The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

Map


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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),

I have neither of those spells Rey, there is no need to waste resources on an enemy that keeps coming back, let's be going


Evil GM

There are four elemental, like last time.

You still have five rounds of haste.


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),
DM wrote:
There are four elemental, like last time.

I thought there was one elemental as well, in that case

Acid damage: 8d4 ⇒ (1, 4, 4, 1, 4, 4, 1, 2) = 21 The big E is dazed for 5 rds. Sargon would have flown to the top of the roof above the dazed Elemental

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

As they can probably chase us, might as well clear them and then move on.

haste, deadly aim, rapid shot, clustered shot, manyshot.
he's going to clear out the rabble first, so large elementals, shifting targets as they drop

to hit: 1d20 + 21 ⇒ (9) + 21 = 30 damage: 2d8 + 30 ⇒ (6, 2) + 30 = 38
to hit: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 1d8 + 15 ⇒ (3) + 15 = 18
to hit: 1d20 + 21 ⇒ (1) + 21 = 22 damage: 1d8 + 15 ⇒ (7) + 15 = 22 miss
to hit: 1d20 + 16 ⇒ (20) + 16 = 36 damage: 1d8 + 15 ⇒ (1) + 15 = 16
to hit: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d8 + 15 ⇒ (7) + 15 = 22

confirm to hit: 1d20 + 16 ⇒ (1) + 16 = 17 damage: 1d8 + 15 ⇒ (6) + 15 = 21 nevermind


Evil GM
Sargon The War Sage wrote:
DM wrote:
There are four elemental, like last time.

I thought there was one elemental as well, in that case

Unlike the original attack I did not roll separatethe Huge and large elementals initiatives. I lumped them into one roll.


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

The paladin cuts loose on the elemental closest to him.

Attack 1d20 + 23 ⇒ (18) + 23 = 41
Damage 2d6 + 25 ⇒ (4, 3) + 25 = 32

Attack 1d20 + 18 ⇒ (10) + 18 = 28
Damage 2d6 + 25 ⇒ (1, 3) + 25 = 29

Attack 1d20 + 13 ⇒ (8) + 13 = 21
Damage 2d6 + 25 ⇒ (6, 5) + 25 = 36

Possible Crit Attack One 1d20 + 23 ⇒ (4) + 23 = 27
Damage 2d6 + 25 ⇒ (3, 5) + 25 = 33


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. |

Rey summons her instrument and plays a little ditty to inspire her allies to feats of greatness. Inspire Courage +3. This would have been activated before Dragox turn, so add +3 to all his attack and damage rolls.
Water water everywhere, and back to the pool they'll go! Our blades and bows are swift and strong, an end to watery hides we'll show.


Evil GM

Dragox crushes the closest elemental as Rey begin her feisty ditty.


Evil GM

The party clears out all the large elementals - again - leaving only the huge one.

The huge elemental steps 5 ft and attacks Dragox,

slam 1: 1d20 + 15 ⇒ (4) + 15 = 19;damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15

slam 2: 1d20 + 15 ⇒ (10) + 15 = 25;damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16

1 equals mirrored image: 1d2 ⇒ 2

Updated Map


Evil GM

Initiative Order: Next Round

Sargon
Omar
Rey
dragox
Elemental

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

unload on the Huge elemental

rapid, deadly, point blank, clustered, haste
to hit: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 2d8 + 30 ⇒ (6, 6) + 30 = 42+acid: 2d6 ⇒ (4, 4) = 8
to hit: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 1d8 + 15 ⇒ (7) + 15 = 22+acid: 1d6 ⇒ 2
to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 1d8 + 15 ⇒ (7) + 15 = 22+acid: 1d6 ⇒ 5
to hit: 1d20 + 16 ⇒ (13) + 16 = 29 damage: 1d8 + 15 ⇒ (1) + 15 = 16+acid: 1d6 ⇒ 2
to hit: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d8 + 15 ⇒ (4) + 15 = 19+acid: 1d6 ⇒ 6


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),

That elemental is dazed for 4 more rounds

Shall we leave before this one decides to attack us again


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 nods as he leads the group out of the room. "Omar, you want to check for traps and lead us to the next room?"


Evil GM

Omar's attack actually creates a huge rain shower as the creature dissipates. Sargon and Rey figure these things regenerate every few seconds (2 RDs) so it's best to be moving. You have three ways out: the way you came, the corridor (H:24), or ducking under the wall and following a water passage (H:32)

Updated Map of Room

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 once again scout ahead taking the corridor.

stealth: 1d20 + 28 + 6 ⇒ (7) + 28 + 6 = 41
perception: 1d20 + 29 + 6 ⇒ (6) + 29 + 6 = 41


Evil GM

Omar makes the decision to push on and to get out of elemental room. He winds down the corridor, making a couple sharp turns as he sneaks forward. The walls of this massive forty-foot-tall chamber of white stone are covered with four tiers of burial niches, one row every five feet. The upper tiers can be reached by iron rungs set into the walls between each row of niches. Each burial niche is seven feet long, two feet high, and three feet deep, and holds a corpse clad in moldering rags.

Updated Map

As you stand in the entrance way what are you going to do next?

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

Take a good look around the room.

perception: 1d20 + 29 + 6 ⇒ (18) + 29 + 6 = 53 then go inside.


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 fly in invisibly after eagle-eyed Omar and Dragox check things out.


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 follows Omar. "Bet there are some valuables in here, alright. Let's get to checking around.". He waits for Omar's lead, however.


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. |

Rey waits to see what her more perceptive comrades discover before entering the space.


Evil GM

Omar does not detect any traps from his POV, so he ventures in a bit. Signaling for the others to hold off a few seconds to give him some time to scout the room. Dragox rocks back and forth eagerly dreaming about rubies, emeralds and other treasure. Rey's sweet voice rings softly through the air while Sargon hovers invisibly in the doorway just below the lintel.

Once inside Omar tests the stone flooring for pressure traps but finds none, he exhales and waves the others inside. time wise this is going to take nearly one minute to perform.

Dragox and Rey scurry over tot he some of the closer corpse, while Sargon floats up high to check out some of the others. One thing is certain, they are all human and there once fine clothing have been damaged with time, and each reveals some sort of foul play: garrote, ice pick puncture, black lips and other methods.

Sargon and Rey:
Each person looks like a servant of some type, like a: scribe, scholar, mason.

Several corpse are holding books, tubes, inks and quills. Many have gems and jewelry mostly bronze, now green with age, and small stones.

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 give the corpses an inspection to make sure they are not trapped.

perception: 1d20 + 29 + 6 + 7 ⇒ (15) + 29 + 6 + 7 = 57


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. |

Rey casts detect magic concentrating for as long as necessary to see if any of the corpses holds anything magic.


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 stalks around the room, waiting for an all clear signal before touching anything that might animate and try to eat his face off.


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),

Hmm...Looks like my former employers were not satisfied with some employees work habits.

Sargon will scan the room as well with Detect Magic

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

"Either that or they never filled the pension fund and decided to avoid complaints. "


Evil GM

A rustling sound can be heard while you rifle through the corpses for valuables. It sounds like the some of the others corpses are stirring.

everyone make a Will save.


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

Will 1d20 + 17 ⇒ (4) + 17 = 21

If this is a charm, I am immune and anyone within 10' gets a +4 to the save.


Evil GM

Dragox:
Are you immune to illusions (figment)?


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

DM.

Spoiler:
Lol, I am not. This should be good.


Evil GM

Rustling from several more of the burial niches resonate through the marble crypt.


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),

Willy Nillys: 1d20 + 19 ⇒ (13) + 19 = 32

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

will save: 1d20 + 12 ⇒ (7) + 12 = 19


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. |

Rey's head swivels right and left looking for the source of the rustling sounds.

Perception: 1d20 + 23 ⇒ (11) + 23 = 34
Will Save: 1d20 + 15 ⇒ (16) + 15 = 31


Evil GM

Dragox and Omar you see perhaps a dozen or so of the corpses squirm and try to get up. The chamber eerily moans. Battle looms...

Both of you can make another Will save at +4

Rey and Sargon:
You chuckle a the the complex illusion spell but notice Dragox and Omar are not so amused. As they become wide eyed and hell bent of battle.


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),

Dragox, Omar the noises are just another parlor trick that we have encountered thus far.

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

will save: 1d20 + 12 + 4 ⇒ (4) + 12 + 4 = 20 Had to get worse, bah


Evil GM

Omar:
You are convinced the corpses are mummies and they are going to swarm over you and your comrades. Sargon clearly doesn't understand the nature of the dilemma that you are in. Perhaps, the former General lead you into this area. He was one of them

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

He looks around for signs of his invisible 'ally'
perception: 1d20 + 29 + 6 ⇒ (1) + 29 + 6 = 36

"SARGON! Why did you bring us into this trap!?! This swarm of undead will be the death of us all!"


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

Will 1d20 + 17 + 4 ⇒ (2) + 17 + 4 = 23


Evil GM

Dragox:
you blink a few times and the dawns on you, it's an elaborate ruse. But it seemed real enough to you.


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

"The damned sorcerer is playing mind games with us. Omar, it almost had me, but it's just a ruse. It's more trickery!"

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

"So you're in it with him now? I see how you are!"


Evil GM

Omar you can make another Will save at +4

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

will: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31 well, that's better


Evil GM

Omar your nerves eventually calm down, as your eyes shift nervously around the room, then you exhale slowly. No moving corpses, no mummies, just nervous and crazy spellcaster tricks. It's time to search the room and clear it, find any alternative doors.

make a perception check and disable device.

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

"Nevermind. Some spell got me. I'm good now."

perception: 1d20 + 29 + 6 ⇒ (16) + 29 + 6 = 51 (+7 if a trap)
disable device: 1d20 + 32 ⇒ (14) + 32 = 46


Evil GM

Dragox and others you find an assortment of old bronze coins and small stones.

value: 1d100 ⇒ 16

A total of 1600 gp worth.

While dragox is filling his sack with valuables Omar finds a secret door. the door is located in the rear of one of the burial niches on the third tier. Well hidden but not to Omar's eye.

Updated Map

The room that Omar discovers has a vaulted ceiling that peaks at a height of 35-ft at the center of the room. The passageway from the mausoleum enters this room at a height of 30-ft above the floor. A long pool of crystal clear water runs down half of the room, while a row of three large mud pits lies nearby.


Evil GM

What are you going to do?

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

Quick perusal of the room.

perception: 1d20 + 29 + 6 ⇒ (4) + 29 + 6 = 39

THen he ties off a rope up here and climbs down to look around (with +13 climb, he needs no roll on a rope).

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