Tomb of Horrors? (Inactive)

Game Master leinathan

The PCs are drawn together to tackle the most impenetrable tomb known. Will they survive its deadly traps and find its incredible reward?


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Female Merfolk Oracle of Flame/L9

"I don't have that spell, but Aviel, might," says the merfolk. "Hmm...what about this other door, Ferrek?" She extends a hand at the aforementioned other door.


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

"I'm afraid that I've run through my dispelling ability for today. It's so difficult to correctly guess what to prepare for in this level of unknown circumstance. I prepared for many eventualities, but not enough for this it seems. Without returning to the surface to rest and renew my cache of magics, I cannot deal with this."


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

"We might want to consider that. We've been at this for quite a while."

Also, we still have a former PC who needs to "join the base camp"


Female Merfolk Oracle of Flame/L9

There's a joke in there somewhere...old drow never die, they just go down a level, or something? :D


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Ferrek nods. "We have been down here for quite some time. Lets take a look at this other door and see what makes the most sense." Under his breath he adds "I just hope the lich doesn't decide to rearrange things while we're gone..."

Perception (traps): 1d20 + 34 ⇒ (10) + 34 = 44


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

"Be wary, Master Ferrek." Said Aviel in a serious tone. "All too many tales of adventuring parties have ended poorly when one tempted fate by suggesting, 'Just one more door.'"

He paused for dramatic effect. "But let us continue anyway."


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The door is unlocked and, strangely untrapped... and so Ferrek opens it. Beyond is a simple stone hallway, turning right after about twenty-five feet. This hallway seems strangely damp, and a low, very soft howl can be heard from down the hallway, like the sound present in a massive cave when air rushes through.


Female Merfolk Oracle of Flame/L9

"Trap checkers, I have a feeling there's something here for you to find," says Shadassa.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Before moving in, Ferrek looks to the others. "Well, this looks unpleasant. Shall we close the door and go regroup at camp, or do we give this a try?" and to the merfolk, he adds "On the door? Or in the hallway?"


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

"Camp." Garret says, turning back around. "This can wait."


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Aviel sighed. "Ah, well at least now I have some clearer insight of what we're up against. You heard the man. Let's get moving and call it for today."


Female Merfolk Oracle of Flame/L9

Shadassa takes rear guard up the stairs, the uneven terrain hindering her not a whit.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The tomb-delvers return to the surface once again to rest. Isletta informs them, once they're up there, that she's had enough of this frustrating tomb and she'll be taking her leave of them, but Saren and Gralamin greet the tomb-delvers cheerfully.

The night will pass without incident.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Garret wakes in the morning early, as usual, says a few prayers, makes a simple breakfast, and does some popping and stretching before buckling his armor back on.

"Ready?"


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Aviel awoke in the morning. He had had a truly restful night. More than he had in quite some time. It was certainly good to be out in the world adventuring again. Even if he was going head first into one of the most dangerous places.

He took his time to study his books and prepare his mind for the trials ahead they might very well face this day.

He watched as his cousin donned his armor and again shook his head. Conjuring up some water into a small bowl, he took a small rag and dipped it in before washing his face.

"Are you so eager to run off into mayhem, cousin? Enjoy your morning here and the time you have with your companions."


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Ferrek spends the night under a camouflage tent with a bell net draped over it. In the morning, he checks that his companions are still outside (and not turned into undead) with his periscope before emerging to dismantle his protections.

"Morning," he grumbles as he emerges squinting into the light.


Female Merfolk Oracle of Flame/L9

"No locks on the tent, Ferrek?" says Shadassa with a grin, splashing water liberally upon herself.

"Ready to go, Sir Garret. Let's poke more holes in the Tomb."


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

"Well, alright then. Let us begin our next undertaking."

Aveil casts: Mage armor, False life, Unseen Servant, and Protection From Arrows.

False Life: 1d10 + 9 ⇒ (2) + 9 = 11


Female Merfolk Oracle of Flame/L9

Checking in...we should all be in the dungeon again, no?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Yes! I'm sorry, I got distracted.

There are several rings in the room of illusory circles - only one of them has actually been traveled to.

The gold, orange, bronze, bright blue, silver, black, and red spheres are all revealed to be illusory doorways, although to where no one has any idea, save for the black one, which leads to the strange and profane church that the heroes had been in prior.


Female Merfolk Oracle of Flame/L9

"Is this where we choose 'night's good color'? A knight, perhaps? We may as well choose anything. Red appeals to me," says the reddish merfolk without a hint of guile.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

I'm a little confused. I wish we had a better map than the one I tried to make. Can we get a sort of recap of where we are and what we know?


Female Merfolk Oracle of Flame/L9

Let's just forge ahead. I'm not sure who could recap properly ;) We need to find keys to a three slot door, and a way past a globe/wall of invulnerability.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

I think our options are:
A) Pick another color
B) Examine the bottoms of the "fortuitous fall" pits
C) Back to where we were and go through the non-blocked doorway.

I'm inclined towards C.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Indeed. You have not yet explored all of the colours, so that's a possibility for further exploration. You also need to get through that massive adamantine door. You could, I suppose, look at the bottoms of the pits (there are some in the entrance hallway and there are more that Ferrek refers to). There are also the doorways that you encountered last before you went back to rest. One has the impenetrable wall because its one-way and the other has the creepy and dank cave.


Female Merfolk Oracle of Flame/L9

The pits are a nice idea. We never did figure out the fortuitous fall--didn't one lead to a dead end?


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

"In this place, anything that isn't the right color is liable to kill us. I'm not sure I like the idea of just experimenting."


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Ferrek nods in agreement with the knight. "Agreed. The lich has his game, and watching us make a wrong turn and die a horrible death is almost certainly part of it. We've followed his riddle closely so far, and we're still alive. Wandering randomly will quickly decrease the chances we stay that way." He looks to the others and says "If you can think of another interpretation we could follow, like the 'fortuitous fall' we never fell down, it might be worth trying. But only if our current path dead ends without making us dead."


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Aviel had stood in quiet contemplation for some time. Something had been bugging him for a while now and it finally occurred to him what it was. The prattling, however, was starting to get to him.
"Well, if you two are quite done contemplating the risks, of which... I dare say that following the riddle might very well lend itself to us getting killed at the end of a long and well played out trap anyway. That said, I say we should follow along the next logical step of ciphered Draconian colors, which you either subconsciously or haphazardly guessed by starting with black... and go through the light blue sphere next. Following this line, we should then go through red, bronze, copper or if you prefer orange, gold, and finally silver. If nothing else, this has piqued my curiosity enough that I am willing to cautiously continue forward. Also, cousin. Anything we do that we do not have a clear answer for, is in fact experimenting."


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

"The difference is, there are a lot of questions I don't care much about the answers to. Sometimes the answers aren't worth the price you pay to know."

"If I had my way, I'd buy a few wands of earth elemental summoning and one of those Lyres of Building and just take the whole hillside down layer by layer until we found the Lich's bedroom. If this place gets much more obnoxious, that's my backup plan."

Looking back at the colored doors, he scratched the stubble on his face.

"What makes you think the colors are related to dragons? I've never heard of an orange dragon before. Do they exist?"


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Aviel sighed. "As I said, all of the colors thus far are part of the noted Draconian colors. A few are missing of course, green, white, and brass, but the rest are all in fact part of the known colors. And yes, after a fashion, orange or rather copper Dragons do exist. You just have to mildly creative with the coloration descriptions.

Anyway, if we're not following my suggestion, just lead the way then."


Female Merfolk Oracle of Flame/L9

"An orange dragon sounds very pretty," says the merfolk unselfconsciously. "Let's go try that last room near the impassable adamantine door, and then we can try looking for this fortuitous fall."


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

"Good idea. I don't really feel like 'experimenting' unless there's absolutely no other option." Garret said leading them back to the adamantine door.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

"I would be curious to see what happens, but there's no way I'm going first through one of those portals." Ferrek twitches and draws in on himself a bit. "Too much could go wrong, and there's no telling if we'd be able to return."

As they head back towards the unexplored doorway, he muses "Now, if we wanted to summon something to send through, and it was able to report back..."


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

"As much as I don't like doing that, it's also a good idea. If this other door doesn't go anywhere useful, we'll try that."


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The trip through the Tomb is a (relatively) simple affair, as our tomb-delvers are already acquainted with its various dangers and can avoid them with ease. After several minutes of tiptoeing, crawling through tunnels, jumping over pit traps, and walking through hallways, the four reach their destination - the creepy misty and damp room.

Edging into the corridor reveals little, as the hallway only continues a few feet until it opens into a large, seemingly natural-stone cavern. There is not, however, a whole lot to see, as the large cavern is filled with a thick silvery mist shot through with golden streamers. The mist doesn't quite reach to the corridor, so it can be observed from safety, but if one were to travel within the cavern itself, one would be fully immersed.


Female Merfolk Oracle of Flame/L9

Shadassa frowns. "Another area of mist. I assume all will be full of acid or transmogrifying alchemicals, myself" She casts Detect Poison, nodding at Aviel.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

"Probably." Garret said dryly. "So how do we test it without resorting to "experimenting" with ourselves?"


Female Merfolk Oracle of Flame/L9

"Summons," says the merfolk.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Garret sighed. "Yeah. I knew you were going to say that." He grumbled a bit, but nodded. "Alright."


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The cloud ahead is, in fact poisonous. It's also magical, in the case of examining it via detect magic.


Female Merfolk Oracle of Flame/L9

"Well, that was easy. A trap. Any way to shunt out the mist, or do we leave this room be?"


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Garret looks up at the ceiling with a sigh, half-seriously wondering how much work it would really be just to dismantle this whole place.

"What kind of poison? Contact? Or inhaled?"


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Craft (alchemy) DC 35 or Spellcraft DC 35:
The poison would be inhaled. Holding one's breath would, in fact, protect one from it.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Ferrek frowns at the mist. "Can we blow it out of the way somehow?"


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Garret looks at the two spellcasters. "Good question. I definitely can't."


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Spellcraft: 1d20 + 20 ⇒ (3) + 20 = 23

Aviel looked at the mist and tried to figure out if there was any way to discern it's properties. Finally after several long moments of attempting to guess it's nature, he shook his head and nodded to himself.

"This spell should keep it from getting to you for a while."

Aviel is casting Fickle Winds on the Party.
Fickle Winds: Transmutation (Air), Sorcerer/Wizard 5,
Duration: 1 Minute/level(D)
Targets: 1 Creature/level, no two of which can be more than 30 ft. apart.
You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets' own arrows or bolts pass through the wall as if it were not there


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Does it seem like that spell will work to keep the poison gas at bay?

Garret slowly moved into the cloud while holding his breath, testing the spell.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The whirling winds from Aviel's spell push the gases out of the way as Garret moves into the room. The gasses seem to be flowing towards the rest of the group, though their own walls of wind deflect those gasses as well. The gasses eventually disperse as the wind rails against it.

Once the gas has dispersed, the room is revealed in its entirety. It appears to be simply an empty stone cavern, but for what appears to be its sole denizen.

In the center of the stone room hangs what appears to be a translucent elven woman. Suspended in the air by nothing, her arms are limp and her head hangs so that her raven hair falls in front of her body, obscuring her face and torso.


Female Merfolk Oracle of Flame/L9

Kn Religion: 1d20 + 6 ⇒ (3) + 6 = 9

oh well!

Shadassa casts Communal Protection from Evil and taps her teammates with alacrity.

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