The Root of All Evil

Game Master Edward Sobel

current combat map

Current party location

Dairoo's map all assembled


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Male Suli Monk/Druid Ape Shaman 2

"Oh. OK then."
He breaks down the wall.
"Forty feet. Door at the end."
He glances around.
1d20 + 6 ⇒ (14) + 6 = 20 Percep


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 at the bird, a faint smile on his lips. "I don't think that is yet necessary. We are all capable of walking down the corridor, and your ability to fly might be of greater use in the future. I thank you for your offer though. It is most brave." He nods his head in a slight bow.

I'm assuming the bird is talking and we can all understand it...?


The bird tweets happily. "I just want to help."

Dark Archive

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

"It might be better to send one person down the corridor. The less people get caught in a trap, the better."


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 already said Tatsuo was going to start walking down the corridor. So unless someone stops him or insists upon going first, he's going to do that and continue until he reaches the door. Assuming he reaches the door, he's going to listen at it, check it for traps, see if it's unlocked, and if all seems to be in order, carefully open the door. He will then cast message on Mrimmy, assuming she's back towards the beginning of the tunnel with other people, and report back what he sees

If they're needed:
Listen at door: 1d20 + 2 ⇒ (4) + 2 = 6
Check door for traps: 1d20 + 2 ⇒ (1) + 2 = 3
Haha, perhaps not the wisest of choices. But oh well. He's not the type to wait around for someone else to volunteer.


Figment Narrator 20
Tatsuo Arashi wrote:

Well, I already said Tatsuo was going to start walking down the corridor. So unless someone stops him or insists upon going first, he's going to do that and continue until he reaches the door. Assuming he reaches the door, he's going to listen at it, check it for traps, see if it's unlocked, and if all seems to be in order, carefully open the door. He will then cast message on Mrimmy, assuming she's back towards the beginning of the tunnel with other people, and report back what he sees

If they're needed:
[dice=Listen at door]1d20+2
[dice=Check door for traps]1d20+2
Haha, perhaps not the wisest of choices. But oh well. He's not the type to wait around for someone else to volunteer.

you see that the door is intended to be opened by the application of force in some way. you also notice that it's a door


current combat map group 1

can I run my game please?

you see that the door is intended to be opened by the application of force in some way. you also notice that it's a door.

proceeding down the short hallway is uneventful and the door appears to have not been uses in many decades checking the door it is obviously locked.

you find no evidence of any traps on 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)

Having no success opening the door. Tatsuo returns to the wine cellar. "The door appears to be locked. I don't suppose one of you would know how to open it?" He glances at the more martial looking people around him. "Preferably quietly. It would be nice if we didn't announce our presence to anything inside unnecessarily."


Male Suli Monk/Druid Ape Shaman 2

"Is that where the keys go?"
Mickey asks simply. He could probably kick the door down, if worse comes worse, but he'd rather not kicking anything else made of wood or rocks right now.


current combat map group 1

there is but a single old keyhole and its shape does not match the keys you have.


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)

"It does not look like it. Besides, the will said the keys were for deep inside the vault."

Dark Archive

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

"Maybe our dark-skinned friend can persuade the door to open ?"


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam shrugs and leans down, whispering to the door. "Won't you please open for us?"

As he whispers, his eyes examine the door, the lock, and the area around it.

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Unless I found the trap:

Disable Device to open the lock: 1d20 + 7 ⇒ (7) + 7 = 14


current combat map group 1

Sam examines the door the only thing he notices is the very tight seal between the door and the frame. but no signs of any kind of trap., at least not an intentionally set trap.

He then examines the locking mechanism. he soon discovers that the lock is rather old but still functional. apparently the age worked against the lock and with barely any effort, Sam hears the familiar click of success.

the door is unlocked bu remains closed.


Mickey steps to the side so that he is not in the way of the door.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

"Thank you, my friend" Sam says softly, and steps back. He gives a slight bow to Letha. "I believe I have convinced the door to open."

Then, making a sign against evil spirits, he turns the handle and opens the door?

Dark Archive

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

"I'm glad we have a door diplomat with us. Open it" Letha takes a step back.


Mrimmy giggles at Letha's comment, stepping back as well.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

"Well you did ask if I could persuade it to open," he smiles.

and I did open it ... assuming that I was able to.


current combat map group 1

The door is a bit hard to open, its as if there is something on the other side pulling against you as you try to open it.

str check DC 10: 1d20 ⇒ 6

unfortunately it seems Sam is having difficulty persuading the door to reveal its secrets

there is room for 2 to attempt to open the door requires DC 10 strength check

Silver Crusade

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

Conner cracks his knuckles might I have a try perception to see if anything is blocking the door (is it a pull door or a push door): 1d20 + 4 ⇒ (2) + 4 = 6 assuming it is a push door strength check: 1d20 + 3 ⇒ (11) + 3 = 14


current combat map group 1

it is a pull door but that will work

Air is sucked through the opening as the seal is broken.

the force opposing the door was the vacuum inside the room.

the door open to reveal a rectangular chamber 40 feet wide and 20 feet deep. you are entering from the center of the southern wall.

the room is full of wine bottle racks and barrels line the walls to the east and west.

this room has remained sealed for some time. some of the bottles of wine are labeled but due to age they are difficult to read. you can make out that these wines are fairly valuable.

appraise DC 15:

as you peruse the wine bottles you notice some are most likely made here on this island and are probably nearly 75 years old. all of these wine in this collection together most likely will sell for about 5000 gold.


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)

Appraise: 1d20 + 1 ⇒ (2) + 1 = 3

Tatsuo enters the room, glancing warily around for hidden foes.

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Do we see any other exits? Maybe on the North side?

Dark Archive

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

"Next time we open a door, we must remember to hold our breaths."


current combat map group 1

on the northern wall there appears to be a section of wall that was once bricked up but has since been torn apart. beyond that section of wall is a 20 foot by 10 foot alcove and what appears to be an iron door that is closed and chained shut. the chains are locked by six pad locks.

Dark Archive

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

"Interesting. Who bricked it up, and why. Who tore it down ?"

Silver Crusade

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

yes, very interesting. Conner goes closer and examines the padlocks, seeing if they fit their keys


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)

Does it look like it was torn down from the inside or the outside? Based on where the torn down bricks are.

Tatsuo moves closer to examine the door and locks.

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

Also, detect magic.
Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14
In the very likely event that I don't find anything interesting, I stick my key in the East-most lock, turn it, and back away to give others room.


Mrimmy, feeling a little useless, looks around the room for something that will help, as does Arura.

PercepMrim: 1d20 + 8 ⇒ (8) + 8 = 16
PercepArur: 1d20 + 5 ⇒ (11) + 5 = 16


current combat map group 1

there is no magic on the door and when you try your key, the lock opens, you cannot remove the key for some reason. but you discover that when the key is inserted a magic aura (faint) emanates from the lock now.


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'd say this seems to be the place to put our keys. Although to be honest, I thought it'd be much further in and harder to reach."

Tatsuo steps away from the door, giving anybody else plenty of room to use their key if they so wish. He waits with his back to a wall, his eyes warily flicking back and forth from the door to the wine cellar. Other than that, he gives no other outward sign of his unease.

Silver Crusade

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

same here Conner dutifully puts his key in the given slot


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam ponders a moment before putting his key in the lock.


If the others don't work, she tries hers.


current combat map group 1

there are 6 locks and six of you each with a key.


Male Suli Monk/Druid Ape Shaman 2

Mickey is the last to put a key in a lock, he grudgingly removes it from the braid it hangs on, replacing that around his neck and lodging the key in its home.


current combat map group 1

forgot to answer a question about the brick wall section.

the section of wall was obviously destroyed from the cellar side to gain access to the locked door you are standing in front of.

just waiting for 1 more key I believe.


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)

While he waits, Tatsuo looks at the torn down wall. "A curious thing" he says, mostly to himself. "I wonder, did someone tear down this wall only to build the previous one? What purpose would that serve? Or was someone trapped in here and sought freedom?" He shakes his head slightly in puzzlement.

Dark Archive

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

Letha puts her key in, and backs away until she is out of the corridor. She nocks a arrow to her bow.


current combat map group 1

once all the keys are placed the locks all pop open and the door is free to open.

who is the one opening the door?

who ever it is, what you see is still the same

The door open to reveal a 10 foot wide corridor that extends into darkness. There is a faint flicker of light approximately 100 feet ahead. the walls and floor are smooth, made of solid stone, and they show the makings of superior craftsmanship. the only sounds you hear are the sounds of your own party.

perception DC 12:

the east wall (to your immediate left) is what looks like the word "BETRAYER" scrawled in blood also about 10 to 15 feet in there are two used sunrods and a bent crowbar

The person that opens the door finds that once the door seal is broken all six keys are now in his/her hand.


Male Suli Monk/Druid Ape Shaman 2

Mickey pushes open the door.
1d20 + 6 ⇒ (7) + 6 = 13
He glances inside and registers the writing on the wall. His eyes open a bit larger, but he hands the keys out to the others, nonetheless.
He takes his, being able to tell from the nick of an arrow blocked by it once.
He holds them out for the others to take theirs.


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)

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

Tatsuo frowns at the words. He lightly touches the wall and drags two fingers along one of the letters, attempting to determine how fresh the words are and if it really is blood. He closes his eyes, focusing briefly and then turning his attention further down the hall towards the rods.

As he focuses down the hall, a small dragon appears to climb out of his robe, perching briefly on his shoulder before climbing down his outstretched arm to sniff at the "blood".

Heal: 1d20 + 0 ⇒ (4) + 0 = 4
Also, detect magic on both the blood and rods
Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
I'm not entirely sure how limited communication is with a familiar, but I'm attempting to get Sora to also check if it's blood and if there's a trail from there to presumably further in the vault (she has the scent ability). If it's relevant, here are Sora's rolls.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Survival: 1d20 + 0 ⇒ (16) + 0 = 16


perceptionMrim: 1d20 + 8 ⇒ (1) + 8 = 9
PerceptionArura: 1d20 + 5 ⇒ (1) + 5 = 6 Wow, two 1's. Dang...
Mrimmy looks around the hallway but is much more concerned about getting her key back. "Could I get my key, possibly?"


current combat map group 1

The blood is real blood but it is nowhere near fresh, most likely more than a year old.

i also believe Mickey did in fact hold out all the keys for each to take theirs.

light sources?

the light from the wine cellar extends down the hall about 10 feet. (normal vision can see about 15 feet down the hall, (low light vision can see another 10')

for those with darkvision:

about 40 feet down the hall, the corridor branches to the left and right as well as continuing on straight.

Silver Crusade

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

my head is a light source

Dark Archive

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

perception: 1d20 + 1 ⇒ (7) + 1 = 8

"Hmm. How about two people with darkvision go on ahead, one covering the left, the other covering the left ?"


current combat map group 1
Conner K. wrote:
my head is a light source

is that as per the light spell? or does it have a specified radius. also I think it can be always active right? but can be extinguished when needed

with Connor's glowing halo those with low light can also see what those with dark vision can see.

Silver Crusade

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

I think it's as a torch, and yes it can turn on and off


My bird is a glowy light source.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam accepts the key from Conner with a curious smile on his face.

"Thank you," he says, and then nods at Letha's suggestion. "I'll take the left."

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Stealth: 1d20 + 9 ⇒ (2) + 9 = 11 Dice roller, why do you hate me?

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