Barm |
Do you have food and water?
GM Zer0darkfire |
You try to head back, but just as is the case with the other side of the hallway, you keep walking, and walking, and walking, but never get anywhere.
Regnum Blastface |
PER: 1d20 + 22 ⇒ (18) + 22 = 40
Anything in the trap that looks different than outside the trap? IE a trap mechanism.
GM Zer0darkfire |
You don't see anything mechanical about this trap, but your keen eyes discern that your likely not quite in the same place as before.
Sorry, the only way to really learn anything about this trap is a high DC knowledge arcana. You could also throw a dispel at it, which is the non-trapfinding way of disarming magical traps.
Regnum Blastface |
Well, the only thought I have left is..
"This place looks similar, but isn't exact. Something is off. Here is what I want you to do. You run in one direction, I am going to run in another. See if we can break the trap or something."
Regnum waits to see if Barm starts running and then runs in the other direction.
GM Zer0darkfire |
Even trying that has you running down an endless hallway for as long as you continue to run.
Dispel Magic anyone?
Saint Gudule |
Saint Gudule coughs as crickets cricket in the distance.
"Soooo... Baied can you dispel magical traps? I can't." he says, shrugging.
Baied Eldourha |
I can give it a try. It's Worth it. Of course, if that doesn't work, I an retry it later, and you probably could too, Gudule. Or we could be bold and pass that portal too.
Dispel magic: 1d20 + 5 ⇒ (11) + 5 = 16
As I use it as a Cleric, I suppose only my cleric levels (5) count?
GM Zer0darkfire |
Yep, unless you had some feats or traits that boosted caster level, like magical knack or a dose of Myrh or Cold Iron in this case (Alchemical Reagents).
The area where the magical trap is flashes with light for a moment, but nothing really seems to happen. Just short on your dispel check
Saint Gudule |
Well I chose to not learn it to focus on other spells as I saw at the Time that Baied had it. I can retrain a spell after the scénario, though.
GM Zer0darkfire |
So is anyone trying anything else? I can't really proceed right now as I'm not sure what you guys want to do here.
There is more to this trap, and its not quite as bad as it seems, but your characters don't know about it, so I can't tell you or move you forward to an outcome because of it.
Saint Gudule |
"Walk back all the way to the city and let pour friends rot in here ? No, thanks." says Gudule as he walks right into the trap.
GM Zer0darkfire |
Everyone but Trutzburg enters the magical trap. Baied and Saint Gudule immediately see Regnum and Barm sitting in the hallway. As you walk towards the door at the end of the hall, you keep walking and walking, but never get any closer.
GM Zer0darkfire |
While we wait for trutzburg, I'll just roll these for definitely no reason. It's perfectly safe trutzburg, you can come in too.
No really, don't look whats here
I'm serious, you shouldn't be seeing this information yet
stop before its too late and you reveal the secret information
...Nothing happens, you're perfectly fine, move on
ok fine, something does happen here, but I can't influence trutzburg's choice yet
FORT SAVES!
regnum: 1d20 + 11 ⇒ (16) + 11 = 27
barm: 1d20 + 11 ⇒ (5) + 11 = 16
baied: 1d20 + 8 ⇒ (8) + 8 = 16
saint gudule: 1d20 + 9 ⇒ (3) + 9 = 12
saint gudule, con and wis damage: 1d4 ⇒ 4
Saint Gudule |
"Hello!" says Gudule, grinning. "We couldn't find a way to deal with the trap so we walked right into it!"
Regnum Blastface |
"Well, I didn't see anything in here to disarm. Barm and I tried running in opposite directions and that didn't work. Pretty much at a loss here."
GM Zer0darkfire |
Alright, I'm just going to assume Trutzburg walks into the trap as well then.
fort save: 1d20 + 12 ⇒ (10) + 12 = 22
FORT SAVES!
regnum: 1d20 + 11 ⇒ (16) + 11 = 27
barm: 1d20 + 11 ⇒ (5) + 11 = 16
baied: 1d20 + 8 ⇒ (8) + 8 = 16
saint gudule: 1d20 + 9 ⇒ (3) + 9 = 12
saint gudule, con and wis damage: 1d4 ⇒ 4
For eight, long, boring hours, you are stuck in this endless hallway. Many of you simply chill out, eat a snack, or read a book, but Saint Gudule...poor Saint Gudule. The pure strangeness of the hallway rattles his mind to the point that he sprints up and down the hallway multiple times, always looping back in front of his party, never making any progress. He becomes fatigued and partially insane from the madness.
Saint Gudule needs to make a DC 14 will save vs developing a phobia of hallways, although this has no mechanical effect (unlike normal phobias).
After the eight hours, Saint Gudule runs down the hallway once again, this time nearly smacking into the door at the end of the hall. You look up at him and realize what this means...you're free!
Saint Gudule |
Hahaha sooo cool xD
Saint Gudule, panting, yells:
"HA! I KNEW I WAS GOING TO FIND IT EVENTUALLY!"
Will save: 1d20 + 11 ⇒ (3) + 11 = 14 +5 if it's a mind-affecting effect
The man seems to shake of fatigue but follows quickly Barm.
Once on the other side, he asks Baied "BAIED! DO you have something TO HEAL THE MIND?"
GM Zer0darkfire |
I'm going to say the bonus to mind affecting prevents the wisdom damage, but not the con damage or the fatigue. DC 30 knowledge arcana would have told you that Trapped characters can exit the trap by using any teleportation effect or entering any kind of pocket dimension (for example, casting rope trick or jumping into a portable hole), or by succeeding at a DC 40 Escape Artist check. Also, I think someone made an error writing this trap as it has "Disable Device DC: None" which makes no sense.
GM Zer0darkfire |
Updated! Assuming you continue to open the door you originally were aiming for.
Broad steps lead up to a horseshoe-shaped platform in the eastern half of the room that stands 10 feet higher than the western portion of the room. In the middle of the eastern wall stands a large bronze door inscribed with mystic symbols, while plainer doors exit to the north and west. Ancient seals of lead and wax on the eastern door appear to have been broken long ago.
recognize some of the figures as legendary monarchs and nobles who dabbled in dark cults.
The statues on the southern wall depict powerful ancient rulers, each holding a symbol of authority: a scepter, an orb, a scroll, and a wizard’s staff. Four more statues line the northern wall. The one in the northeast corner, dressed in ornate armor, holds a steel sword, which it looks like it has just swung. The two statues nearest to the attacker have had their heads severed as though in one sword blow. Each holds its own shocked head in one hand. The one closest to the sword-wielding statue holds a steel shield that appears to have offered it no protection. The last statue, at the northwest corner, cowers in fear.
Regnum Blastface |
Seeing nothing interesting, at least for him, Regnum heads to the north door and checks it for traps before opening it up.
PER: 1d20 + 22 ⇒ (18) + 22 = 40
Saint Gudule |
Ignoring Regnum, a man who doesn't say YEAAA-AAAH, Saint Gudule thanks Baied.
"Thanks! I thought about a bigger healing, but still... thank you!"
After they continue down the corridor, he tries to discreetly use his own magic to heal.
Lesser resto: 1d4 ⇒ 4
He sighs as the curse seems lifted...
Sometimes my own tricks seem to be stronger than Baied's magic... I don't really get why, but still. She's nice.
GM Zer0darkfire |
Regnum notices, somehow, that two of the statues are not quite like the others. He can tell that they could animate, should certain triggers be met, and likely attack intruders.
Regnum Blastface |
Regnum points his musket to the two statues. "Barm, before we do anything rash, those columns, they look legit to you? I think they might be traps or something, well, wrong"
GM Zer0darkfire |
Barm...doesn't really see what Regnum does, they just look like statues to him.
Saint Gudule |
"Nope!" says Gudule, crossimg his arms on his chest.
GM Zer0darkfire |
Baied also knows that two of the statues are capable of animating. In addition, the shield that one of them holds radiates magic as does the other's sword.
Regnum Blastface |
Regnum Rapid Fire's a couple of rounds into the nearest tower at Barm's suggestion.
Musket: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27
Damage: 1d12 + 14 ⇒ (4) + 14 = 18
Musket: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
Damage: 1d12 + 14 ⇒ (8) + 14 = 22
GM Zer0darkfire |
Saint Gudule: 1d20 + 1 ⇒ (19) + 1 = 20
Barm: 1d20 + 6 ⇒ (1) + 6 = 7
Trutzburg: 1d20 + 2 ⇒ (1) + 2 = 3
Baied: 1d20 + 1 ⇒ (12) + 1 = 13
Regnum: 1d20 + 11 ⇒ (4) + 11 = 15
enemies: 1d20 + 8 ⇒ (4) + 8 = 12
enemies: 1d20 + 8 ⇒ (16) + 8 = 24
Regnum initiates a surprise round by firing a shot from his gun (as his action).
Surprise Round! One move or standard action!
Initiative Order, Bold May Go!
Map Slide
Statue creature red, -18hp
Saint Gudule
Regnum
Baied
Statue creature blue
Barm
Trutzburg