The Root of All Evil

Game Master Edward Sobel

current combat map

Current party location

Dairoo's map all assembled


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Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

Conner pores the water back in the fountain hoping it would replenish.


current combat map group 1

no change after Conner pours the water back in.

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

Conner tells the others what he found, other than his having apparently somehow accidentally used up one of the uses of the potion.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

"Hey Letha, did you happen to pick up any of the empty stone vials back in the centipede room? Or did you just grab the full ones? If you have empty ones, we should put some of this water in them."

Sometime after that is dealt with. Or not dealt with.

Tatsuo walks through the door carrying the glowing ball of light. He waits until everybody passes through before continuing onwards.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Dark Archive

Female Aasimar (Musetouched) Oracle (Life) 1/Ninja 2 Perc +6 Channel 3/4 Init +3 Ki 5/5

picked up everything, take what you want


Human Sorcerer (Elemental Fire)/Oracle (Mystery of Winter) 1/1 Spells per day: Sor 1st(3/4); Ora 1st (2/4) -- Wintery Touch (7/7) Elemental Ray (5/7)

Yaro watches Tatsuo return as he leans against the doorjam where the orb once rested, the light from the orb fusing with the light from stone orbiting his head. "Is good! We go forward now."


Male Suli Monk/Druid Ape Shaman 2

Mickey follows through the door with Premi a step behind.
How long does a torch last? Been going for about a half hour.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)
Mickey Carver wrote:

Mickey follows through the door with Premi a step behind.

How long does a torch last? Been going for about a half hour.

Torch lasts 1 hour

Tatsuo takes some of the stone vials and puts purified water from the fountain in them.


current combat map group 1

wow you guys still want to continue, I was starting to think I chased you all away

anyway working late, and no notes with me will get something up later tonight

but for now

the stone vials hold the water and allows it to retain its magic, each vial is now a potion of CLW.

the stone door remains open as long as it is in the radius of the daylight given off by the orb. the door takes 2 full rounds to open or close.

this section of the vault smells damp and moldy. also there is a tinge of death in the air as well.


current combat map group 1

sorry for the delay...

the corridor beyond the stone door goes straight for a bit then there is a turn off to the right about 20 feet down, also continues straight for the distance of most people's darkvision.

those with darkvision think they can make out a turn to the left at the far end range of their sight.

secret dice rolling:

1d20 ⇒ 18

in the wall next to the door there is a niche identical to the one you removed the orb from on the first side of the door.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

Tatsuo briefly considers the niche before placing the orb in it. If nothing seems to happen, he takes it back out.

He then goes up to the intersection and looks down the hallway to the right. If he sees a door, he goes next to it and listens for anything on the other side.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16


current combat map group 1

The orb fits perfectly in the either niche.

once physical contact is removed the orb's light diminishes to a dim glow and the door will begin to shut.

this little experiment proves that the orb must be held to get the daylight effect and only that daylight effect will open the stone door. also the door must be inside the radius of the daylight spell.

the corridor to the right has a turn off about 10 to 15 feet down with a descending staircase.

Beyond the that turn-off, about another 15 to 20 feet straight ahead, a pile of fallen stone blocks the corridor beyond. A rough tunnel leads through the southern wall. The tunnel opening is jagged, and small stones cover the floor.

Party location map is updated.


Male Suli Monk/Druid Ape Shaman 2

Mickey casts detect poison. Because why not.
If nothing is poisonous he'll poke the rocks with his stick.
1d20 + 6 ⇒ (17) + 6 = 23Mickey Percep
1d20 + 1 + 3 ⇒ (17) + 1 + 3 = 21Premi aid another


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

Tatsuo glances down the stairs before studying the tunnel. "I don't like the look of that. Any ideas what might have caused it?" he murmurs to the others. He crouches down, trying to look as far along the tunnel as he can while still remaining 5ft away from it.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4

How big is the tunnel?


Human Sorcerer (Elemental Fire)/Oracle (Mystery of Winter) 1/1 Spells per day: Sor 1st(3/4); Ora 1st (2/4) -- Wintery Touch (7/7) Elemental Ray (5/7)

"Is maybe age? Tomb is falling inward. But I yam feeling is much worse. Beasties dig into tunnels. We should being careful. All be ready for digging beasties."

Yaro draws Flamesinger again, and makes himself ready.

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

"Well, I suppose we should move the rock, unless you guys think it's load bearing"


current combat map group 1

some dice rolls:

1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 4 ⇒ (7) + 4 = 11

Conner and Yaro, and Mickey:

down the rough hewn tunnel you both can barely make out distant noises, it sounds like a slow gurgling and an occasional deep-throated mumble

you both also can make out humanoid footprints left in the dust and stones but they are far too old for tracking to any specific location.

also the caved in portion will probably take nearly three days of dedicated mining to clear out. which you do not have the tools nor the mining expertise to do.

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

"Hmm, on second thought, I don't suppose any of you have any magical means of earth moving, it looks more collapsed than it first appeared to be"


current combat map group 1

oops, my bad there Mickey, the spoiler also pertains to you as well. why can I not see these things... Bad DM <smack>


Male Suli Monk/Druid Ape Shaman 2

You just missed one thing. No need to get upset about it. We've all done worse. ;)
"Out of magic today. Maybe tomorrow. If Expeditious Excavation would apply here, he adds "I may have a spell for it.""
He checks the area. If there is another way to go, he checks it out.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

"I'm going to see if the tunnel comes out in that room down the stairs we passed."

Tatsuo moves down the stairs, still carrying the glowing globe, and looks around.

Perception: 1d20 + 2 ⇒ (8) + 2 = 10


current combat map group 1

the stairway descends about 10 feet or so with a corridor directly to your left that dead ends in about 20 feet. you can tell also that the hallway continues straight for a short distance then opens up to a room.

From the bottom of the stairs you cannot tell how big the room is.

however the smells of Lichen and fungus fills the air at the bottom of the steps. it seems to be stronger toward the room.

just so you know, the orb gives off the equivalent of a daylight spell. also the elf ring, when in the light effect hums and has a slight vibration to it. (-5 to stealth check involving silence)

who is wearing or carrying the ring?

also 150 xp each for figuring out the door
and 150 xp each for the pool of CLW


Male Suli Monk/Druid Ape Shaman 2

Mickey casts detect poison(for the first time it might actually be important).


current combat map group 1

Mickey are you casting in the room or at the bottom of the stairs? I want to make sure I don't miss anything (again)

Updated party position map

also, please let me know If I missed anything you were examining so I can give you the results.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

Tatsuo looks slightly puzzled at the dead end. "Why would there be a random hallway that leads nowhere?" he murmurs, mostly to himself. He moves closer to it to make sure that there isn't something else there.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4 And he probably finds nothing. Oh well.

When he returns from checking the dead-end, he then moves to the entrance of the plant-smelling room to take a look inside.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17


Male Suli Monk/Druid Ape Shaman 2

Top of the stairs, keeping concentration through the room that smells of fungus, not continuing if they are poison and warning the others, should they be.


current combat map group 1

to Mickey:

you are not detecting any poison from where you are.


Human Sorcerer (Elemental Fire)/Oracle (Mystery of Winter) 1/1 Spells per day: Sor 1st(3/4); Ora 1st (2/4) -- Wintery Touch (7/7) Elemental Ray (5/7)

Yaro is wearing the ring. He follows Tatsuo and casts detect magic and does a careful sweep of the debris.


current combat map group 1

well looks like Sam has left haven't heard from him in a long time, done waiting

updated party map

As you make your way cautiously toward the source of the smell, you find a room. A small pool of stagnant murky brown water fills the northeast corner. It appears that this room was once a wine cellar, wine racks line the southern and eastern wall, but of the few bottles left, most are broken.

Mickey:

you are getting a detection of poison from the water but you cannot pinpoint the actual source

you get a +2 bonus to the perception check below.

dice rolls:

1d20 + 12 ⇒ (16) + 12 = 28

perception DC 28:

you can make out shapes of giant frogs hiding in the water at least 3 of them


Male Suli Monk/Druid Ape Shaman 2

1d20 + 1 + 3 ⇒ (3) + 1 + 3 = 7Premi Aid Another
1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27Mickey Perception
Ooh. Close. Does the Aid another do anything? And if no, can I get a partial?


current combat map group 1

map for room you are going into


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

Tatsuo moves a little further into the room behind Sora and casts Detect Magic.

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3

Conner does the same with detect evil.


current combat map group 1

there are no radiations of magic nor evil in the room.

Only Mickey has a sense of poison coming from the stagnant water. either the water itself or something in the water.

I forgot to post some info on the natural tunnel...

The tunnel seems to have been made by a large burrowing type creature.

knowledge dungeoneering DC-15:

The tunnel seems to have been made by a creature known as an Undrathar, some sort of weaker variant of an Umber Hulk.

Dark Archive

Female Aasimar (Musetouched) Oracle (Life) 1/Ninja 2 Perc +6 Channel 3/4 Init +3 Ki 5/5

Letha is right behind Mickey. "I hope we don't bump into the burrowing creature. And what is it doing here. Are large burrowers native to this island ?"


current combat map group 1

you all should have edit rights to the map so you can move as you like.


Male Suli Monk/Druid Ape Shaman 2

Mickey shrugs.
"Got put here maybe."
He looks at the water.
"Poison. More than just old."


Human Sorcerer (Elemental Fire)/Oracle (Mystery of Winter) 1/1 Spells per day: Sor 1st(3/4); Ora 1st (2/4) -- Wintery Touch (7/7) Elemental Ray (5/7)

Jaroslav moves to where he can see the room as a whole.


current combat map group 1

Mickey knowledge nature DC 10 (can be untrained):

the poison you are detecting is of an animal origin

Dark Archive

Female Aasimar (Musetouched) Oracle (Life) 1/Ninja 2 Perc +6 Channel 3/4 Init +3 Ki 5/5

I moved around the corner, arrow nocked. See map
Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Male Suli Monk/Druid Ape Shaman 2

1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Mickey the idiot...


current combat map group 1
Mickey Carver wrote:

1d20+3-1

Mickey the idiot...

Mickey is not an idiot, He is simply intelligently impaired


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

Tatsuo warily eyes the water in the corner and then follows Letha, making sure to hold up the glowing globe so that she has plenty of light to see by.

Percep Aid Another: 1d20 + 2 ⇒ (16) + 2 = 18

Dark Archive

Female Aasimar (Musetouched) Oracle (Life) 1/Ninja 2 Perc +6 Channel 3/4 Init +3 Ki 5/5

Mickey, do you mind sharing the result of your knowledge check ?
Letha carefully edges forward and glances into the water.


Male Suli Monk/Druid Ape Shaman 2

Some animals have fur... that's really all I can imagine a 3 gets me...


current combat map group 1

Only mickey got the check due to detect poison


Male Suli Monk/Druid Ape Shaman 2

1d20 + 3 ⇒ (2) + 3 = 5
I'm surprised I haven't died yet...


current combat map group 1

GM dice rolls:

1d20 + 12 ⇒ (18) + 12 = 30
1d20 + 12 ⇒ (20) + 12 = 32
1d20 + 12 ⇒ (6) + 12 = 18

1d20 + 1 + 5 + 2 ⇒ (6) + 1 + 5 + 2 = 14

Letha peers into the water. out of the corner of her eye there is a sudden ripple as if something suddenly sunk into the water.

but before she could react. the head of a giant frog leaps from the water attempting to bite Letha.

frog attack vs AC 13: 1d20 + 2 ⇒ (6) + 2 = 8

However Letha's quick response is able to back up just in time.

initiative rolls:

frogs: 1d20 + 0 ⇒ (7) + 0 = 7
Letha: 1d20 + 3 ⇒ (19) + 3 = 22
Mickey: 1d20 + 1 ⇒ (18) + 1 = 19
Conner: 1d20 + 1 ⇒ (17) + 1 = 18
Tatsuo: 1d20 + 7 ⇒ (14) + 7 = 21
Yaro: 1d20 + 1 ⇒ (19) + 1 = 20

the whole party wins init over the frogs.

frogs visible are on the map.

Mickey - the frog is the obvious source of the poison. (frogs are not Flat footed since they were waiting in ambush)

frog stats:

AC 15, touch 11, flat-footed 13 (+3 natural armor, +1 size)
CMB –1; CMD 7 (11 vs. trip)
Fort +4, Ref +2, Will –1


Human Sorcerer (Elemental Fire)/Oracle (Mystery of Winter) 1/1 Spells per day: Sor 1st(3/4); Ora 1st (2/4) -- Wintery Touch (7/7) Elemental Ray (5/7)

Jaro nods. "I am knowing beasties are there. Now beasties will burn." a lance of fire stabs out to the frog trying to know on Letha.

ranged touch attack: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 16 damage: 1d8 ⇒ 6


current combat map group 1

Yaro I believe your damage is 1d6 not 1d8

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