Sunshadow's Kaer Maga Adventures


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Male Dwarf Empyreal Sorceror (Seeker) 1

Ah, well, in that case, by all means, let's go through them :-)


M Human Ftr3

"Morthos, I would suggest that we clear out this level first and come back to these doors that seem to descend deeper into the crypt. Whichever we decide, though, my shield will lead the way after Filios verifies that they're not trapped."


"I agree with Darren. No real sense in goin deeper until we can clear out this first level, just to be safe of course."

Speaking in a lower voice, only to Darren, "You got a good head on your shoulders there, kid."


Male Human Urban Ranger/1

Petvar jots down a few quick notes on his map as the rest of the group puzzles over which direction to go. Petvar rolls up his map, puts it back in his map case, seals it, and slings it back over his shoulder. He then draws his bow back out and notches an arrow, readying for whatever may lay ahead. "Alright then, let's go."

Petvar will stand 15 feet behind the doors, ready to loose an arrow if need be. OH, and I know I set down my hooded lantern earlier. I assumed I picked it back up, but if I didn't, I will excuse myself from the group momentarily and run back and get it.


Petvar, looking at your map, you remember that when glancing at the other map quickly, the cathedral seemed to be located in the general vicinity of where these doors seem to lead.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Filios examines the double doores, searching for any traps.

Perception (traps): 1d20 + 8 ⇒ (15) + 8 = 23
I agree with Darren and Solomon...let's finish the upper level before heading down.


Male Human Urban Ranger/1

"From what I can discern from these maps, it appears that the main Cathedral is behind those doors. Perhaps we should leave that for later? We should at least leave something to mark whether or not something comes through those doors between now and when we get back. Anybody got anything to mark the door so that we can tell if they are opened?" Petvar starts to rummage through his belongings, looking for something that might work.


If the party wishes to mark the doors and continue on, they can find a way to leave a small, innocent looking indentation on the doors.


M Human Ftr3

"If we had some rope, we could tie the handles together. Loosely enough that someone could get a blade through the opening and cut the rope if they want to get out, just in case we find our way in through another entrance and need this exit. But we'd definitely know if someone else cut through it, too."

Darren thinks a while longer. "Or, if nothing else, we can get some rocks from the rubble back there and place them against the doors. If someone opens them then, they'll move the rocks, and hopefully, they won't notice or care to reposition them. When we come back, we can check if the rocks are still where we put them against the door to know if someone's used the doors."


M Human Ftr3

sunshadow, I think the idea was to set up a way to tell if the doors have been opened when we come back. Like the hair taped between the door and the door frame in detective movies. Then, the detective checks to see if the hair is broken when he comes back to know if someone's used the door. But Darren hasn't seen those movies, and I don't think we have any adhesive.


"The idea with the rocks sounds much better than the rope, to me. We may need the rope for somethin else, yet it would be here, and if someone were to try to exit the door, they would then know someone else is down here with them. If the rocks can go unnoticed, I think that is the plan we ought to use."

The hair taped to the door was the first thing that crossed my mind when Petvar suggested this idea, lol. Couldnt think of anything else that could work like that though.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

sunshadow: I assume it is untrapped?

Filios assists in piling some small rocks at the door's base so that any disturbance will be noticed.

That ought to do it. Shall we proceed?


Its one of the primary entrances to the cathedral nave so no traps, and the party is able to assemble some rocks to make them look ignorable.


Male Human Urban Ranger/1

"Darren? Looks like you got the lead. Take us down the hall, let's see what we can find." Petvar stays to the back of the group, ready for what ever may jump out of the darkness.


M Human Ftr3

Darren straightens up and dusts off his hands.

"That should do it. Hopefully, it's subtle enough not to be noticed."

He straps his shield back onto his arm, takes the sunrod back from Solomon and leads the way down the hall.


Solomon takes up his shield and longspear, and files in behind Darren.


As you turn the corner you see that this hallway ends in an alcove about 30 - 40 feet down. Off to your left, another hallway opens up to the north about half way to the alcove. A suit of elaborate lacquered armor stands sentinel against the far eastern wall of the octagonal alcove. Silver chains attached to the armor’s neck and chest run across the floor of the room, their ends clutched in the bony hand of a skeleton sprawled on the floor.


M Human Ftr3

Anyone want to detect magic on the armor and skeleton? Does the armor have any weapons on it?

"The chains almost look like a leash."


Male Human Urban Ranger/1

"Morthos, can you see anything with your magic sight? It may be nothing, but with runelords, I'd rather not take any chances."


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Let me get a look at this. We do not want to end up like this guy...

Filios gestures to the skeleton and carefully examines the armor, chains and surrounding area for traps.

Perception (traps):1d20 + 8 ⇒ (20) + 8 = 28


Solomon quickly casts the Detect Magic spell, and studies the scene before him.

Knowledge: Religion 1d20 + 3 ⇒ (7) + 3 = 10
Yea, Ive had Detect Magic this whole time, and just kept forgetting to use it, lol.


How exactly are you examining the armor?


The scene in front of you contains no magic.


Male Human Urban Ranger/1

Petvar, seeing the scene in front of him, puts away his bow and draws two of his light hammers. Call me paranoid, but if we are going to have to fight either a suit of armor or a skeleton, I don't think an arrow is going to do too much damage. :) You don't stay alive in Kaer Maga's Undercity without being a little paranoid.


I meant standing back and looking at it. I was tryig to figure out if it was supposed to be part of something from one runelord or another specifically.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

I am specifically examining the armor itself to see if attempts to take the chains result in triggering some sort of animation of a construct or stepping on pressure plates nearby would cause the same.


This armor actually looks to be very unusual, if you have knowledge (local), you can try it. As for Filios, as soon as you get within 10 feet of the armor, you see a lot of nasty looking starting to crawl out of it that start forming into a swarm.

will do initiative and battle order when I get home since I am currently at work and busy.


Lot of nasty looking what? Spiders? Rats?


cockroaches (sorry trying to type and work at the same time)


M Human Ftr3

Darren sees the glimmer of light shine on the carapaces of innumerable roaches streaming out of the armor. He looks at the skeleton, and shudders at the thought of being eaten by roaches. He backs up unconsciously.

"Petvar, we're going to need that oil!"


Male Human Urban Ranger/1

"Right! On it!" Petvar begins rummaging through his pack.

I will wait until initiative before actually doing anything constructive.
Knowledge (local): 1d20 + 4 ⇒ (4) + 4 = 8


Initiatives::
Darren 1d20 + 2 ⇒ (1) + 2 = 3
Filios 1d20 + 6 ⇒ (18) + 6 = 24
Morthos 1d20 + 3 ⇒ (5) + 3 = 8
Solomon 1d20 + 0 ⇒ (10) + 0 = 10
Petvar 1d20 + 3 ⇒ (10) + 3 = 13
Swarm 1 1d20 + 2 ⇒ (18) + 2 = 20
Swarm 2 1d20 + 2 ⇒ (8) + 2 = 10

Order of Actions
Filios
Swarm 1
Petvar
Swarm 2
Solomon
Morthos
Darren
When you post, please put round number, hp information, and any active status effects you might have.

map


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Filios retreats to G4, drops his weapons and draws the two flasks of oil and begins to light them with flint and steel.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Sorry - Round 1, HP: 9/11, No Effects


Male Human Urban Ranger/1

That's what I was gonna do. I know one of the swarms goes before me, but I thought I would get my action out of the way.
Round 1, HP 10/10, No Effects

Petvar finally finds a flask of oil and his flint and steel. He pulls them out, and shoves a piece of fabric into the oil flask, leaving a little bit hanging out. Petvar then attempts to light the fabric in hopes of creating a molotov co*ktail to throw at the swarm.

I believe it is a full round action to light something on fire.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Yes, it does take that long, and we will likely need more than one.


Darren and Solomon both have swarms of crawling cockroaches ooze forward into their squares, and each takes damage from the nasty creatures crawling all over them. Solomon is able to shake off the nausea, but Darren finds himself overwhelmed by the nastiness and is nauseated for one round. Both find it harder to concentrate. Spells cast while surrounded by these things require a caster level check of 20 + spell level, and anything that requires patience and concentration requires a DC 20 Will Save.

Darren damage 1d6 ⇒ 5
Solomon damage 1d6 ⇒ 1
Darren Fort save 1d20 + 4 ⇒ (3) + 4 = 7
Solomon damage 1d20 + 5 ⇒ (10) + 5 = 15


Round 1, 12/13 HP, no effects

Solomon moves as far away from the swarms of creepy, crawly things as possible, and draws a flask of acid from his beltpouch.

Move to E4.


Male Dwarf Empyreal Sorceror (Seeker) 1

Round 1:

14/14 hp, no buffs

Morthos' face blanches slightly as he sees two swarms boil out of the suit of armor and assault his colleagues, but retains the presence of mind to delay until after Solomon and Darren have moved out of the way of the two swarms, takes a 5' step backwards (drawing a vial of Alchemist's Fire as he does so), and throws it at the S2 swarm.

Alchemist's Fire (Ranged Touch): 1d20 + 3 ⇒ (17) + 3 = 20, for 1d6 ⇒ 4*1.5 = 6 Fire damage (to S2), 1 splash damage (to S1).

He smirks in approval as at least one of the nauseating piles of insects starts to burn!

For the next round at least, throwing unlit flasks of oil should be fine :-)

Round 2 Automatic damage (to S2): 1d6 ⇒ 5*1.5 = 7 Fire damage.


M Human Ftr3

Round 1, HP 8, nauseated

Darren staggers away from the swarm. He begins retching as soon as he's out of the mass of them.

Single move action this round: move to E3.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Round 2, HP: 9/11, No Effects.

Filios throws a flask of oil at S1.

ATT: 1d20 + 4 ⇒ (3) + 4 = 7
DAM: 1d6 ⇒ 1

Ouch, I assume that misses...


rolls to see what happens to oil flask:
miss direction 1d8 ⇒ 2
going off chance 1d100 ⇒ 41

Filios, your flask of oil smashes into the wall beside the swarm, doing some splash damage, but not nearly enough to slow the swarm down as it moves forward to the closest meal, which would be Petvar at this point. Petvar is able to stave off nausea as thousands of little teeth bite into him at once, but still finds concentrating a challenge.
damage 1d6 ⇒ 6
Fort save 1d20 + 2 ⇒ (19) + 2 = 21


Updated map?


I'm at the wrong computer to update the map.


Male Human Urban Ranger/1

Rnd 2, hp 4/10, no effects

Petvar moves away from the swarm and throws his Molotov at it. Petvar will just move 10 feet away, so that he can throw the flask without hinderance.

Molotov: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 ⇒ 6


more rolls to see what happens with the molotov cocktail:
direction1d8 ⇒ 7
does it light (low = yes) 1d100 ⇒ 69

The improvised bomb fails to ignite as the wick flies off in one direction and the flask flies off in another, breaking harmlessly on the floor near the skeleton.

random roll1d50 ⇒ 11
The swarm that is currently on fire will stop and its surviving members will start to consume the dead ones before enough of them die at the beginning of Morthos's turn to cause the remainder to scatter into the stonework.


Current Locations
Filios G4
Swarm 1 H3
Petvar F3
Solomon E4
Morthos H4
Darren E3


Male Dwarf Empyreal Sorceror (Seeker) 1

Round 2:

14/14hp, no buffs

Morthos gives a sigh of relief when one of the swarms disperses, but the second one is still far too active, and hungry, for his taste...

...Drawing a flask of acid from his belt pouch, he carefully backs away from the swarm (moving to D4), and prepares to throw the flask on his next turn...


Solomon steps forward a bit, to get in proper range and says to quick prayer to Torag to guide his throw. The flask of acid leaves his hand...

If there is some way of hitting the swarm with the Acid, but not anyone who is adjacent to it, then thats where Im targetting. if not, then my apologies, and I'll heal you, later, lol.
Throw 1d20 + 1 ⇒ (12) + 1 = 13
Damage 1d6 ⇒ 5 x 1.5= 7

...flies through the air, and shatters on the ground, eating away at swarm of tiny creatures.

Pleased with the results of his throw, Solomon draws another flask.


I'll just say that you readied your throw for when Morthos moved.

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