The Root of All Evil

Game Master Edward Sobel

current combat map

Current party location

Dairoo's map all assembled


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Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Not hearing any objections Felix steps in and if he doesn't notice any traps

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Goes ahead and slots his key into the closest keyhole.


Male Suli Monk/Druid Ape Shaman 2

Mickey puts his key into one of the slots.


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 also puts his key in to one of the slots. And turns it if it's possible to do so.


current combat map group 1

just waiting to see if Conner and Letha will follow suit.

as you place your keys in they all only turn one direction. and they turn with ease. it is apparent that Lissette could not penetrate into this room since she did not have the keys

Silver Crusade

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

Conner places his key in the center most hole.
gah forgot to click submit


current combat map group 1

Letha goes to the last key hole and places her key in and turns it. the circuit is now complete.

questions:
1: what is the current light source the party is using
2: has anyone even examined the metal bar that makes the circuit?
3: who has the brass ring and are they wearing it?
4: what about the orb does anyone have that? what are you doing with that?

these are all important questions: I need definitive answers here.

I will continue once these questions are answered.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

1. Just the ambient light of the room as far as I am aware. That and the smoldering remains of the corpse pile.
2. No, should we have?
3. Not me
4. Don't know about any orb.


current combat map group 1

Felix i know you would not have any idea about the ring or the orb. but they are kind of important as the door to exit the dungeon is controlled by the orb.

Silver Crusade

M (male) Aasimar (anglekin) paladin 3 /bard (arcane duelist) 3
DM of the coins wrote:

Letha goes to the last key hole and places her key in and turns it. the circuit is now complete.

questions:
1: what is the current light source the party is using
2: has anyone even examined the metal bar that makes the circuit?
3: who has the brass ring and are they wearing it?
4: what about the orb does anyone have that? what are you doing with that?

these are all important questions: I need definitive answers here.

I will continue once these questions are answered.

1) conner's halo glows as per a light spell

2) yes Conner would examine it, not sure if I've made a post about it though
3) I have the ring and am wearing it
4) I have complwtely forgotten about the orb, refress my memory if you would


I think Tatsuo has the ball.


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 has the orb and has been using it as his light source.

Felix made some kind of check for traps before he put his key in and turned it. He got a 20.


current combat map group 1

OK all thanks, and I will be removing Letha from the game, its been several times I had to reach out and his time no response.

All the keys inserted and the orb (being held by Tatsuo) is shedding light (as the daylight spell) the metal circuit begins to hum. and it generates a haunting melody that seems elvish in origin. the ring that Conner wears also hums in concert with the circuit that surrounds the hallway.

the sealed doorway at the end of the hallway suddenly slides up into the ceiling. revealing a large somewhat Oval shaped chamber.

The immediate hint that this room is valuable is the glint of gold from within reflecting the light of the orb.

As the door is finally fully open. you can get a decent view of the room.

link to current map

In the center of the room is a grand sarcophagus. Strange runes cover the surface of the Tomb, and a golden plaque that reads "Kragor NeMoren, Pirate Lord" is visible at the foot of the structure.

Around the room are several chests, piles of coins, rich fabrics, tapestries, paintings, weapons, and a variety of other items.


Male Suli Monk/Druid Ape Shaman 2

*detect poison*
Mickey says something in a language no one understands and gives a wave of his hand in front of the room after removing his key.


current combat map group 1

Once Mickey removes his key the door begins to close as a part of the circuit is again broken.


Male Suli Monk/Druid Ape Shaman 2

Mickey will put the key back in and detect poison at the door.


current combat map group 1

The door goes back open..

I have a whole Indiana Jones scene in my head right now.

Mickey detects no poison within his range of the spell.


Male Suli Monk/Druid Ape Shaman 2

"No poison."


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Well, that's certainly something worth protecting. Felix says with a low whistle. Then muttering a quick prayer to the lucky drunk he extends his senses out to detect evil in the room.

Silver Crusade

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

Conner detects for magic and evil. He ten checks to see I he can leave the key in the hole and go in himself.


current combat map group 1

you all can release the keys but they must remain in the keyhole for the door to stay open.

Conner:

the sarcophagus is covered in magical runes all seem to be some sort of warding or protection magic on it.

there is no evil in the room

spots of magic radiate here and there among the treasure varying levels of power, many are buried among the coins or tapestries, or whatever.


Male Suli Monk/Druid Ape Shaman 2

1d20 + 8 ⇒ (12) + 8 = 20Perception
Mickey enters the room warily, looking around.
"Can't just be this easy..."

Silver Crusade

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

going to take ten for a 17 on spellcraft
Conner looks over the piles of gold and the sarcofogas his eyes glowing blue from the divination magics. "perhaps we should identify the magic on the area before we touch things"


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)

"Well, I don't think the treasure was meant to be hard for us to get to, per se. It's not like they put the undead here to guard it. Those came through other means. Although I suppose that doesn't mean they didn't trap the area."

Tatsuo likewise leaves his position with Sora close behind and looks around for either traps or creatures that had managed to sneak in, not bothering to touch anything yet.

Perception Sora: 1d20 + 5 ⇒ (11) + 5 = 16
Aid Tatsuo: 1d20 + 3 ⇒ (6) + 3 = 9 Fail

Silver Crusade

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

"Mikey, your animals can understand you yes?"
If he answers in the affirmative Conner will ask him to leave them outside the room in case the walls were to close, they can use the keys to open us up.
If he answers in the negative Conner asks the same of Tatsuo.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

whoever put this here probably figured needing five of these key things was enough of an obstacle Felix comments and moves in cautiously himself his detect evil still on as he moves in cautiously.

perception: 1d20 + 8 ⇒ (16) + 8 = 24


current combat map group 1

As Conner examines the area with his magic sight, and Felix scours the area for other dangers, Letha approaches the sarcophagus. curiosity gets the better of her and she goes to ope the tomb.

With a sudden blast of magical energy as one of the Glyphs is discharged, all that remains of Letha is a pile of ash as she is disintegrated.

there are still other glyphs on the sarcophagus that radiate magic.

I will need perception(search) checks from everyone that wishes to actually search the stuff here.

there are no evil auras in this room


Male Suli Monk/Druid Ape Shaman 2

Mickey seems surprised at first, but then shakes his head slightly.
He nods when Conner tells him to leave Premi and Reeves outside the door. He had already planned to. He was very protective of the two and disliked having them in dangerous places.
As he looks, he only moves thing with his quarterstaff, not touching anything himself.


current combat map group 1

Avoiding the sarcophagus for now and knowing that nothing radiates as evil nor poison. you all manage to uncover the following things

three bolts of rare fabric from Osirion
Two large tapestries.
three rare original paintings
2 Master work Longswords
1 masterwork warhammer
1 mighty composite longbow (+1 strength)
2 small steel shields
1 suit full plate armor (sized for medium person)
1110 gold coins
1530 silver coins
31 platinum coins

the following items are also found that radiate magic:
A ring made of ivory
A silver amulet with a silver chain, shaped as a small disc inlaid with a small opal
A Green silk cloak with silver thread around the edges.
5 vials wrapped in a silk cloth

there are also 5 locked chests

dice rolling:

2d100 ⇒ (13, 98) = 111
3d100 ⇒ (67, 63, 23) = 153
3d20 ⇒ (12, 4, 15) = 31


Male Suli Monk/Druid Ape Shaman 2

He gestures to the chests with his staff.
"Five."
He says, assuming they'll make the connection to the five keys.
Proficient with literally none of the weapons/armor, so you guys get whatever you like.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Holy spirits, what the heck happened! Be careful here guys Felix takes a careful few minutes to search the place.

Is taking 20 on perception fine here? If not here is the roll

Per: 1d20 + 8 ⇒ (10) + 8 = 18

I think the loot post from coins means that we've ransacked the place pretty well. Just wanted to put in a post about it.

Not very read up on magic stuff. Anyone have any idea what the magic items are all about? And this is the stash of Pirate Lord Kragor huh?

Would Felix know who that is?


current combat map group 1

Conner:

the spellcraft DC for the glyph was 20 but the rest of the items are as follows:

Ivory ring: ring of animal friendship.

The amulet: amulet of proof against detection and location

The Cloak: Cloak of Elvenkind

The vials:
Potion cure light X2
Potion Cure moderate
Potion Heroism
Potion Lesser Restoration

Felix: the information you know is in the campaign tab under current story spoiler.


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

I'll assume Kragor is famous enough that Felix would know him then

Felix grins easily as he hefts his musket onto his shoulder.

Treasure hunters have been killing themselves to find his stash of riches forever. Me, I'm a monster hunter so I guess it's bad luck to them that we found it instead.

Silver Crusade

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

i suppose the glyph was not expended then?
Conner relates to the others what each of the items do
"Indeed, quite a haul, more money than I've seen my whole life, still from the stories I was expecting more"
not a critique to you, we're level 2


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Character like that probably had multiple stashes hidden away all over the place. That sarcophagus though.. how the heck do we approach it? Don't want anybody else to go poof.

Taking 20 on perception very carefully on the sarcophagus possible? If soo Felix will go ahead and do that for 28

Silver Crusade

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

does anyone but me have detect magic and at least one rank in spellcraft? If so take 20, I can't till we level up because I took ten and failed the check


current combat map group 1

cannot take 20 on spellcraft you can on perception.

aid another for spellcraft is possible but each person aiding will also need to cast detect magic so they can also see the auras

Letha set off one of several Glyphs that one is expended and it was the most powerful aura. the remaining auras are of lesser power (but still powerful)

I already posted the magic items found

the glyphs can be bypassed by a rogue with trapfinding ability and a disable device check

or you could use dispel magic but I do believe that none of you can cast that.


current combat map group 1
Conner K. wrote:

i suppose the glyph was not expended then?

Conner relates to the others what each of the items do
"Indeed, quite a haul, more money than I've seen my whole life, still from the stories I was expecting more"
not a critique to you, we're level 2

there are more chambers that you have not discovered, and there is a chamber that was blocked by a cave-in that will require some significant work to clear out. (meaning a work crew and mining equipment and several weeks of work)


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Alright, maybe we can let the coffin be for the moment. Felix says. The house is ours by inheritance apparently so we can come back when we're better equipped to take care of it.

He then trains his Detect Magic spell on the magic items and attempts to help the others figure out what the heck they are.

Aid another spellcraft: 1d20 ⇒ 4

Bah, I'm useless at this, have some learning to do. We should leave the things here and come back when we have some wands or scrolls. Got enough coin to take care of that part of course.

He then makes sure his musket is loaded. You guys have any objections to divvying up the coin between us and leaving it here to use as we see fit? It's a damn secure location. We have an umberhulk to hunt down right now and the rest of this area to clear out to boot.


Male Suli Monk/Druid Ape Shaman 2

"Should see if we can open the chests. Have to take them out of the room first."

Silver Crusade

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

1d20 + 7 ⇒ (3) + 7 = 10
just barely succeeded on my aid another check, add two to the check
"That's fine with me, perhaps later when we can get a crew of people to work on the rubble, I can teach you a bit of the basics"


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Assuming the take 20 Felix used took care of looking at the chests as well. Do the locks look mundane or do they look like the special keys that opened the door are what is needed to open them?


current combat map group 1

examining the chests they do require a key, but it is apparent that the silver keys you possess are not the correct ones.

dice rolls:

1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 8 ⇒ (4) + 8 = 12

both Conner and Felix figure that the keys are probably inside the sarcophagus.

one more aid another for the win on the glyphs

however the locks are simple enough that they could be picked by a skilled lockpicker.


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 jumps as Letha explodes. He remains still for a moment as the shock wears off, and then bows his head for a moment of silence as he sends off a prayer for her.

That completed, he moves to help identify the glyphs before then going to look more carefully at the magical items.

Spellcraft (Aid): 1d20 + 6 ⇒ (2) + 6 = 8 Fail. :/

Looks like there are 4 magical things to be identified?
Spellcraft 1: 1d20 + 6 ⇒ (4) + 6 = 10
Spellcraft 2: 1d20 + 6 ⇒ (11) + 6 = 17
Spellcraft 3: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft 4: 1d20 + 6 ⇒ (12) + 6 = 18

As he examines the items, he says, "I can't use any of the armor or weapons really. We might want to consider leaving things we can't use here while we clear out the rest of the dungeon."


current combat map group 1

Tatsuo:

between you nad Conner you identified everything so far:

Ivory ring: ring of animal friendship.

The amulet: amulet of proof against detection and location

The Cloak: Cloak of Elvenkind

The vials:
Potion cure light X2
Potion Cure moderate
Potion Heroism
Potion Lesser Restoration

except the glyphs on the tomb

Conner and Tatsuo:

with the aid of your companions you can identify the glyphs to contain Necromantic magic


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Having examined the chest Felix gets up and brushes himself off Looks like regular locks, not the fancy ones that opened the door. Figure the keys are in the coffin which I don't think we should go near without something to dispel the magic that vaporized Letha. Anyone good at picking locks? If not let's leave the chests for later and clear out the rest of this place. That Umberhulk is still harassing the lizardfolk.


Male Suli Monk/Druid Ape Shaman 2

"We could find things to trigger the traps on the box. Like chickens."


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)

"That might work, Although the glyphs are necromantic magic, so for all we know, triggering some of them could raise more undead for us to deal with. Either way, I am no good with locks."

Tatsuo then walks over to the magical items, still not touching them. "The ring is a ring of animal friendship. Then we have an amulet of proof against detection and location, a cloak of elvenkind, and a number of potions: Two cure light wounds, one cure moderate, one heroism, and one lesser restoration."


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Useful things. Felix comments. I'm not much of a scout though. Someone who is could make fine use of the cloak, amulet, and ring. Is anyone hurt? If not I'll take one of the cure light wounds potion.

Felix gets ready to leave Maybe we'll find some items to dispel magic somewhere else and we can come back to the sarcophagus. Otherwise I'd like to get back to the lizard people and discuss how we go about taking out this damn umberhulk.

Silver Crusade

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

"No don't take the potion, I have spells that could do the job of it and better, save the potions for when someone's hurt and I've run out."


Female Human Weapon Specialist | Wounds 10/15 | Insanity 10 | Armor 4 | WS 29;BS 52;S 35;T 39;AG 50;INT 31;PER 31;WP 35;FEL 34;Awareness 41

Alright let's head out Felix says and picks up a cure light wounds potion to keep in his pack.

Do we clear the rest of this place out or head out to talk to the lizard people? I'm good with both.

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