Tomb of Horrors (4e) - Group 2, Part 2

Game Master Rev Rosey


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"Heard of Acererak? This is Skull City. It was his domain. What are you "investigating"?"

Skill challenge:
8 successes before 3 failures. You need to convince them that you're (a) no threat and (b) might have interests in common.
Primary skills: Diplomacy, History, Arcana.
1 success/0 failures

MAP

[b]Init so far:
Lynore - 42
Daud (D) - 31
Arishat - 31
Myshal (M) - 30
Kobhein (K) - 28
Njall (N) - 25


B2 please.
Initiative 1d20 + 11 + 5 ⇒ (19) + 11 + 5 = 35

"Hey, without getting into the gory details of this Aceraack, suffice it to say he had some pretty powerful arcane rituals set up, tying into various planes like the Shadowfell..."

(drones on for several minutes...he he)

Arcane 1d20 + 22 ⇒ (6) + 22 = 28
History 1d20 + 18 ⇒ (17) + 18 = 35


Male Dwarf Warden/16

Barel stands there as unobtrusively as possible. init=(8)+ 8+5= 21

on those three skills, Barel has +6, +7, and +7. He will try to stay out of this, but if we need him to try...he can try to talk with these guys. Any secondary skills, or shall he just stand here and hold his breath (Endurance check: take 10 +19= 29)


Thom delivers a comprehensive lecture on the group's discoveries so far, accompanied by diagrams.

Technically, there are no secondary skills for this one, but I'm prepared to accept a well-reasoned use of some other skill used to support the talking team. Keeping a lookout for threats, examining these questioners to see if they're sincere, that kind of thing. Make it plausible and I'll buy it. Off the top of my head, I'd accept Insight, Nature and Perception.

Skill challenge:
8 successes before 3 failures. You need to convince them that you're (a) no threat and (b) might have interests in common.
Primary skills: Diplomacy, History, Arcana.
3 successes/0 failures

MAP

Init so far:
Lynore - 42
Thom - 35
Daud (D) - 31
Arishat - 31
Myshal (M) - 30
Kobhein (K) - 28
Njall (N) - 25
Thom - 21


Male Halfling Monk 18 / Ghostwalker

Init 1d20 + 13 + 5 ⇒ (13) + 13 + 5 = 31

Lanthair tries to discern more of the group's motivations to aid the others in negotiations. Insight 1d20 + 11 ⇒ (2) + 11 = 13


Lanthair sees nothing out of the ordinary about the newcomers. They seem sincere, if battle-weary to him. His scrutiny is observed.

"Look, this is a bad place. Bad things happen. Our normal policy is shoot first, speak with dead later."

Not a fail, but no help either to the talkers.

Skill challenge:
8 successes before 3 failures. You need to convince them that you're (a) no threat and (b) might have interests in common.
Primary skills: Diplomacy, History, Arcana.
Other possibilities: Insight, Nature, Perception (treat as secondary skills which on a success offer a +2 bonus to the next primary).
3 successes/0 failures

MAP

Init so far:
Lynore - 42
Thom - 35
Daud (D) - 31
Lanthair - 31
Arishat - 31
Myshal (M) - 30
Kobhein (K) - 28
Njall (N) - 25
Thom - 21


Male Deva Cleric lvl 14

"My mistress the Raven Queen has shrouded us with a deathly pallor to allow us to pass unaccosted by the less intelligent undead. This allows us to focus all of our attention to ridding this place of the magics that seek to subvert her divine mandate for temporal power. Aceraack may or may not be dead but someone remains that is using Aceraack's tools to continue his unholy work. Our steps have been guided here by the Raven Queen herself for the sole purpose of destroying the necromancers responsible and restoring the natural order life and death to these undead abominations."

History = 1d20 + 13 ⇒ (5) + 13 = 18
Init = 1d20 + 16 ⇒ (16) + 16 = 32

Can I swap rolls?


"Fine words. It sounds convincing, but then it would."

Njall looks as if he'd like to believe Tavar, but long and bitter experience makes him unable to do so.

Keep the rolls coming. I'll take them in order of posting rather than init. The init is just in case a fight breaks out.

Skill challenge:
8 successes before 3 failures. You need to convince them that you're (a) no threat and (b) might have interests in common.
Primary skills: Diplomacy, History, Arcana.
Other possibilities: Insight, Nature, Perception (treat as secondary skills which on a success offer a +2 bonus to the next primary).
3 successes/1 failure

MAP

Init so far:
Lynore - 42
Thom - 35
Tavar - 32
Daud (D) - 31
Lanthair - 31
Arishat - 31
Myshal (M) - 30
Kobhein (K) - 28
Njall (N) - 25
Thom - 21

Tavar

Spoiler:
I feel your pain. I just killed Malick. Sob.


Female Tiefling Warlord/Infernal Strategist 18

Arishat tries to remember anything about Skull City, while talking to the strangers. "You know, if you won't accept that we could possibly be allies when we tell the truth about what we're doing, then we're going to have problems doing anything but fight. We intend stopping this scheme, whoever is behind it. You might not care about it, or you might even want it stopped, in which case we can at least ignore each others presence even if we can't work together. Otherwise, well... Before I say anything else, we've told you what we're doing. Why don't you tell us what you're doing here?"

Diplomacy check 1d20 + 17 ⇒ (19) + 17 = 36
History check to remember anything I can about Skull City, 1d20 + 17 ⇒ (11) + 17 = 28


Female Wood Elf Cleric / 3

Percp secondary 1d20 + 12 ⇒ (12) + 12 = 24


Arishat is entirely in her element here as she turns all her leadership skills and force of personality on the threatening group.

She recalls that Skull City was (or rather still seems to be) Acererak's power base. It was a centre for necromancers everywhere who flocked to study his craft and seek the secrets of the original Tomb of Horrors. Supposedly destroyed with the tomb itself, rumours of its demise seem to have been exaggerated.

"We are the Skullbreakers."

Njall unbends enough to say that much.

"Make of the title what you will. Our aims may be similar at least."

Skill challenge:
8 successes before 3 failures. You need to convince them that you're (a) no threat and (b) might have interests in common.
Primary skills: Diplomacy, History, Arcana.
Other possibilities: Insight, Nature, Perception (treat as secondary skills which on a success offer a +2 bonus to the next primary).
5 successes/1 failure

+2 to next primary roll courtesy of Lynore.

MAP

Init so far:
Lynore - 42
Thom - 35
Tavar - 32
Daud (D) - 31
Lanthair - 31
Arishat - 31
Myshal (M) - 30
Kobhein (K) - 28
Njall (N) - 25
Thom - 21


"Skullbreakers, eh? Hmmm, ya know, I think I have heard of of your organization. It seems you folks like to..."

He continues droning on...

Arcana 1d20 + 22 ⇒ (1) + 22 = 23
History 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25 Lynore AA
Insight 1d20 + 13 ⇒ (19) + 13 = 32


There is no stopping Thom as he expounds his theories on the magic involved in the eldritch engines, their possible use in the plans of the demilich, the history of Skull City and the liklihood of convergant interests being for the best. He is convincing, if tedious. As his captive audience starts to fidget slightly, the wizard takes note that they are probably an adventuring party much like their own.

"I doubt you've heard of us." Njall strives to sound polite.

"How about you just shut up?" Kobhein, the barbarian scratches his thigh and looks deeply bored. "Before I decide to kill you anyway."

+2 to next primary from Thom's Insight roll.

Skill challenge:
8 successes before 3 failures. You need to convince them that you're (a) no threat and (b) might have interests in common.
Primary skills: Diplomacy, History, Arcana.
Other possibilities: Insight, Nature, Perception (treat as secondary skills which on a success offer a +2 bonus to the next primary).
7 successes/1 failure

+2 to next primary roll courtesy of Thom.

MAP

Init so far:
Lynore - 42
Thom - 35
Tavar - 32
Daud (D) - 31
Lanthair - 31
Arishat - 31
Myshal (M) - 30
Kobhein (K) - 28
Njall (N) - 25
Thom - 21


Female Tiefling Warlord/Infernal Strategist 18

"Given that Acererak's symbol was a skull, I assume you adopted the name Skullbreakers to signify opposition to him. Your confidence I can certainly respect."

Diplomacy, 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33 Thom AA


Njall nods.

"We'll risk it. We can offer you a haven for a time if you're interested."

Success.


Thom looks around the desolate ruined landscape, "I suspect safe havens are few and far between here. What did you have in mind?"


"Acererak's mouth." Njall smiles grimly and points at the giant skull. "We get visitors, but very few of them and nothing we can't handle."


Really...sounds like you have explored that area before, correct? What did you find in there?"


"Exploring that hellhole is the thing we Skullbreakers have in common. We all tried and failed."

Myshal the warlock speaks for the first time. She nods at Tavar, acknowledging their common deva heritage. "In many lifetimes I have fought Acererak and always failed."

As she speaks, the Skullbreakers guide the party carefully over the teeth of the great Skull, stopping, turning, pausing to touch parts of the wall and ensuring safe passage. At length, the entire group find themselves in surprisingly homely surroundings. Apart from the black marble decor, it could be a comfortable inn anywhere in the known worlds, with the usual adventurous clientele. Usual, bar the warded doors and the look that everyone here shares of people attempting to live with what they would rather forget.

"Welcome to the Haven."


Female Tiefling Warlord/Infernal Strategist 18

"Well." Arishat sounds rather more pleased than usual. "This is unexpectedly nice."


Thom smirks at Arishat, "Yeah, a real home away from home!" He turns to their 'hosts', "So, this place is safe to rest in for the evening?"

I advise we take an extended rest now.


"You can rest as long as you want to. It's the safest place in Skull City."


Male Dwarf Warden/16

Barel pulls out his cask of liquid gold ale and shares it all around.

"Perhaps we should add this to the Travel Brochure for our return trip."


Njall drinks deep from the offered flask. "Good fellowship to us all, then."

Wiping his mouth, he visibly relaxes in the safety of the Haven.

"It was a rough welcome, but we've lost too many not to be wary. Since the cataclysm six months ago, the undead and the necromancers have gone crazy. Crazier."


"Cataclysm, you say? Do tell, I am all ears."


Male Halfling Monk 18 / Ghostwalker

"How many of you are there in Skull City?"


Female Wood Elf Cleric / 3

Lynore watches from the shadows. I vote for a full rest, maybe set a watch shift, I do not trust these folks


"Only a handful of us. Twenty or so. We came to find out if the rumours that Acererak had risen and rebuilt the tomb were true. They were."

Njall downs another drink.

"He came back and reactivated everything, but worse than before. We all arrived separately in different groups. Testing ourselves, testing him. The Skullbreakers you see here are the lucky ones. We got out. But there's not one who will return there."

"The next thing that happened was the wards. Great black things in the sky, crackling and siphoning power. Couple of weeks later, the wards vanished, pulled who knows where and the City collapsed. Most of the necromancers fled and a lot of the intelligent undead. What's left are the ones intent on plunder and the other ones who think Acererak's some kind of god and if they placate him long enough, he'll come back. Pretty story, isn't it?"


Female Tiefling Warlord/Infernal Strategist 18

"Huh. I was sure this would turn out to be the work of some imitator. What does it take to stop him for good?" Arishat looks around. "That's a rhetorical question, by the way." She takes a small sip of ale. "It seems like every generation ends up having to kill him off again. Again. Anyway, what sort of things might we be facing if we have a go at breaking into his main site here?"

I think an extended rest is a good idea too. Also, does it look like they have anything for sale?


"One thing's certain. Mogahdam's in there somewhere. He built the place and a few others like it. He's madder than his master."

What sort of things did you have in mind? There are ritual casters among the Skullbreakers who can enchant, brew and otherwise help you.


Male Deva Cleric lvl 14

Rev just letting you know that despite canceling my other games I intend to keep playing in this one.


I'm sorry things are so tough for you, but I'm also very glad that Tavar's going to stick around.


Extended rest with you all setting watches?


Female Tiefling Warlord/Infernal Strategist 18

I'd go for a rest, certainly. Ideally I'd rather not insult our hosts by setting a watch and making it obvious we don't trust them, but I imagine they would keep some sort of watch themselves. We could have someone take part in that, without making our distrust clear.

What Arishat hopes to obtain is some ranged capability. The splatter of holy water and/or alchemists fire would seem to be ideal. Not that I'd say no to disenchanting my Dagger +1 to apply the enchantment to a javelin.


Female Wood Elf Cleric / 3

I agree, offering to help with watch would be a good thing


Male Deva Cleric lvl 14

Would the ritual we used last time activate if our new friends turned on us? I think it was shadow hound or something like that.


Probably. What was the ritual exactly?


I am ok with an extended rest here and also splitting our watches with the Skullbreakers. As for the ritual question Tavar has, AFAIK the only ritual Thom has used is the Secure Shelter.


Male Dwarf Warden/16

extended rest sounds good to me too. Barel will offer to watch with our new-found friends, but will otherwise sleep well, after having shared a couple of glasses of ale.


Njall gratefully accepts the offers of help with watches.

"Nice to see you've got a sense of reality," he comments.

Arishat mentioned buying/enchanting stuff. You can get potions of basic types and your warlord can buy arrange to get something enchanted up for her.


Female Tiefling Warlord/Infernal Strategist 18

I need to work out how much money I've got. Let's see. Assuming they either have them available or can enchant them:
Sell:
Helm of Heroes, 5,000gp, to trade in. 1000gp in exchange.
Buy:
Potion of Regeneration, 160gp, 2 of those
Distance Javelin +1, 360gp
Gravespawn Potion, 50gp (spend a healing surge, resist 5 poison and necrotic to end of encounter); 2 of those
Does anyone else want some potions? Arishat can acquire a few more for the money.


You can have all those.

Contrary to the expectations of some of the party, the group rests undisturbed. At dawn, Njall comes to you with a map of sorts.

"I don't know what your plans are, but this may help a bit. This is the layout of the tomb as far as we know it. Pieced together from reports. I can't guarantee anything about this. All I know for certain is that first hallway has been destroyed. I'm also sure I'm never going back in there again."

MAP


Female Tiefling Warlord/Infernal Strategist 18

"Thank you for your hospitality, Master Njall. I hope when we return we'll have good news for all of you." Arishat looks around at her companions. "Shall we be off, then?"


"Yeah, so now the next question is where to? Or is there only one way in?"


"Just the one. It's always been enough."

All hp/surges and powers restored. 1AP to start the bright new day.


With your consent, I'd like to implement a small change to get us moving along faster at the start of combat. May I make all your init rolls at the same time as I do the monsters?


Please do.


Female Tiefling Warlord/Infernal Strategist 18

No problem for me.


Female Wood Elf Cleric / 3

Fine by me, i have danger sense as a feat so i always roll twice and take the higher


Lynore wrote:
Fine by me, i have danger sense as a feat so i always roll twice and take the higher

I know. I live in dread of Lynore's init rolls. They're ridiculous :)

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