Sunshadow's Kaer Maga Adventures


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Male Dwarf Barbarian(Drunken Brute/Invulnerable Rager) 5

Assuming that Filios will allow him to have a look, Morthos will eagerly go through the scrolls...

Casting Detect Magic and Read Magic as necessary.

That's all from me for the next 8 hours or so. Have fun ;-)


Solomon will watch over Morthos' shoulder as he goes over the scrolls, to see if there are any that he recognizes.


One of the scrolls is magical and contains the spells lesser restoration and remove paralysis. The other seems to be a torn page of a journal with an incomplete map of this crypt level with labels written on very old draconic lettering. You can see the main entrance, which is where you came in, with a chapel to either side and a common crypt area leading north to the main cathedral, as well as the edges of the surrounding areas, like a couple of the rooms in the current section you are in, as well what appears to be rooms of some kind beyond the other chapel.


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

Aha...look at this...a hidden closet! Morthos, will you please take a look at these scrolls?


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 assume that Solomon and Morthos will want to take these scrolls for future use. As for the map, Petvar should examine it and use it in the general mapping that he is doing. Do we want to track down those Tengu and force some information out of them, or can we deal with them when we find their exit? From what they said, it is not well-hidden.


M Human Ftr3

"I didn't feel threatened by those two. And I don't feel like they know any more about the crypt than we do. I'm a little concerned that they may find some of the loot we were hoping to collect, but I'm not willing to fight them to take it back. They are basically as innocent as we are. Or as guilty."

"This room is sloth, you say?" Darren chuckles. "Well, let's not succumb to that vice just yet! Shall we move to the next one?"

This would be the 3rd door on the left, IIRC. And before we leave this hall, Darren will suggest trying to break down the locked door. Just giving you all warning. Incidentally, I'm also usually afk during most of the weekend, but mine doesn't start for another 7 hours or so. I'm digging the interaction and pace of this game, though. Good group!


Male Human Urban Ranger/1

"I'll put the map in my map case until we get some time to stop and smell the roses. But I think we should keep knocking down these doors, checking for secret compartments and monsters. We can come back to the locked door after we get these last ones done. Then if we need to, we can rest in one of the rooms, closing the door and blocking it so that roaming monsters can't get in without a wicked fight."


By now enough people in the party are wise enough and knowledgable enough about the runelords to catch onto the trend of there not being a whole lot of anything in this hallway, or at least not nearly enough to suggest that the party would gain anything by taking the time to break down the locked door. This seems to have been a hallway where bodies where prepared for burial, not where anything of value was stored. On a related note, you have so far positively ided pride, greed, lust, and sloth; wrath should have been pretty clear as well, leaving only gluttony and envy between the locked door and the remaining unlocked door.


"I agree, lets come back for the locked door later."

Morthos, if you want to carry those scrolls, thats fine with me.


M Human Ftr3

I didn't really expect there'd be much, but the suspicion was that the Tengu might've looted the other rooms except the locked one and the one with the monsters. And the one with the monsters had a couple hundred gp worth of loot, not an insignificant amount to a poor farm boy like Darren. But we can move on. Should we at least figure out which of the two rooms is which sin, checking on the unlocked one? I guess it doesn't really matter.

Looking at the map: "It looks like the other side is similar to this one. But if these are all burial preparation rooms for the 6 sins, what's on the other side? I guess we should still check out the other hallway on this side before we leave, though. Just in case the seal locks again after we leave here."


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's at least check out the remaining unlocked door. I am game to try knocking down the locked door, if anyone else is interested?


You think its safe to surmise the tengu saw the same rooms you did, which either had not much of value or nasty creatures that wanted to eat them. If they had managed to loot anything from elsewhere in the crypt, they would have simply left with what they already had after encountering the lustspawn. Fattened wallets don't encourage people to stay in dangerous places, but lean ones do.


Male Human Urban Ranger/1

"Well Darren, why don't you go ahead and push that last door open after Filios checks it. After that, if we don't need to rest, I would suggest continuing down the hall we originally started down."

Petvar readies his bow for when Darren opens the door, standing across the hall in the open doorway of the opposite room.


"I know it's gettin late, but I could keep goin awhile longer, I think. If you lot want to rest for awhile, though, that's fine by me, too."


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 had alraedy checked the door and found no traps.

Filios follows Darren to the last unlocked door, waiting with both weapons drawn to follow Darren inside.

Well, let's see what we have inside...


Darren, as you open the door, you see a grossly bloated zombie, its rotting skin stretched and straining as if pumped full of air, stir at the sound of noise in its chamber.

Initiatives:

Zombie 1d20 + 0 ⇒ (10) + 0 = 10
Darren 1d20 + 2 ⇒ (15) + 2 = 17
Filios 1d20 + 6 ⇒ (6) + 6 = 12
Morthos 1d20 + 3 ⇒ (18) + 3 = 21
Solomon 1d20 + 0 ⇒ (5) + 0 = 5
Petvar 1d20 + 3 ⇒ (13) + 3 = 16

Order of Actions
Morthos
Darren
Petvar
Filios
Zombie
Solomon
When you post, please put round number, hp information, and any active status effects you might have. Map will be put up as soon as I get home from work in a couple hours.


M Human Ftr3

"And... this must be gluttony."

Will wait for Morthos to post his action.


map as promised


Male Dwarf Barbarian(Drunken Brute/Invulnerable Rager) 5

I can carry the scrolls, but since they are both clerical, ultimately, Solomon is probably going to be the one to use them ;-)

Round 1: hp 14/14

Doing his best to hold is breath (something which, RAW, he can do for three minutes!), Morthos plods purposefully into the room (moving to the square just south of the zombie; zombies are not known for their 'combat reflexes', after all, so I hope that he is fine ;-) ), and then takes a measured swing at the abomination with his axe!

MW Ancestral Greataxe, Arcane Strike: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d12 + 7 ⇒ (10) + 7 = 17 Magical Slashing damage.

Why do I feel that Morthos has just encountered one of the wights out of Myth II?


A good point, Morthos. I'll carry them, then, in case we need them in a hurry.


M Human Ftr3

Round 1: HP 13

If the zombie doesn't go down to Morthos's attack, Darren will attack as well.

Power attack: 1d20 + 5 ⇒ (12) + 5 = 17, Damage: 1d8 + 6 ⇒ (7) + 6 = 13


What weapon were you using, Darren?


Male Dwarf Barbarian(Drunken Brute/Invulnerable Rager) 5

I would imagine that he was using his longsword, since despite power attacking, he still had a +5 to hit (anything else would have been at +4, since he does not have weapon focus in anything else).

30 hp? That is one tough medium zombie ;-)


M Human Ftr3

Yes, it was the longsword. Darren would've dropped the sunrod and drawn the sword as his move action. Sorry, was in a rush.


Male Human Urban Ranger/1

Rnd 1, hp 11/11, no effects

Petvar looks at the zombie, attempting to discern its weaknesses and any special attacks it might have.

Knowledge (Undead): 1d20 + 6 ⇒ (7) + 6 = 13

Seeing there is no room left for melee, Petvar raises his bow, draws back its string and fires an arrow at the zombie.

Shortbow: 1d20 + 6 ⇒ (4) + 6 = 10 (assuming a zombie is undead :)
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Male Dwarf Barbarian(Drunken Brute/Invulnerable Rager) 5

@Petvar: The zombie has not acted, so RAW, you can move around it with impunity; as such, there is plenty of room to 'base' the zombie if you wish to attack it in melee, rather than taking the -8 penalty for firing into melee, through cover :-/

EDIT: Or a -4, assuming Darren moved into the room around the zombie, rather than just 5' stepping into combat.


Attack: Longspear 1d20 + 3 ⇒ (6) + 3 = 9

Solomon attempts to stab the zombie with his spear, after dropping his shield, but fails to land yet another hit.

I dont think Ive hit anything since we entered the stupid dungeon. this game r lame. :P


Male Human Urban Ranger/1

@Morthos: That's okay. I don't want to take away any thunder you and Darren got going at the moment. I'll move in next round.

@Solomon: lol, I am playing a cleric in another PbP where I have yet to score a hit, however, I rolled a crit on a skill check. Started that one about a week before this one. What can you say? Luck of the random generator I guess. :)


The axe and the sword don't seem to do as much as you think they should be doing.


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 1, HP 9/11, No Effects

Filios moves to a position just North of the Zombie, thus flanking with Morthos, and he attacks with both weapons.

LS ATT:1d20 + 5 ⇒ (17) + 5 = 22
LS DAM:1d8 + 4 ⇒ (2) + 4 = 6
LS SA DAM:1d6 ⇒ 4
SS ATT:1d20 + 5 ⇒ (1) + 5 = 6
SS DAM:1d6 + 2 ⇒ (4) + 2 = 6
SS SA DAM:1d6 ⇒ 1


Filios's blade manages to finally deflate the zombie, but releases a large cloud of ungol dust as a result. While both dwarves completely ignore it, Darren only barely avoids breathing some of it in, while Filios takes the full brunt of the poison.
Filios Fort save 1d20 + 2 ⇒ (11) + 2 = 13
Morthos Fort save 1d20 + 6 ⇒ (19) + 6 = 25
Solomon Fort save 1d20 + 7 ⇒ (20) + 7 = 27
Darren Fort save 1d20 + 4 ⇒ (11) + 4 = 15


Poison damage for Filios:
1 Charisma damage from first failed save
1d20 + 2 ⇒ (7) + 2 = 9
1d2 ⇒ 1
1 Charisma damage from second failed save one round later


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

[b]Solomon...do you have anything that can stop and heal the poison that has suffused my sytem?[b]

sunshadow: What level of restoration spell are we talking about here, or will consecutive saves do it?


You need to save once for it to stop, and it's simple charisma damage, nothing more. It will stop on its own eventually, but you don't know when.


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

Ok, I assume you will keep rolling the saves, just let me know.

Filios searches the remainder of the room for secret doors.

Perception:1d20 + 7 ⇒ (20) + 7 = 27


Male Dwarf Barbarian(Drunken Brute/Invulnerable Rager) 5

Morthos breathes a sigh of relief when the zombie falls, and then fires-up a Detect Magic to scan the room, whilst Filios searches it...

How much XP was the zombie worth?


120 experience each for the zombie. Nothing magical in here, but there are 4 black onyx gems worth 50 gp a piece.
Remaining saving throws
1d20 + 2 ⇒ (3) + 2 = 5
1d2 ⇒ 1
Another point of charisma damage
1d20 + 2 ⇒ (18) + 2 = 20
So a total of 3 charisma damage before you finally get it out of your system, Filios.


Will the scroll of Lesser Restoration take care of the ability damage, or is it beyond what that spell can handle? I know it does a d4 temporary ability dmg, just not sure if this would fall into that kind of damage.


Male Dwarf Barbarian(Drunken Brute/Invulnerable Rager) 5

Well, if that is all that is in here...

Morthos pockets the gems, dusts himself off with a Prestidigitation, and turns to his companions...

"We should go back and have a look at that locked door before exploring deeper. I would not waste one of the charges from the chime on it; we are in no particular hurry, so eventually, we could simply cut our way through."

Morthos does 1d12+7 damage per round, so eventually, he will cut through the door, despite the 'hardness 8' of stone...

EDIT: For what it is worth, I would recommend holding on to the scroll for the moment, just in case we run into something that does Str or Con damage down here...


The scroll would work, its just normal attribute damage that will heal given time.

All of the doors except for the ones in the original room have been iron bound wood. After eventually breaking through the door, you find a completely empty room. Detect Magic and Perception checks confirm that this is a completely empty room.


Male Dwarf Barbarian(Drunken Brute/Invulnerable Rager) 5

Fair enough. I guess the next thing we should do is go the end of the (Western) 'T-intersection', and look both ways ;-)


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

We can use the scroll, or hold off, no big deal either way. It is not like it effects any of Filios' most-used skills or melee abilities.

Well, since we have completed the six doors and the other in the original hallway, I suppose we should head down the original one to the T-intersection. Darren, would you care to leaqd the way?

Filios carefully checks to walls and floor for traps or secret doors for the remainder of the hallway down to the T past the door on the left while Darren lights the way.

Perception (traps):1d20 + 8 ⇒ (9) + 8 = 17


When you get to the T intersection, if you look left, you see a short hallway and now understand why the tengu were puzzled at your not understanding about their tunnel. The entire end of of this hallway stub has been collapsed in and there are still a couple of pickaxes sitting near the broken edge. To the right is a long tunnel unbroken by doors or intersections for at least 60 feet.


Male Human Urban Ranger/1

"Huh. So that's where they got in." Turning to the group..."Well, should we continue down this hallway? It's either that or go back to start and try one of the other doors with the chime. I'm good with continuing on with what's in front of us."


Male Dwarf Barbarian(Drunken Brute/Invulnerable Rager) 5

Morthos nods.

"Let's continue with the long corridor. We might as well completely explore the territory that is open to us before using more charges."


"Agreed."


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's do this...lead the way, Darren.

Filios checks for traps along the floor and walls of the hallway as they proceed.

Perception (Traps):1d20 + 8 ⇒ (10) + 8 = 18


The hallway is level and uninteresting for just a little over 100 feet., as which point you come across a set of stairs that goes down to a small landing, where a hallway splits off to the east, after which another set of stairs goes back up 10 feet and the long hallway continues another 30 feet before turning east. The offshoot hallway from the landing goes another roughly 30 feet east and 20 feet down before ending in a large set of bronze double doors.


Male Dwarf Barbarian(Drunken Brute/Invulnerable Rager) 5

Morthos casts Detect Magic on the bronze double-doors, and looks for any obvious way to open them. If they are exactly like the other doors that the party has encountered, he will turn to the others, and comment:

"I would prefer to keep going and explore as much as we can without opening any more of the 'special' doors with the chime; what do the rest of you think?"

Essentially, if it looks like it is another set of 'special' doors, Morthos would like to keep following the 'main' path to see where it leads.


These don't look like the sealed stone doors in the original room of seals. These have handles and it would be reasonably easy to open them as far as the party can tell.

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