Shifting Sands

Game Master Stiehle

Mummy's Mask Pathfinder (1e) Adventure Path


401 to 450 of 919 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Devin finds no tracks, but with all the stuff that falls down here from above the half-orc wouldn't be surprised if somebody passed through a few weeks back and had all traces erased. But he thinks nobody has been here in the last few days or so at least.

He listens to the door (mindful of earworms), but hears nothing on the other side.


LG Male Human Paladin 7 | HP 58 | AC 21 (T 13, F 19) | CMB +10, CMD 23 | F +10, R +8, W +9| Init +2 | Perc +11

Amenhep nods, "Onwards, then."


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

"I'm point. Give me 30' or so and follow quietly. Take advantage of my Message cantrip to communicate."

Taking a deep breath, Devin open the heavy brass door and slips inside...


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

Nevitash will wait for Devin to go through and after a short time follow along behind Amenhep.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Soumral waits until her turn, then takes her usual place near the rear.

Great job taking care of that trapped door Soumral! You saved us a lot of trouble, and probably pain, by doing it your way! We really want to thank you for that! she thinks to herself sarcastically.

F+%&ing ingrates and losers...


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Fireday, the 18th day of Desnus, 4714 AR
Weather is clear and a little hot (about 95 degrees) with very little wind.
One hour before sunset

----------------------------------------------

Devin pushes the doors open, with Elliander's dancing lights revealing a sloped passage leading to a cross-corridor about twenty feet away. Though the light starts to dim at the intersection, it appears that the corridor on the far side is similarly sloped and also about twenty feet long - though it dead-ends at a stone wall with no door in evidence. The two other hallways, which can't really be examined from this particular angle, might be similarly sloped given the glimpse of where they empty into the intersection, but it's impossible to be certain.

Those with darkvision and lowlight vision can see that the stone wall opposite the party is not blank, however. Carved into the wall there is a round face that is perhaps three feet in diameter and fashioned into an obvious expression of sadness - almost like a mask one would see at a costume party or the like.

Nor is the intersection of hallways empty, for all can see that piled up in the roughly ten-foot square depression where the downward sloping corridors meet is a massive collection of bones measuring about five feet in height and maybe eight feet in diameter at it's base. And sitting almost precariously atop the pile is the massive skull of an alligator - or perhaps a crocodile - measuring a solid five or six feet in length.

Actions? Take a look at my buffs below in the Adventure Notes and make sure I caught everything. I'll call it a solid 15 minute climb for everyone, including time for gathering at the bottom, discussion, etc so the buff spells cast prior to the descent have been reduced by that amount. Soumral's Invisibility spell expired, but I figured Elliander would have re-cast his Dancing Lights cantrip.

Map of Dark Depository

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis 53/53 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Nevitash 71/71 [See Invisibility for 55 minutes; Magic Vestments (+1 enhancement bonus to armor) for 6.75 hours; Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 1 (of 10) damage this day; Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes; Dancing Lights for 7 minutes]

Amenhep 58/58 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Devin 59/59 [Barkskin for 240 minutes; Heroism for 140 minutes; Heightened Awareness (+2 to Perception) for 55 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Soumral 51/51 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]


LG Male Human Paladin 7 | HP 58 | AC 21 (T 13, F 19) | CMB +10, CMD 23 | F +10, R +8, W +9| Init +2 | Perc +11

"Odd. This does not bode well."

Amenhep studies the pile of bones, trying to recall if it bears similarities to any undead or defensive measures favored by the old gods.

He turns to Soumral, "You are quite well-versed in magic, does this bear any familiarity to you? You would know better than I."

Kn (Religion): 1d20 + 11 ⇒ (4) + 11 = 15


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Soumral casts Mage Armor and then Detect Magic.

As she scans for auras she considers the pile of bones and thinks about whether she's read about or heard about anything like it before.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

K Arcana(?): 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36

K Religion(?): 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Ok, I have marked where I think the bone pile is on the map in dashed red, and the stone face in dashed green; GM West, please adjust as needed

Devin uses his sift cantrip to search through the pile of bones..

Perception: 1d20 + 7 + 3 + 2 + 2 + 2 + 2 + 2 - 5 ⇒ (5) + 7 + 3 + 2 + 2 + 2 + 2 + 2 - 5 = 20
7 ranks+3 trained +2 dimdweller +2 MW Tool +2 tears to wine +2 heroism +2 Heightened Awareness -5 sift cantrip


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Correct on both counts, Devin.

After a moment's study, Soumral recognizes the 'bone pile' as an inert Bone Golem. It seems clear that to the elf that it hasn't manifested as of yet, but she isn't sure what the trigger might be - it could be anything, really. The wizardess knows that golems in general are immune to spells, and resistant to weapons that aren't crafted of adamantine.

Devin doesn't glean anything from the pile, save that there are a LOT of bones in there...


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Both Devin and Soumral are better than him at detecting traps, so Elliander settles for providing light. When they discover the Bone Golem, he touches his mace for assurance.
”My heavy mace is of adamantium. Is it only if the golem activates, that it’s resistant to damage? Is it just a heap of bones now? Can we deal with the bones, like scatter them, or better leave them alone?”

Knowledge [Arcana: 1d20 + 13 ⇒ (11) + 13 = 24 What does Elliander know about golems?
Is it still the same day as the chariot race?


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

"It's hard to say. Clearly there is a trigger that activates it. It might be proximity, we get close enough and it will animate. But it could be something else instead, like passing beyond it, not speaking the correct password, or messing around with that carved face farther down. There's just no way to know."

"My guess is that we can't move the bones around or harm it without it activating before or when we do."


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Elliander knows a bit about golems in general as well, though he wouldn't have recognized this one - it's not nearly as common as the flesh, clay and stone varieties. But his knowledge doesn't extend beyond what Soumral has already related - though he does agree with her that messing around with the bones just might be enough to trigger it into taking action.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

"As we're deciding what to do here, keep in mind that I won't be able to directly affect it. The construct is essentially immune to magic. You'll be on your own dealing with it. That doesn't mean I can't help out more indirectly with magic that helps you, but you'll be doing all the dirty work."


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Once Soumral joins him in the back of the group Francis quietly says, "Good job with that trap. I hope there aren't a bunch more ahead."

Once they all are on 'level' ground Francis sighs when he hears what they can see ahead. "No surprise the worshipers of Nethys would desecrate the dead to create such an abomination. Since it is immune to magic and resistant to simple weapons the best I can do would be to enhance your strength Elliander. But I think I should delay until we see it move? No need to waste it if it doesn't activate."

"Soumral? Did you see any aura on the door? Or more specifically the face on it? That might be what activates the golem."


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

"The Golem is probably activated if anyone who is not associated with it approaches. Can anyone attempt to trick the magic animating it into believing we belong? Nevitash asks.


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none
Nevitash wrote:

"The Golem is probably activated if anyone who is not associated with it approaches. Can anyone attempt to trick the magic animating it into believing we belong? Nevitash asks.

Devin pipes up: "That would require some idea of what the thing's control conditions are. Is there a pass-phrase to utter? Some sort of token to display? I suppose I could try to sneak past it... Tell me everything that we know about a Bone Golem's capabilities? For example, can it see in the dark (Darkvision, other senses)? Does it have enough intelligence to make independent decisions or is it following a programmed script (Does it have an Int score)? Will weapons work on it(DR, Immunities)?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sourmal knows that golems are immune to spells, and resistant to weapons that aren't crafted of adamantine. Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. Without a creator nearby to command it, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. Beyond that, golem's are non-intelligent and cannot make independent decisions. Like other constructs, they are generally immune to poisons, sleep effects and paralysis. She also knows they can generally see in the dark or in low light, but Soumral isn't entirely certain whether this variety might possess other means of detecting intruders.

There is no magical aura on the door, nor on the face that can be seen on the far side of the hallway past the bone golem.


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Ok, if no one else has any bright ideas...

Devin thinks for a second about what Sourmal has told them, and then tries something: he casts Silent Image, creating the illusion of a solid brick wall surrounding the pile of bones, leaving just enough space to slip past beside it (the illusion)...

This may or may not activate the golem, but the illusion would block it's sight (inluding darkvision) as it's not cast on the golem directly. It may no even get a save as it is not interacting with the illusion (until it goes active)...

If the golem doesn't activate:

Devin catfoots it up to the intersection and squeezes himself against the wall. He peeks around the corner, first to the left and then to the right.

Trying to move silently to avoid activating the golem with noise (if it cares).

Stealth: 1d20 + 7 + 3 + 3 + 2 + 2 ⇒ (2) + 7 + 3 + 3 + 2 + 2 = 19
7 ranks+3 trained +3 Dex +2 dimdweller +2 Heroism

Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 ⇒ (14) + 7 + 3 + 5 + 2 + 2 + 2 + 2 = 37
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Despite The Biter’s mental protests, Elliander readies his mace together with his shield, in case the golem awakes. He tries to patiently let Devin scout ahead.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Soumral will be impressed by Devin's plan, if it works.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Fireday, the 18th day of Desnus, 4714 AR
Weather is clear and a little hot (about 95 degrees) with very little wind.
One hour before sunset

----------------------------------------------

Devin moves carefully (presumably...) very aware that a misstep could send him careening down the steep grade of the corridor and into the inert bone golem. He reaches the bottom safely, skirting the pile of bones to get a look at the side passages. Soumral is duly impressed when the bone golem doesn't react to the half-orc's presence in any way.

The hallways to the south and north are indeed sloped in a similar manner to the one he just traversed, as well as the one opposite that leads up to the 'sad' face carving. Besides the steep slope ramping up, each of the other corridors is an exact match to the other in that they dead end in the carving of a face like the one opposite. But that to the north is contorted in an expression of revulsion while the face to the south is twisted in fear. There are no other apparent exits to be seen...

Actions? No problem in a 'Take 10' on an Acrobatics check to negotiate the steep sloping hallway.

Map of Dark Depository

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis 53/53 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Nevitash 71/71 [See Invisibility for 55 minutes; Magic Vestments (+1 enhancement bonus to armor) for 6.75 hours; Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 1 (of 10) damage this day; Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes; Dancing Lights for 7 minutes]

Amenhep 58/58 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Devin 59/59 [Barkskin for 240 minutes; Heroism for 140 minutes; Heightened Awareness (+2 to Perception) for 55 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Soumral 51/51 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Francis looks down the slope ahead, and at the bone pile, then turns and pulls out some of the rope they'd bought. "I'll bet the bone pile activates when someone stumbles into it! We've got this rope, may as well use it!"

Francis' Acrobatics is +1. Not wanting to trust it when we have a knotted rope to help to not stumble down the slope.


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

"That makes sense. Are there any traps up there?? Nevitash ask.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Soumral waits for the logistics to be settled.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Francis is able to set up a rope, tying it off the door so as to make the steep descent safe for everyone - or 'safer' at any rate. Unfortunately, the steep climb won't have the same assurance...

Using rope (both hands), we'll set the DC at 0, so unless you've got a negative modifier you can't slip as you descend. However, I'll still need an Acrobatics roll if you ascend the other side. I'll tell you now though that the DC is 10, so if you 'Take 10' you're fine - unless you have a negative modifier - no roll needed. The only time it'll be a potential problem is if you can't Take 10 (like if you're in combat...) Anyway, just waiting to see where you're all headed, how you're approaching those mask-like stone faces and what you do when you make the climb to get there!


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Elliander follows after, keeping a check on the golem and if something else would like to sneak up on them from behind.
Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Elliander, you've got a +5 modifer, so no need to roll against the DC 10 as you're an auto success with a 'Take 10'. Only those with a negative modifier to Acrobatics need to make a roll. If that changes, I'll let you all know for sure!


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Like Francis.... Does anyone have a Handy Haversack or bag of holding? If I remove my armor and shield my modifier is +1. Otherwise it is -3. Don't want to trust climbing down and back up possibly activating the thing!


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none
Nevitash wrote:
"That makes sense. Are there any traps up there?? Nevitash ask.

"I haven't died yet, so I'm assuming no..." replies Devin

While the others figure out the logistics of their respective descents, Devin uses Detect Magic to look around (at each of the corridors, and then his sift cantrip to methodically search (6 castings will cover all the exposed tunnel...) the faces and the other passages...

Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 ⇒ (8) + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 = 26
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness-5 sift

let me know if you want multiple rolls GM West. Also, so we have a sad face ahead (green), a revolted face (blue) to the north, and a scared face (pink) to the south. If I look back is there a face where we came in?

Francis Thrannel wrote:
Like Francis.... Does anyone have a Handy Haversack or bag of holding? If I remove my armor and shield my modifier is +1. Otherwise it is -3. Don't want to trust climbing down and back up possibly activating the thing!

I have a handy haversack, but I'm also at the bottom of the slope...


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Devin, your assessment is correct - and please give me two more Perception checks and 'name' them as far as the face at the end of the corridor goes. For instance, we'll call the one you just made the 'sad face' corridor roll. If you want to roll for the corridor you just passed through, give me a third roll for that one as well. You don't see a face on the back of the door behind you, it looks blank.


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Perception, Revolted/Blue face: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 ⇒ (3) + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 = 21
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness-5 sift

Perception, Scared/Pink face: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 ⇒ (2) + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 = 20

Perception, previous corridor: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 ⇒ (18) + 7 + 3 + 5 + 2 + 2 + 2 + 2 = 41
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Francis carefully descends and removes his armor to put in Devin's Haversack.

Acrobatics: 1d20 - 3 ⇒ (18) - 3 = 15

Does anyone have a wand of Mage Armor?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Fireday, the 18th day of Desnus, 4714 AR
Weather is clear and a little hot (about 95 degrees) with very little wind.
One hour before sunset

----------------------------------------------

Elliander and Francis join Devin at the bottom of the steep hallway - the cleric stepping carefully to avoid taking a nasty tumble - but in the end the priest of Pharasma makes it there safely. During this time, Devin uses a spell to detect for magic and then another cantrip to search for hidden features at a distance - though doing so isn't quite as nuanced as actually seeing the walls and the carvings up close. And the half-orc makes a few observations about the four hallways - including the one they just passed through.

In the corridor to the east, ending in the face of sorrow (green), Devin spots a secret door on south wall at the very end of the passage - probably opened by a brick that looks as though it can be pressed inward. In addition, he determines that the wall in which the mask is carved can be pivoted on a central axis - a second secret door.

To the north, he spots another secret door to the left to the face of disgust (blue) - and faint scratch marks on the wall beside the carving indicate that sliding the mask to the right should open it.

To the south, the half-orc determines that the face of fear (pink) can also be pivoted on a central axis - but there is a trap that will send scything blades to chop anyone that makes the attempt. Devin doesn't see any way in which to disarm the trap - it will most certainly dice up anyone that exerts enough force on the mask to reveal what lays beyond.

Back in the direction they came, the west corridor, he detects nothing at all.

Actions? There are four secret doors in all - one revealed by manipulating each mask and another one set in the wall to the south of the 'face of sorrow'.

Map of Dark Depository

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis 53/53 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Nevitash 71/71 [See Invisibility for 55 minutes; Magic Vestments (+1 enhancement bonus to armor) for 6.75 hours; Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 1 (of 10) damage this day; Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes; Dancing Lights for 7 minutes]

Amenhep 58/58 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Devin 59/59 [Barkskin for 240 minutes; Heroism for 140 minutes; Heightened Awareness (+2 to Perception) for 55 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]

Soumral 51/51 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 55 minutes; Message for 55 minutes]


LG Male Human Paladin 7 | HP 58 | AC 21 (T 13, F 19) | CMB +10, CMD 23 | F +10, R +8, W +9| Init +2 | Perc +11

"Let us try to open the doors of sorrow and disgust. Let us leave fear as the final option if all others have been exhausted."


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Soumral can auto-succeed on the acrobatics by taking 10.

She doesn't know enough about traps to give any useful input aside from yes, definitely fear last."

She does occupy her brain with thinking about the colors, and whether they may have some symbolic coding connected to Nethys worship or arcane practices in general that might tell them something about what's behind the various doors.

While doing so she also keeps an eye on the construct, which could potentially be triggered by a door if their previous reasoning was incorrect.

K Religion: 1d20 + 9 ⇒ (17) + 9 = 26

K Arcana: 1d20 + 14 ⇒ (8) + 14 = 22

Perception: 1d20 + 9 ⇒ (12) + 9 = 21


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Devin replies "All right, least complicated way first" and works his way up to the disgust face.
Following the pink dashed line. Take 10 acrobatics, searching for traps as he goes

Acrobatics, Take 10: 10 + 3 + 3 + 3 + 3 = 22
3 ranks +3 trained +3 dex +3 Buffoonery

Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 ⇒ (16) + 7 + 3 + 5 + 2 + 2 + 2 + 2 = 39
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness

Stealth: 1d20 + 7 + 3 + 3 + 2 + 2 ⇒ (16) + 7 + 3 + 3 + 2 + 2 = 33
7 ranks+3 trained +3 Dex +2 dimdweller +2 heroism

Assuming he gets to the Disgust face:

Having reached the door he takes an up close and personal sweep for traps, and then he will set a rope for the others to follow him. Once they have gotten organized, he will start to work on safely opening the door...

Perception, check for traps: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 ⇒ (19) + 7 + 3 + 5 + 2 + 2 + 2 + 2 = 42
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness

Disable Device, trap or door: 1d20 + 7 + 3 + 3 + 1 + 2 ⇒ (12) + 7 + 3 + 3 + 1 + 2 = 28
7ranks+3 trained +3 Dex+1 trait+2 MW tools

Disable Device, if needed for the door, post trap: 1d20 + 7 + 3 + 3 + 1 + 2 ⇒ (5) + 7 + 3 + 3 + 1 + 2 = 21


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

I will take 10 and the rope to go up as well.

"Fear may be intended as a fake exit to kill the unwary. Or it is the true way and thus the only one they defended. But starting elsewhere seems wise." Nevitash says.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Fireday, the 18th day of Desnus, 4714 AR
Weather is clear and a little hot (about 95 degrees) with very little wind.
One hour before sunset

----------------------------------------------

The group takes their time moving around the corridors, doing their best to avoid the inert bone golem lying in the depression of the heavily-sloped four-way intersection. Francis removes his armor, stuffing the pieces into Devin's magical pack so that the heavy metal won't cause him to lose his grip on the rope and go tumbling down the hallway.
The half-orc bard takes the lead, investigating the secret door next to the carved mask that depicts a grimace of disgust. He finds no sign of traps, and the faint scratch marks on the stone indicates the door can be slid to the right after applying pressure to push it back behind the wall beside.

However, during his search he finds a second secret door right beside the first one. This one is more cleverly concealed, but the sharp-eyed Devin is able to spot the signs after looking around for signs of a trap. It would seem that the ten-foot section of wall could either be slid to the left OR the right - presumably opening up a secret passage behind. The question is, should he slide the door to the right - the more obviously way? Or to the left, which wasn't as easily seen at first glance?

To be clear, the secret door on the left (the 'west' side of the north wall) was more easily detected while the on on the right (the 'east' side of the north wall) was more cleverly concealed and harder to find. Which way do you go? Also, please confirm exactly where you are on the map by moving your token around appropriately. For moving around, see below for details:

It sounds like you're using rope going both up and down the sloped passages (presumably with someone holding the end of it, as there's nowhere to tie it off except at the entrance), which is just fine - and in fact that'd probably be a Climb check, so I'm not going to worry about skill checks and all those shenanigans - so long as you aren't being otherwised distracted or stressed (i.e. a trap going off, or combat, etc.) figure it all goes fine. The sole exception is anyone that cannot 'Take 10' for an automatic success vs DC 10 in either Climb or Acrobatics. I think that's only Francis, correct? Because of his armor? But as he has removed his armor temporarily, I'm not going to bother with checks at this point. Though of course if combat breaks out at some point, the lack of armor might be an issue. Did I miss anyone? Can everyone else automatically pass a DC 10 check using with a 'Take 10' on Climb or Acrobatics with your armor on? I'm going to say with everything going on in searching around, removing armor, setting up ropes, folks climbing slowly, etc it's been a solid 20 minutes since you entered through the door.

Map of Dark Depository

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis 53/53 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]

Nevitash 71/71 [See Invisibility for 35 minutes; Magic Vestments (+1 enhancement bonus to armor) for 6.5 hours; Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 1 (of 10) damage this day; Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes; Dancing Lights for 7 minutes]

Amenhep 58/58 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]

Devin 59/59 [Barkskin for 220 minutes; Heroism for 120 minutes; Heightened Awareness (+2 to Perception) for 35 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]

Soumral 51/51 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

A note for the GM - if it's been 20 minutes, it's distinctly possible my illusionary brick wall has lapsed, as it's duration is concentration ... which might affect your post above... so I'm going to give you a day or so to respond/revise the above before acting ...


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Ah! I'd nearly forgotten about that! The illusory brick wall fades and... nothing happens!


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

Nevitash says, "Always go left...the sinister path."


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Shaping his anytool into a listening cone again (with mesh screen), Devin listens carefully at both secret doors...

Perception: 1d20 + 7 + 3 + 2 + 2 + 2 + 2 + 2 ⇒ (13) + 7 + 3 + 2 + 2 + 2 + 2 + 2 = 33
7 ranks+3 trained +2 dimdweller +2 MW Tool +2 tears to wine +2 heroism +2 Heightened Awareness

Assuming he hears nothing:

He replies to Nevitash, "On your head be it", and opens the door to expose the better hidden left hand path.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

To be clear, the secret door on the left (the 'west' side of the north wall) was more easily detected while the on on the right (the 'east' side of the north wall) was more cleverly concealed and harder to find.

Do you mean the left door that was more easily detected? Or the right door that was tougher to spot? Your posts seemed to indicate that you believed the left door was the 'more concealed' door.

Nothing is heard from either room.


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

It was actually more a reference to the old belief that left handed people were sinister and could hide weapons in their main hand while shaking or saluting with their right to appear unarmed. I just tend to always suggest left to keep an orderly way of traveling through dungeons. In this particular case going left may be a literal trap.


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

The one that's more difficult to spot.


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Soumral considers for a moment and adds "It may be we should alter our thinking about the golem. If it is pegged to a door here rather than proximity to it like we've been thinking, it could be the easier door. Or, put another way, why is one door earlier to find than the other? Why not the same? If one door is found more often by people who don't know this place, it could be a way to funnel them to the trap."

"I vote for the more difficult to find door."


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Francis looks at both 'hidden' doors and wonders. Hearing the opinions he adds. "It is also possible that the easier to find door gets used more, possibly by people from the church. But we can over think any riddle from just about any angle if we try to understand it without the facts. Let's try opening that one," the harder to find one "and if there is nothing interesting or dangerous behind it, then also try the other one."


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Fireday, the 18th day of Desnus, 4714 AR
Weather is clear and a little hot (about 95 degrees) with very little wind.
One hour before sunset

----------------------------------------------

After a brief discussion, it is decided that they open the right-hand door, as it was more difficult to discern and might perhaps be hiding something more valuable than the other secret door. As the half-orc applies pressure and pushes on the wall so it slides to the left, revealing a gap that clearly leads into a hidden room, the bones that lay in the middle of the intersection begin to move with a dreadfully loud clattering and grinding - assembling themselves into a bone golem with the gaping maw of an crocodile and something silver gleams at its neck - a silver collar of some kind. Oddly enough though, it becames immediately clear that it is taking no offensive actions. Rather, it seems to stand there waiting. Ominously...

The secret door reveals a 25' square chamber, its walls lined with shelves, cabinets, and cupboards wrethed in cobwebs. A vast number of scrolls, dusty tomes and clay tablets are arranged upon the shelves - and presumably lay stored within the cabinets and cupboards too. More than a dozen stone sarcophagi stand against the walls in between, all carved with disturbingly blank faces.

Actions? Nobody moved their icons to join Devin at the secret door so I assumed you were all lingering in the intersection around the bone pile. The golem is Large, so figure you're all standing next to it (uncomfortably so), but it's not attacking. Again, everyone can still 'Take 10' to climb those sloping hallways at the moment, since there's nothing that is distracting you - though the an argument could be made that the presence of even a docile giant bone golem might do so...

Map of Dark Depository

Map/Guide of Tephu

--------------------------------------------

PC Health & Adventure Notes:

Francis 53/53 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]

Nevitash 71/71 [See Invisibility for 35 minutes; Magic Vestments (+1 enhancement bonus to armor) for 6.5 hours; Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 1 (of 10) damage this day; Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes; Dancing Lights for 7 minutes]

Amenhep 58/58 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]

Devin 59/59 [Barkskin for 220 minutes; Heroism for 120 minutes; Heightened Awareness (+2 to Perception) for 35 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]

Soumral 51/51 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 35 minutes; Message for 35 minutes]


CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8 Constant SLA's: Deathwatch 30' | Nondetection

Soumral starts by screening for magical auras while trying to ignore the golem.

Casting Detect Magic.

1 to 50 of 919 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Shifting Sands All Messageboards

Want to post a reply? Sign in.