Trapped Beyond Time - A Mythic Gestalt Dungeoncrawl (Inactive)

Game Master Rednal

Stabbing monsters in the face since 2014 - Roll20 Map


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Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

Stepping around the edge of the pit, Cilyanka engages the nearest zombie still standing, shadows consuming the edge of her sword.

move, arcane strike, attack

Rhoka: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Confirm: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 5 ⇒ (1) + 5 = 6


Fighter/Investigator [gestalt] 1

ouch- i got really excited for your crit until i saw snake-eyes on the damage roll, lol


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

I LoL'd. I would rather roll low on damage than miss.


Male Stormborn Sorcerer 3 / Flowing Monk 3 (Archmage T1) | HP: 27/27 | Spells: 5/6 | Mythic Power: 5/5 | AC: 19, T: 15, FF: 17 | Fort: +3, Ref: +5, Will: +6 | BAB: +2, CMB: +5, CMD: 20 | Init: +4 | Perception: +10 | Concentration +8 | Load: 37.5 (Light: 58) | Effects: Mage Armor

Your flat damage bonus is higher than the roll average, so it's still something to look out for. =)


The two undead collapse under the weight of the blows, unable to even react before they were bashed to pieces. With that, looking around... they seem to have been the only things of interest in this chamber, without treasure (or, indeed, weapons) to call their own. Nevertheless, according to your map, you've made good progress. You'll need to backtrack a little ways to reach the next sets of chambers - there's a trio of rooms in the middle of the dungeon's lower half that are disconnected from the rest of the place, as well as a long hallway looping around to connect on the eastern side. Still, you've made a real dent in the number of rooms to clear... perhaps you'll be able to survive this after all!

100 XP each.


Fighter/Investigator [gestalt] 1

"I've been thinking about that scythe trap," Elliomander remarks as they survey the room, "and I think I have an idea. With enough weight on the trigger the mechanism shouldn't be able to reset... so if we each grab the remains of one of the creatures we've faced so far we can pile them on the trigger and should be able to pass safely. And, if the trap still somehow resets we can time it's strikes and either dash through while its safe or attempt to sunder the blade as it passes."

"Now, about those arcane markings behind us," he adds, "do we dare risk springing another trap to attempt to gleam some meaning from them?"


Male Stormborn Sorcerer 3 / Flowing Monk 3 (Archmage T1) | HP: 27/27 | Spells: 5/6 | Mythic Power: 5/5 | AC: 19, T: 15, FF: 17 | Fort: +3, Ref: +5, Will: +6 | BAB: +2, CMB: +5, CMD: 20 | Init: +4 | Perception: +10 | Concentration +8 | Load: 37.5 (Light: 58) | Effects: Mage Armor

"I'll help you drag a body back to that scythe. Maybe we can plug it out... What are these runes anyway?"

Knowledge, Arcana: 1d20 + 4 ⇒ (7) + 4 = 11


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

Cythraul nods in agreement, We should take out that trap and finish the areas we skipped, then come back to deal with the runes.


The runes don't seem to be revealing any helpful information to you - it's possible they're nothing more than a distraction. On the bright side, you do know where the trap from before is, and it's highly unlikely you'll be taken by surprise a second time - however you attempt to deal with it, you should be able to get through somehow.


Fighter/Investigator [gestalt] 1

"Well, they don't seem to be trapped," Elliomander observes as Jason begins examining the runes. With that reassurance he turns his own attention to the runes and attempts to cast read magic to aid their inquiry. edit: successfully

20% ASF: 1d100 ⇒ 70


Eventually, after a fair bit of study, the runes can be interpreted - and copying them into a spellbook can allow a caster to make use of the Detect Secret Doors spell.


Fighter/Investigator [gestalt] 1

"This is an incantation for discovering hidden doors," Elliomander announces, "if either of you are able to learn magic from such sources." As he speaks he removes a scorpion from a pocket obscured by his cloak and kneels down with it before the runes. and remains there until the spell has been added to his familiar


Male Stormborn Sorcerer 3 / Flowing Monk 3 (Archmage T1) | HP: 27/27 | Spells: 5/6 | Mythic Power: 5/5 | AC: 19, T: 15, FF: 17 | Fort: +3, Ref: +5, Will: +6 | BAB: +2, CMB: +5, CMD: 20 | Init: +4 | Perception: +10 | Concentration +8 | Load: 37.5 (Light: 58) | Effects: Mage Armor

Jason scratches his head "Huh... runes eh? I don't care much for studying it as long as it works. Let us know when you're done."


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

Cythraul will diligently add the spell to her spellbook. I'll be sure to put this to good use from here on out. For now, we need to return to that scythe trap and take care of it.


It takes a bit of walking, but ultimately, you are able to backtrack to the trap in question... and avoid triggering it this time by moving out too soon. Goodness knows that you probably wouldn't be fortunate enough to escape so narrowly twice in a row... but at least it serves as a reminder to be careful in this place.


Fighter/Investigator [gestalt] 1

Having successfully bypassed the trap, Elliomander pauses to examine the door before attempting to open it.

perception: 1d20 + 9 ⇒ (11) + 9 = 20


The door is unlocked, and there aren't any other traps you can find within the door. It seems safe to proceed - especially as you can't hear anything inside, either.


Fighter/Investigator [gestalt] 1

Elliomander quickly opens the door and steps through to make room for Cyth and Jason to safely move past the scythe trap.


There are two doors on the northern part of the room, leading to a horseshoe-like hallway that connects to two other chambers. There doesn't appear to be anything of interest within this room, though it certainly never hurts to make sure as you move.


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

Moving forward slowly, Cythraul searches the room and each door.

Detect Magic

Search: Room: 1d20 + 6 ⇒ (6) + 6 = 12
Search: East Door: 1d20 + 6 ⇒ (14) + 6 = 20
Search: West Door: 1d20 + 6 ⇒ (9) + 6 = 15


Fighter/Investigator [gestalt] 1

Following Cyth's lead, Elliomander begins surveying the room and doors.

perception(room): 1d20 + 9 ⇒ (15) + 9 = 24
perception(E. door): 1d20 + 9 ⇒ (10) + 9 = 19
perception(W. door): 1d20 + 9 ⇒ (4) + 9 = 13


You aren't able to locate anything of interest within the chamber, and neither of the doors seems to be trapped or locked, allowing you to head forward as you will. There doesn't seem to be any path that's more advantageous than the other - in cases like this, it's probably best to just pick a direction and go for it.


Fighter/Investigator [gestalt] 1

Elliomander chooses the East Door and bursts through it, moving as close to the center of the new chamber as he safely can, and preparing his polearm to deal with any enemies that try to get to or past him.


Moving through the hallway, you come to a stop in front of an unlocked good wooden door. The pathway continues to the west, towards the other room, though that's probably less creepy than the skeletons hanging suspended in the air by the corner. They didn't seem to have anything of value on them - and more importantly, you can hear a quiet shuffling noise from inside the next room.


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

Moving forward carefully, Cythraul inspects the door to the next room.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


There's a definite sound from within the next room - though the creature making it doesn't sound like it's too large. The door itself doesn't appear to be trapped even when subjected to a thorough inspection... and it may just be possible to surprise the enemy by breaking through the door. Or you could attempt to enter via stealth, of course.


Male Stormborn Sorcerer 3 / Flowing Monk 3 (Archmage T1) | HP: 27/27 | Spells: 5/6 | Mythic Power: 5/5 | AC: 19, T: 15, FF: 17 | Fort: +3, Ref: +5, Will: +6 | BAB: +2, CMB: +5, CMD: 20 | Init: +4 | Perception: +10 | Concentration +8 | Load: 37.5 (Light: 58) | Effects: Mage Armor

Assuming Cythraul quietly shares the information when he can.

Jason silently gestures to Elliomander by slamming a fist against his open palm then pointing at the door.

Slam... door!


Fighter/Investigator [gestalt] 1

Elliomander glowers hesitantly, not knowing how sturdy the door is... Then he shrugs, secures his grip on his glaive, and tries to burst through the door...

smash: 1d20 + 4 ⇒ (15) + 4 = 19


The door crashes open and a pair of massive rats whirl around, caught by surprise at the sound and not quite able to react in time to the sudden noise and intrusion.

Each of you can act in the surprise round! The enemies are about 20 feet away.


Fighter/Investigator [gestalt] 1

there are no allies in front of me, and you didn't mention any difficult terrain... so i'm going to assume this is valid...(you can make me go back and change it if need be)

Elliomander carries his momentum into the room and charges towards the rats, bringing his glaive down heavy on one of them. partial charge

attack: 1d20 + 8 ⇒ (11) + 8 = 19
for: 1d10 + 9 ⇒ (1) + 9 = 10

well, that's what I get for joking with Cyth about her minimum damage crit, lol.


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

Following closely behind Elliomander, Cythraul slashes at a rat, her blade moaning in despair as it strikes sparks from the stone floor.

Rhoka: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 5 ⇒ (6) + 5 = 11


Male Stormborn Sorcerer 3 / Flowing Monk 3 (Archmage T1) | HP: 27/27 | Spells: 5/6 | Mythic Power: 5/5 | AC: 19, T: 15, FF: 17 | Fort: +3, Ref: +5, Will: +6 | BAB: +2, CMB: +5, CMD: 20 | Init: +4 | Perception: +10 | Concentration +8 | Load: 37.5 (Light: 58) | Effects: Mage Armor

Jason runs at the other side of Elliomander and jumps in the air at the last minute second to kick the massive rat.

Ugh... rats. Worse than undead in their own way.

Attk: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4


Elliomander's strike takes down one of the rats, and though Cythraul's attack misses - by quite a margin - Jason's blow is heavy enough to slam into another of the beasts and stagger it somewhat... though it doesn't seem quite dead (just mostly), and it promptly attempts a bite in order to dissuade its attacker.

Attack Roll (Bite Jason): 1d20 + 1 ⇒ (19) + 1 = 20 for Damage: 1d4 ⇒ 4


Fighter/Investigator [gestalt] 1

Elliomander shifts his stance and turns toward the remaining rat. Furrowing his sharp brow he levels an icy stare at the large rodent. evil eye hex: -2 AC for 4 rounds (DC 16 will to reduce to 1 round); and since he's staring anyways, studied target too


Male Stormborn Sorcerer 3 / Flowing Monk 3 (Archmage T1) | HP: 27/27 | Spells: 5/6 | Mythic Power: 5/5 | AC: 19, T: 15, FF: 17 | Fort: +3, Ref: +5, Will: +6 | BAB: +2, CMB: +5, CMD: 20 | Init: +4 | Perception: +10 | Concentration +8 | Load: 37.5 (Light: 58) | Effects: Mage Armor

It's bite manages to find a nerve and pain shoots up Jason's leg. He spins to retaliate with a backhand blow to the side of its head...

Attk: 1d20 + 3 ⇒ (2) + 3 = 5

... but the enemy's profile is too low for him to maintain proper form and Jason's hand hits only the air above the rat.


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

Hungering for blood, Cythraul's blade shrieks as it bites into the rat.

Rhoka: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 5 ⇒ (5) + 5 = 10


It's not even a question - the second rat's body flies apart as Cythraul swings at it, and with that, the room is clear. This room is mostly empty, but there's a well of fresh water in the middle. On the west wall, someone has scrawled "Save yourself, kill the others" in a disturbingly red substance... but on the bright side, the rats had somehow hoarded 27 PP and 220 GP in usable coins - not a bad haul for a few moments of work, and that seems to be all that's of interest in this chamber.


Fighter/Investigator [gestalt] 1

Elliomander stoops and gathers the coin, adding it to the others in his pack. With that task completed he moves over to inspect the well.

perception: 1d20 + 9 ⇒ (11) + 9 = 20

coins added to 'group loot' spoiler


There doesn't seem to be anything of interest within the well - though you could fill up waterskins or at least scoop out some water to drink if you really wanted to.


Male Stormborn Sorcerer 3 / Flowing Monk 3 (Archmage T1) | HP: 27/27 | Spells: 5/6 | Mythic Power: 5/5 | AC: 19, T: 15, FF: 17 | Fort: +3, Ref: +5, Will: +6 | BAB: +2, CMB: +5, CMD: 20 | Init: +4 | Perception: +10 | Concentration +8 | Load: 37.5 (Light: 58) | Effects: Mage Armor

This water... it isn't poisoned?

Survival, inspect water: 1d20 + 8 ⇒ (3) + 8 = 11

Jason takes a very small sip of the water to test its potability. If he thinks it's completely fine, he will continue to drink until he feels refreshed. "Ah! That hit the spot... I haven't realized how thirsty I was. So, off to the western corridor?"


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

Nodding assent to Jason, Cythraul agree, The western corridor it is, I assume you still want to take point Elliomander?


Fighter/Investigator [gestalt] 1

"Because my weapon can strike from such a distance I can often attack enemies as they try to engage me in melee... It is a common tactic among my people, but when there are other people in front of me whom they can stop at instead I lose that opportunity. So as long as I remain healthy taking point is my preference. Once I am injured I can use my weapon to attack from behind you and focus more on using my other abilities."

As Elliomander speaks he begins making his way towards the western door, carefully scanning for traps and the like on the way.

perception(hall): 1d20 + 9 ⇒ (13) + 9 = 22
perception(door): 1d20 + 9 ⇒ (10) + 9 = 19


It would be somewhat easier to scan a door if one was actually there - but the entrance to the western chamber is an open archway, with neither doors nor gate blocking its way. A creature is located far inside the room, shuffling around... though as you look inside, it lifts up slightly, apparently quite interested in you. It hasn't decided to attack - probably - but it's clearly aware of your presence.

Knowledge (Dungeoneering) can identify it.


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

Sadly, Cythraul has yet to add dungeoneering to her list of skills known.


Fighter/Investigator [gestalt] 1

know(dungeoneering): 1d20 + 9 ⇒ (5) + 9 = 14

Not recognizing the creature, but certain every room must be cleared, Elliomander charges.

attack: 1d20 + 8 ⇒ (1) + 8 = 9
for: 1d10 + 9 ⇒ (1) + 9 = 10

wow.... i don't know how you handle nat 1s on attacks, my RL group has it provoke but i can't remember if that's RAW or a house rule... whatever the case remember that I have reach so the creature likely doesn't threaten me yet...


Natural 1's are always a miss - that's the only RAW that really matters. House rules are occasionally added to make things more exciting, but I don't do that all the time - it gives you something to look forward to in certain areas. ^^

Your blade whistles through the air, failing to strike the creature - but after a moment, you get the feeling that this may have been more of a blessing than anything else, as you're able to recognize the creature as a Rust Monster... a particularly nasty foe known mainly for its ability to destroy the metal it touches!

Initiative (Enemy): 1d20 + 3 ⇒ (13) + 3 = 16
Initiative (Cythraul): 1d20 + 4 ⇒ (20) + 4 = 24
Initiative (Elliomander): 1d20 + 9 ⇒ (17) + 9 = 26
Initiative (Jason): 1d20 + 4 ⇒ (20) + 4 = 24

Fortunately, the creature is rather slow in reacting... compared to the three of you, at least. Of course, it may be wise to carefully consider your options for fighting this loathsome beast...


Fighter/Investigator [gestalt] 1

didnt those orcs have some weapons?

"Rust monster! It will destroy metal weapons and armor!
Elliomander weaves together another hex, hoping that the foul creature would lack the will to resist it... slumber hex, DC 16 will

failed save:
"Jason, try to kill it where it lays! If that fails we back track to where we killed the orcs, they must have weapons we can use up..." Elliomander says backing toward the entry way.

made save:
Elliomander moves as far as he can 30' back through the entry way calling out, "Retreat to where the orcs are to salvage disposable weapons!"


Female Tiefling Phantom Blade | HP: 11 | AC: 17, T: 13, FF: 14 | Fort: +4, Ref: +3, Will: +5 | BAB: +0, CMB: +1, CMD: 14 | Init: +3 | Perception: +6 |

If save is made:
Cythraul drops her sword and and moves forward, electricity arcing as she strikes the beast.

drop weapon, cast Shocking Grasp, move, touch attack

Touch: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 2d6 ⇒ (4, 5) = 9

Asleep:
Cythraul stands back and watches silently as Jason moves forward to finish off the sleeping rust monster.


Will Save: 1d20 + 5 ⇒ (2) + 5 = 7

The creature's mind wasn't very strong - it hit the ground, snoring, a mere moment after Elliomander's hex struck it.


Male Stormborn Sorcerer 3 / Flowing Monk 3 (Archmage T1) | HP: 27/27 | Spells: 5/6 | Mythic Power: 5/5 | AC: 19, T: 15, FF: 17 | Fort: +3, Ref: +5, Will: +6 | BAB: +2, CMB: +5, CMD: 20 | Init: +4 | Perception: +10 | Concentration +8 | Load: 37.5 (Light: 58) | Effects: Mage Armor

"That's a powerful spell you have Elliomander. I'll take it from here." Jason approaches the monster and quickly draws his arm before performing a powerful thrust at its head.

Coup de Grace Dmg: 2d6 + 4 ⇒ (4, 5) + 4 = 13
DC23 Fort Save or die if still alive after damage

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