The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

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1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Dragox waits for the more clever to tell him exactly what happened to the Mage. "Sargon, are you okay? What the blazes happened to you?"


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon who's hair is sticking straight up, combs it back down while mumbling under his breath something about muddies and patience.

Sadly Dragox, patience was never one of my strong suits, I can assure you that after that nasty shock, I will put more credence into it.

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Let's hold off on acting till Reyondelee has a chance to speak - I'm sure she'd do so straight away, and her words will greatly affect everyone's actions.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

DM did T'wich realize a trap was sprung?

"W.w.what are you doing?" As Sargon walk by him.

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No. No trap was sprung.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Fireballs on a demon! Men have no patience. You've gone and gotten us in it now general. The entire tomb is covered in a forbiddance spell, and to boot, it's backed up by a special little bit of abjuration that's gonna close the door in less than half a minute. All ashore who's going ashore! We've no time to waste, if we're going in, we've gotta go now, and we'll have to figure out another way out of the tomb later on. If I'd had time, I might have been able to figure a password, but no such luck now. We're going to have to suffer the consequences. Reyondelee gathers her skirt and tumbles her way across the threshold, setting the precedent that a girl is ready to take the pain in order to further explore this tomb.

I doubt it will do much but she's going to use her Versatile Performance Dance: to tumble in via Acrobatics. If nothing else it will make a good show. :) Unfortunately none of her performances help with will saves. :(

Versatile Performance Dance: Acrobatics: 1d20 + 20 ⇒ (3) + 20 = 23

Come on boys! It'll only hurt for a minute.

Will Save: 1d20 + 15 ⇒ (5) + 15 = 20

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will rush through the door as instructed.

"Won't need to tell me twice. "

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Omar's Will Save: 1d20 + 12 ⇒ (17) + 12 = 29
Omar's Damage: 12d6 ⇒ (4, 1, 6, 2, 3, 4, 6, 4, 4, 6, 5, 4) = 49 /2 =25

Reyondelee's Damage: 6d6 ⇒ (1, 3, 3, 6, 3, 5) = 21


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Ow-ow-ouch! Damnit that hurts. Whew! Nothing like a strong jolt of magic pain to get you up in the morning. Best make a dash for it boys, that door's about to close, and for good! Don't worry, Rey's got something to sooth yer pain just as soon as we're all inside. Now move!

Just as soon as everyone is through the door Rey will use her Soothing Song to heal everyone. Which will heal 3d8+14 damage. While we're metagaming, obviously whomever cast the forbiddance was chaotic evil, since Rey only took the 6d6 with a CG alignment.


"Now wait a second, we shouldn't just j-" starts Gauthier before Drogax grabs him by the collar and hurries him through.

"... Thanks..." he mutters, still shaking from the pain.

Will: 1d20 + 20 ⇒ (2) + 20 = 22

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Gauthier's Damage: 12d6 ⇒ (5, 3, 6, 1, 5, 2, 1, 4, 1, 5, 3, 6) = 42


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

"Blast it," as the dwarf grabs Clank, "time t'move it or be left behind." the dwarf tumbles into the room.

will, spell: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24

"Ok..." he waggles his finger, "you're no longer Trigger,"pointing to Omar, ""HE' is fer setting off stuff b'fore thinkin'" the dwarf announces with a bit of irrational in his voice clearly directed at Sargon.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Rey wrote:
You've gone and gotten us in it now general. The entire tomb is covered in a forbiddance spell

Yowzeh, that was one rude awakening, definitely shook the last of the cobwebs out of my head. Please accept my apologies.

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Damage T'wich: 6d6 ⇒ (4, 4, 3, 2, 3, 3) = 19

Map coming up tonight.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

The rogue closes his eyes in thought, he contemplates this forbiddance spell.

Rolls:

spellcraft: 1d20 + 14 ⇒ (2) + 14 = 16
religion: 1d20 + 8 ⇒ (3) + 8 = 11

He spits, then tries to activate his ring of blinking. Hoping it works, but he is not surprised if he can not blink to the ethereal plane.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"That's quite uncivilized using some damned spell to keep people out instead of traps. Downright unsporting. "


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Upon hearing that the 'door' was shutting soon, Dragox fought through after shoving Gauthier through before him. "Here goes nothing," he mutters through gritted teeth, as he prepares for the shock to hit him.

Will save 1d20 + 17 ⇒ (10) + 17 = 27

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Dragox damage: 12d6 ⇒ (1, 5, 6, 3, 3, 2, 5, 2, 4, 5, 1, 1) = 38

The ring of blinking doesn't work. Did I somewhere say that there would be access to the ethereal? I have the vague recollection but can't find where I did. If so, its not fair to T'wich, who would have bought the ring on that assumption, and he can swap the ring for another item. If I didn't, then tough luck!

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The door slams down with a dismal tone of finality, sealing the group within the tomb.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"Remember what I said about how easy the Mage had made it to get into the tomb. I'll go ahead and take that back now, thank you. And now I've got a personal reason to take a little pleasure in finding this guy. It's not just about the gold any,ore...its personal."


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Dragox wrote:
"Remember what I said about how easy the Mage had made it to get into the tomb. I'll go ahead and take that back now, thank you. And now I've got a personal reason to take a little pleasure in finding this guy. It's not just about the gold any,ore...its personal."

"You stand in front...drawl the attention, then let me cut the hammystring." The dwarf mutters.


"Forbiddance you said, yes? Now, what does such an effect entail? Can we teleport back and forth, or are we stuck here for a year, unless another exit is found?" asks Gauthier.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

T'wich blinks dumbfound like at the old man, "Ain't no spell t'cure ya from those mind lapses or did y'just forget that part of the bless'n" His thumbs now rubbing on his temples. 'Grizzly Bear did y'hibernate a bit too long and fergit it?' He exhales.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Waiting for Rey's healing now. 3d8 + 14 ⇒ (2, 8, 8) + 14 = 32

"Ok Twitch, let's see this famous scouting you brag so much about. I don't want to wander ahead and set off a trap that does all of us in."


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T'wich McGruff wrote:
T'wich blinks dumbfound like at the old man, "Ain't no spell t'cure ya from those mind lapses or did y'just forget that part of the bless'n" His thumbs now rubbing on his temples. 'Grizzly Bear did y'hibernate a bit too long and fergit it?' He exhales.

"No, there isn't. On the other hand, I do recall a few prayers for that tongue of yours..." Gauthier hisses back.

"I never knew music could heal the body as well as the soul. This feels splendidly!" he comments, stretching his body with worrying popping and creaking noises.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Reyondelee summons her instrument with a few waves of her hand, and plays a soothing little ditty that eases some of the pain of walking through the forbiddance spell.

Soothing Song requires the use of 4 rounds out of her 50 rounds of bardic performance for the day. The good thing about this effect is that it is not a one and done. As long as the party can hear her, she can continue to use soothing song as often as she has rounds left of performance to do so. :) As far as I know it's usually customary for the person granting the healing to roll the dice for it, but I like Dragox's rolls, so if it's okay with the GM, we'll just keep those? In which case everyone is healed up to 32 hp.

She then casts Detect Secret Doors, and while concentrating to maintain the spell thoroughly examines the entirety of this foyer to the tomb.

Reyondelee is going to take 20 on her perception check to not only look for secret doors, but also to look for anything else significant.

Perception: 20 + 23 = 43

Edit:Reyondelee then also examines the building materials of the tomb and taps her knowledge of construction to see what she can learn about it.

Another take 20 on a Knowledge Engineering check.

Knowledge Engineering: 20 + 19 = 39

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Everyone heals up to 32.

Reyondelee focuses and spends a good amount of time studying the structure and environment of the foyer, and as she does so the rest of you have time to take a closer look as well.

The twin long pools are full of clear liquid, and appear to be about five feet deep. Their bottoms are densely covered in bleached white humanoid bones, a tangle and clutter of skulls, ribs, femurs, vertebrae, tibia and more, stretching the entire length of the room.

The small square pool at the room's end appears to be quite deep, and also filled with a clear liquid. Reyondelee notices a small, black key wedged into a crack at the very bottom of the pool.

No secret doors reveal themselves.

Finally, examining the nature of the building materials reveals an interesting fact: the stone blocks are bonded together with a unique cement containing a large amount of adamantium flecks. Reyondelee surmises that this might lead to two effects: one, the walls must be incredibly difficult to damage, and two the walls would probably be react as adamantium and not stone when subjected to magic.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon takes a few steps toward the pools and stops in his tracks..Umm He clears his throat. Would anyone like to go checkout the pools and the bell?

Sargon thought about charging off again...but reconsidered

DM wrote:

The twin long pools are full of clear liquid, and appear to be about five feet deep. Their bottoms are densely covered in bleached white humanoid bones, a tangle and clutter of skulls, ribs, femurs, vertebrae, tibia and more, stretching the entire length of the room.

The small square pool at the room's end appears to be quite deep, and also filled with a clear liquid. Reyondelee notices a small, black key wedged into a crack at the very bottom of the pool.

Sargon will attempt a Mage hand to remove said key

Quote:

No secret doors reveal themselves.

Finally, examining the nature of the building materials reveals an interesting fact: the stone blocks are bonded together with a unique cement containing a large amount of adamantium flecks. Reyondelee surmises that this might lead to two effects: one, the walls must be incredibly difficult to damage, and two the walls would probably be react as adamantium and not stone when subjected to magic.

I have removed d-door,passwall and greater teleport from my list as I assume they are not going to work?

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will take a close look at the pools.

perception: 1d20 + 29 ⇒ (18) + 29 = 47

"Pretty sure going in them is a bad idea. Though somehow I expect we will need that key."

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Sargon's Mage Hand plucks the black key from the depths of the pool, and brings it glistening to the surface.

Passwall, d-door, and teleport will not work.

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Omar get's an eyeful of the morbid ossuary, which seems to be composed of countless human and demi-human bones. No items however lies within the jumble of bones.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"That seemed deceptively easy. I expected one of us to have to go in after it. "

"Well doesn't seem to be anything of note in here beyond the key. How about we try that side passage? Lead on Twitch. "


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon will follow along having put the key in a safe place.

I have a section on my sheet for campaign info so I/we do not forget what stuff we find in here


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"Those bones got here someway or the other. I'd watch for something we can't see, and guard our backs. Something is waiting," the paladin grumbles as he looks around the room.

He focuses on the bones, testing a theory.

Using Detect Evil paladin ability on the bones.

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The bones radiate no evil.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"Well, those bones aren't any kind of defense trap that I Can see. They don't have the taint of evil about them. They must have been from innocents who blundered into this place. The Inheritor bless them..."


"But yes, Dragox, they did get here someway..." mumbles Gauthier and looks at the ceiling, curious if he would find some kind of trap leading upward.

"I really like this new vision. Quite handy, really."

Take 20 on Perception for 54.

If he doesn't something of interest, he'll look at the long pools, looking for signs of traps or gates that would allow current to flow and bring bones through.

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The pools are utterly still. One could almost say limpid. No flow, no drainage, no grates or gates of any kind. Perfect rectangles preserving these gruesome bones for what might be all of eternity.


And the ceiling?

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The ceiling is smooth and without feature.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

"Songbird, yer voice is quite soothing on me wounds. Thanks."

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I believe the party is waiting T'wich to continue the explorations.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

T'wich removes a piton form his leather belt then knees next to the first pool. He dips the tip it the pool t see if it reacts. "Wonder if the liquid is blanch'n those bones." He will begin with the long pool on the right, then go to the pool on the left before waling up the center between the pools to check out the center pool. Each time using his piton and dipping the end.

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The water has no effect on the piton.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

trap rolls, if necessary:

I rarely take 10 or 20 on my rolls. I like the randomness of dice rolls.
perception: 1d20 + 20 + 5 ⇒ (2) + 20 + 5 = 27
disable device, if necessary: 1d20 + 28 ⇒ (5) + 28 = 33

The dwarf mumbles,"The liquid isn't corrosive to me eye."


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

Satisfied the liquid is not corrosive he walks over to the bell and examines it. "Seems like we should ring it. He waits for the others to comment.

Rolls, if necessary:

perception, traps: 1d20 + 20 + 5 ⇒ (10) + 20 + 5 = 35
DD: 1d20 + 28 ⇒ (6) + 28 = 34

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There appear to be no traps on the pools or bell.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
T'wich McGruff wrote:

Satisfied the liquid is not corrosive he walks over to the bell and examines it. "Seems like we should ring it. He waits for the others to comment.

** spoiler omitted **

Now, Now Twich, no need to alert every single thing in here of our arrival. Sargon says I promise later on you can ring the bell to your hearts content, but for now let's try and keep our presence hidden

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As you look around, you now notice one more detail: on the side of the door facing into the tomb through which you came, is a single symbol. This symbol and three others are repeated on the west side of each of the four pillars by the front of the hall.

Symbols on slide 2


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Know. Religion 1d20 + 5 ⇒ (6) + 5 = 11 to identify anything about the symbols.

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