The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

Map


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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

"Good, I don't have to hack it open. "


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 keep spinning to confirm it works on the other two doors and then poses the question.

If so: How about we start down this western corridor

If not: That makes our decision easy

Quote:
Potion of cure serious wounds, and elixir of madness, and a scroll of globe of invulnerability

Perhaps give the CSW potion to a frontliner and the scroll to Rey

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Each door only opens when the elephant statue is pointing at it, with all other doors slamming shut the minute the finger moves away from them.


"Yes, why not that one. Just be cautious..." warns Gauthier, glancing at Sargon with a 'you know what I mean' kind of look.


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. |

Sargon, you should take this scroll, I might be able to use it, but I might botch it and it could be a useful bit of magic. Rey would have to UMD to use this as it isn't on her spell list. Rey says and hands it to him. Dragox, you'll probably need this healing draught before anyone else. She says and hands him the cure potion. As to this last potion... She taps the glass of the vial, in obvious thought. T'wich, why don't you take this, you've probably got the best chance to convince someone that they should drink it. She says with a smile and then hands T'wich the elixir of madness. Now! What door to go through? You know what my 'mother' Deanya would always say at a time like this? When in doubt, go left. When not in doubt, go right. Otherwise, there's always right up the middle. She was a bit of an eccentric that fortune teller.

Edit:Hold on just a second! Rey says and then proceeds to crouch down and tie the slit ends of her skirt around her right boot, pinning the knot to her bootlaces, which leaves her left leg, except where it is booted up to her knee, almost completely exposed, showing her tan and rounded hip. If we are going to be hit by a deluge of water, I don't need my skirt flying up over my head. Last thing I need is you five gents staring at my nethers when you should be watching out for merfolk, or sharks or whatever else might be trying to kill us in a pool full of water.


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 approaches the open corridor and detects magic scanning the floor walls and ceiling before moving in detecting for traps.

dice rolls:

perception, traps: 1d20 + 20 + 5 ⇒ (12) + 20 + 5 = 37

dis device, if necessary: 1d20 + 28 ⇒ (9) + 28 = 37

"Could use yer eyes too." He mentions to Omar.

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Running with it being the Western door between D & E that is being opened, per Sargon's suggestion. I'll update the map tonight.

T'wich opens the western door, and finds that it leads immediately into another room, whose floor is bare, packed earth. There are no other exits or features on the plain walls, and the room is only ten feet wide by fifteen feet long. No traps seem to be in evidence.


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. |

That worries me. What happens to packed earth when you mix it with water? Rey says and takes a few steps away from the doorway.


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),
Reyondelee wrote:
That worries me. What happens to packed earth when you mix it with water? Rey says and takes a few steps away from the doorway.

Mud Rey...Lot's of Mud


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. |

Does anyone else feel like this whole thing might be some god's idea of a sick joke, and after we've all been crushed by gargantuan mud elementals a booming voice is going to appear and say, Here's mud in yer eye!?


"I do not think of the Gods as you do..." Gauthier replies, his voice flat with gravity.


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

"I need t'search the walls fer secret doors, you hocus-pocus folks like to hide 'em. I'll go in by me self. Stand guard though." He steps in searching from left to right. I'm not sure if I needed to make a rolls. He continues to look and concentrate with his detect magic.

rolls:

perception, traps: 1d20 + 20 + 5 ⇒ (2) + 20 + 5 = 27
DD: 1d20 + 28 ⇒ (15) + 28 = 43

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 being a little less than trusting of anyone's skill except his own also checks things over for traps.

perception: 1d20 + 42 ⇒ (12) + 42 = 54


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

Give the CSW potion to Twitch. My LOH's will do me better and quicker. He might need it in a clutch.

Dragox stand on guard, not sure how the earthen room allowed any passage for the group.

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No traps are evident in the room, nor are there any secret doors.


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

"Anyone 'ave a shovel?" He kicks the dirt.


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),

A shovel Sargon exclaims I realize that you have a penchant for mining...but are you planning on excavating 10' x 15' room?

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OK, the source material is at odds with the map. The text states that the entirety of the room is dirt, but the map shows only one square as dirt. I'm going to go with the map's interpretation, which makes sense given several things I can't talk about. So please revise the room's description to be stone floor but for one 5x5 square.


"Perhaps we could send an elem-" starts Gauthier, then remembers the entrance closing and the lining on the stones, and the forbiddance effect.

"Never mind!" he grunts.


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

"Welp, I waiting on your trapper types to give the go ahead, but how about if we walked in there and just avoided the earthen square."

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

"Somehow I expect we have to dig there. However I didn't think to bring a shovel. "


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

"Dirt is meant to be dug." Everyone should have a confused look with that statement.


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. |

I realize boys like to play in the dirt, but since there seems to be nothing terribly interesting in that room, besides the dirt, how about we just check one of the other doors? Reyondelee says, tapping her left foot impatiently, standing next to the elephant statue, and pointing to the door on the opposite side of the chamber.


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

"I hate to get my sword all dirty, but I think it could do a pretty good job as a spade."

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

"I'm not so fond of the blister end of a shovel that I need to dig right now. We can do another room if you prefer. "


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 stares at the plot of dirt and scratches his head...confused, I suppose one could imagine this being a gravesite...A strange place to put one albeit... I think the smart move is to check out the northern passage and come back if needed

Sargon will head back unless a compelling reason is given to stay


"Perhaps we are meant to add water to the dirt?" offers Gauthier.


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. |
Gauthier de Nevereth wrote:
"Perhaps we are meant to add water to the dirt?" offers Gauthier.

I think that would be extraordinarily bad.


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 has already discounted the bard's advice as he says a quick blessin' to Desna, "Bring forth the refreshing flow of clear water, melady." Water begins to pour over the muddy plot. "Be ready."

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The water pours forth and splatters on the dry dirt, which drinks it in greedily, such that ever drop darkens and then lightens as it is absorbed. Soon however the water begins to thicken the surface dirt into a silty sludge, which puddles, a thin skim of dust and dirt forming over the water's surface, tiny rivulets spreading out as the water continues to flow.

The ground has become moderately muddy. Nothing else happens.

I'm assuming you're pouring out a waterskin?


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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),

Sargon on his way back to the previous room stops in his tracks upon hearing the echoing words of Twich.

What part about mud is bad in a mud sorcerers tomb does that dwarf not get...Relax... you didn't recruit him for his brains

Sargon heads by the door of the chamber


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
electricjokecascade wrote:

The water pours forth and splatters on the dry dirt, which drinks it in greedily, such that ever drop darkens and then lightens as it is absorbed. Soon however the water begins to thicken the surface dirt into a silty sludge, which puddles, a thin skim of dust and dirt forming over the water's surface, tiny rivulets spreading out as the water continues to flow.

The ground has become moderately muddy. Nothing else happens.

I'm assuming you're pouring out a waterskin?

Create water spell


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

"Bah...nothin'" He looks a the dirt then steps back into the main room. "let's move t'anoth'r room then."

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

"What? No mudpies?"


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 looks over the sludge. Well we have not triggered that Sargon raises his hands and makes the international symbol indicating quotation marks "Watery Doom" part yet

Shall we go and investigate the northern passageway

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GM Screen:
Chance: 1d2 ⇒ 2


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. |

If you boys are finished playing in the mud, I need one of your big strong bodies to rotate this elephant one-hundred and eighty degrees. Rey says as she puts the finishing touches on her sketch map of the room with the muddy square, and then puts her mapmaking materials away.


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

"At your service, milady," Dragox says with a bow, still a bit plussed about ignoring Lee's advice earlier.


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

"Come on put yer back into it." The dwarf edges on.

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The eastern door clicks as it unlocks. The western door swings violently shut and locks.


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. |

Well... Omar, T'wich, this is your territory, find those traps. Rey says with a smile.

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

Into the room and a bit of looksee

percpetion: 1d20 + 42 ⇒ (12) + 42 = 54

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The door opens to a hallway that extends some thirty five feet into the distance before turning a sharp right. Featureless, with a ceiling twelve feet high, there seem to be no traps of any kind.

Doing a little DM push here.

When Omar reaches the far corner and peers around it, he sees that the hallway continues another ten feet before opening up in a large room filled with sarcophogi - there look to be two human sized coffins, and six large sized coffins. The far wall holds a barred gate.

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

Inspect the coffins for traps.

perception: 1d20 + 42 ⇒ (20) + 42 = 62

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Omar enters the room and discovers that the coffins are made of stone, and that their lids are mortared shut.


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. |

Well? Are we following him? Rey says as she starts moving down the hallway that Omar has assured everyone is safe. As she turns the corner behind Omar she sees the sarcophagi. Ooooohhh dead people! Well, at least I hope they're dead, more than that, I hope they stay dead. Mummies, agh! Fought them a couple times, no fun.

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

"They seem to be sealed shut. While I'm a properly greedy murder hobo, er I mean Pathfinder Society Agent, I don't know if opening them is a great idea or not. "


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),

From my experience, it has never been a good idea to disturb the dead, How about we check out that gate and hope we don't have to disturb the occupants of these sarcophogi Sargon says to the group and then whispers Requiescat in pace to the room.

Taalese for rest in piece

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 check the gate for traps and get a good look at what it is made of.
perception: 1d20 + 35 ⇒ (12) + 35 = 47 (+7 if traps)


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 grips his sword tighter as he thinks about all the undead that might be laying in wait in this room. He tries to detect evil on the closest coffin, knowing the stone would probably block the ability anyway.

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