and magical resonances, Omar is able to construct an idea of what would happen should he open the door: the entire eastern wall would drop, allowing an animated blade barrier to sweep into the room, dicing and slicing everyone within to ribbons.
Omar's Disable Device: 1d20 + 32 ⇒ (13) + 32 = 45
Confident however that he can disable this trap, Omar does so with aplomb, and opens the secret door to reveal a blank room beyond that after much intense studying reveals itself to be nothing more than the home of the now inert trap.
This dead end has, so it seems, finally proven to be a dead end in truth.
Omar bin Zayed
|
Take 20 looking for a secret door to be sure it is a dead end (after that last secret door, I'm paranoid). Gets me 55.
"Seems to validate my belief about the instructions. "
Then we head back.
| Gauthier de Nevereth |
You follow the passage back out of the secret room, but quickly realize that the entire dungeon has shifted around you. Gone is the room, and instead a new hallway extends west briefly before turning sharply north.Following this takes you to another turn back east, and opens into a broader hallway which in turn opens into a large room. With a twenty-five-foot-high ceiling, this new chamber is supported by a great number of cleverly carved gray marbel pillars decorated with intertwining thorny roses, snakes, and delicately clawed hands making strange signs. A twenty foot square pool sits in the center of the chamber, and the columns block sight of the walls from where you stand, hiding any further exits.
Map updated. You're all standing at the entrance to the large room, no traps found up till that point, gazing into it.
| Sargon The War Sage |
East then west indeed
Sargon says taking in the sights of the room paying particular attention to the hands
delicately clawed hands making strange signs
Are these signs recognizable with any sort of check?
| Reyondelee |
Much thanks Omar. I can't imagine how horribly disappointing it would have been for us all to have just become a pile of viscera, flesh, and bones sitting here as a warning for the next tomb raiders. Lead on my good chap, lead on!
| T'wich McGruff |
Wide-eyed at the thought of the trap, mumbling out loud, "Blade barrier...dangerous...nasty bast'rds." He glances at Sargon accusingly. After gathering his wits assists Omar, he motions and points to a few suspicious areas.
perception: 1d20 + 20 ⇒ (19) + 20 = 39
+5 traps
| Dragox |
"Keep going safely and slowly. No reason to get in a hurry. That blade barrier could have been quite a problem for all of us."
| Sargon The War Sage |
"Blade barrier...dangerous...nasty bast'rds." He glances at Sargon accusingly
Don't look at me, I didn't set the thing Sargon says matter-of-factly
| T'wich McGruff |
"Let's do a quick search...Omar."
perception: 1d20 + 20 ⇒ (17) + 20 = 37
+5 traps
"Hate all these damn columns in this tome."
| T'wich McGruff |
"Omar, you see anything fishy." He chuckles a bit with the reference to fish.
| T'wich McGruff |
"Wellllllll?" The dwarf lets the word string out.
Just trying to keep the game moving.
| T'wich McGruff |
"I've a nice rug fer y'to touch." The dwarf quips back.
| Reyondelee |
Rey laughs, a good hearty gut laugh, and claps her hands together, just once, in joy. Too true! Good retort. She says and smiles all the brighter at her trusted friend and ally.
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Omar and T'wich wander forward through the forest of columns, cautious and curious, until they fetch up against the edge of the shallow pool. Careful about any swimming fishies, they're about to push on when suddenly the air behind them snarls into life, filling in a direct line with whirling, spinning blades.
[spoiler=Order]
Sargon: 1d20 + 14 ⇒ (7) + 14 = 21
Omar: 1d20 + 7 ⇒ (5) + 7 = 12
T'wich: 1d20 + 12 ⇒ (20) + 12 = 32
Dragox: 1d20 + 2 ⇒ (10) + 2 = 12
Rey: 1d20 + 4 ⇒ (18) + 4 = 22
Gauthier: 1d20 + 3 ⇒ (20) + 3 = 23
Opponents: 1d20 + 4 ⇒ (10) + 4 = 14
Init Order
T'wich
Gauthier
Rey
Sargon
Opponent
Omar
Dragox
First four can go in any order, then the opponent goes, then Omar and Dragox. Combat map updated onto Slide 3, whirling blade wall represented by white rectangle.
| T'wich McGruff |
RD 1: T'wich
Being quick on his feet the dwarf jabs quickly,
Melee: TWF short swords, crit range 17-20, if any sneak attack hits add +6 bleed damage/RD
Primary Hand:
Magic's bane, +3 elysian bronze SS: 1d20 + 19 ⇒ (7) + 19 = 26;dam, TF: 1d6 + 9 + 1 ⇒ (1) + 9 + 1 = 11;sneak, if applic: 6d6 ⇒ (3, 5, 6, 1, 2, 6) = 23
+1 att against monstrous humanoid or magical beasts after first hit and +2 damage on crit.
Off hand:
Death's Edge, +2 ghost touch, Adamantine SS: 1d20 + 18 ⇒ (5) + 18 = 23;damage, TF: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7;sneak, if applic: 6d6 ⇒ (2, 1, 3, 4, 1, 3) = 14
Second Attack:
Magic's bane, +3 elysian bronze SS: 1d20 + 14 ⇒ (13) + 14 = 27;dam, TF: 1d6 + 9 + 1 ⇒ (5) + 9 + 1 = 15;sneak, if applic: 6d6 ⇒ (6, 2, 6, 5, 4, 5) = 28
+1 att against monstrous humanoid or magical beasts after first hit and +2 damage on crit.
"Omar, I'm step'n to the side fer yer flanking." T'wich takes a five foot step.
| T'wich McGruff |
Oops, with the initiative call I thought it was a creature whirling blades located at the area marked "A" on the map. I missed that it was a trap.
On the other hand I did need to roll some dice. :-)
| Reyondelee |
Rey casts dispel magic on the blade barrier, hoping that it is not a mechanical trap, but instead a conjured bit of magic, since she has seen such things before.
Dispel Check: 1d20 + 14 ⇒ (11) + 14 = 25
This is versus a target DC of 11 + spellcaster's level.
| Sargon The War Sage |
Sargon will activate his Symbol of Mirroring(Everyone has 1 image) . He will scan the room He has See invisibility
Perception: 1d20 + 26 ⇒ (5) + 26 = 31
| T'wich McGruff |
T'which crouches low. "Hunter...me bones tells me bad things are 'bout to happen." He spits gob of phlegm on the ground. "Betcha dinner, it's comin' our way." He twirls his blades. "Got me some flour, in me handypack, ye might want to get it out." Speaking to Omar.
| Sargon The War Sage |
Sargon keeps his eyes on Twich and Omar and reminds the group. Let's not forget to look around out here, this could be a distraction
Sargon looks behind the group making sure no-one is coming up from the rear.
Perception: 1d20 + 26 ⇒ (5) + 26 = 31