Time for the Tomb of Borrors!


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He looks sheepish at his feet. "I was just asking."

He looks around the floor for something else to eat and lashes his tongue out to pick it up and gulp it down.

Sovereign Court

Nasty: There is plenty of broken glass if that suits your fancy

Dark Archive

*cricket cricket cricket cricket*


He picks up a handful and chomps it down absent mindedly almost.

"So whats next boss?"


We go looking for a metal forge.

Check far door for traps: 1d20 + 9 ⇒ (10) + 9 = 19

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Alissa: The right handle is trapped on the golden door


*Opens the left door.*

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Beyond the golden door lies a 30' long hallway. At the end of the hallway is an archway of green glass leading into a 20' wide x 30' long room filled with an orange mist that smells of valencia oranges.


I hate this oragne mist. One day it is going to take us somewhere worse than where we are now.

*Walks into the mist and accepts her fate.*


detect magic

Sovereign Court

JRR Tolkien wrote:

Nesod: The worst part about traps is the anticipation of traps.

Alissa: Beyond the curtain is a 200' long x 80'wide room rectangular room. It's floor is marked with 3 mosaic diagrams we'll call 1,2 and 3 made of tiny ceramic chips. Each diagram appears to show a section of a corridor, one branch leading to a key. Each diagram shows a 50' long x 10' wide hallway.

Diagram 1: Shows a 10' x 10' branch leading to the left with a key

Diagram 2: Shows a 10' x 10' branch leading to the right with a key

Diagram 3: Shows a 10' x 10' branch leading to the right, but at the end of the 50' long hallway, there is a key.

Three arches open in the north wall. Diagram 1 and Arch 1 are made of black marble, Diagram 2 and Arch 2 are made of opaque green glass and Diagram 3 along with Arch 3 are made of a violet substance that looks like dried sponge.

Above the archwaysis a message spelled out in a patchwork mosaic of black marble, opaque green glass and a violet spongelike substance. The message reads:[b]THREE KEYS FOR THE GOLD, TWO STRINGS TO BREAK THE CUBE, ONE CUBE TO TRAP THE MIST.

This is kind of an important room so feel free to ask as many questions as you want

Alissa: You are back in this room

AMS: The mist has a strong aura of teleportation magic


Enough with the fruit smells. Why can't the mist smell like bacon?

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Have you been reading ahead?


I burble into the mist too. BURRRRRBLE...


Nasty follows his boss where ever she goes.


I hope there are Starbursts on the other side of this mist.

I walk into it.

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All: You have now cleared the first 2 passageways, The only one left is the violet cloudlike substance passageway.

You also managed to avoid about 50% of the dungeon so far. Good Job!


Considering we entered the Violet Cloudl hallway and ended taking a shortcut to the Glass Hall, I think that is pretty good.
Only problem is if we have to go back and explore again looking for a smelter.


Woo hoo. :-)


Hm, what?


"What next? Can I eat the Smelter guy?"

"He looks like he would be tasty."


If he can make a key, No.
If he can't, Yes.

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Nasty/Alissa: He can not in fact make a key


Ah, an alter ego.


2 people marked this as a favorite.

"Hurrah I get to eat him then."

Slurp: 1d20 + 24 + 24 ⇒ (1) + 24 + 24 = 492d6 + 12 + 45 ⇒ (1, 6) + 12 + 45 = 64

I took the liberty of adding a circumstance bonus to attack and damage since it is a cricket character


Thank god for that one, You miss! Time for a Brave Brave Sir Robin!!! RUN AWAY!!!!

Sovereign Court

All: So as far as the corridors of mist go, you have already gone straight ahead 50' towards the now infamous golden door. Behind which was a deadly trap. 40' down this straight hallway and on the right/east side was a hallway that went 70' and led to a golden door.

Behind that is a room with a trapdoor that led you to the corridors of glass. 30' behind the golden door i.e. left/west is a passageway that heads south for 160'.


Heading down the passage, searching for traps.

Search: 1d20 + 9 ⇒ (8) + 9 = 17

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Alissa: You find no traps, After the 160' trek the hallway turns 45 degrees southeast and ends at a golden door 15' ahead.


Was the hall straight all the way down, or were there any doors or side halls along the way?

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Alissa: It was a straight hall, no doors or passageways


Looks down the 45% hallway.: 1d20 + 9 ⇒ (20) + 9 = 29

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Alissa: Nice Roll, you see a golden door at the end that is trapped the same way the others are trapped i.e. Trap on the right handle, also You know that the room beyond is large.


*Opens the left door.*

What do I see?

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Alissa: This dome shaped chamber is about 100' in diameter and has an 80' ceiling. The dome is made of the violet cloud material, as is a 10' wide pathway that leads to 6 doorways. The remainder of the floor is covered with clumps of white cloud-like material that looks like cotton. Wisps of greenish clouds drift near the ceiling.

You have entered from the north side. Their are 5 more doorways.

1. Northeast: Orange door
2. East: Gold Door
3. South East: Gold Door
4. South West: Gold Door
5. West: Orange Door
6. North: The door that you entered.

You smell an odor of burning sugar from behind doors 1 and 2.

You also hear what sounds like the cries of an agonized woman coming from behind doors 1,2 and 3.

You smell an odor of lilacs coming from behind Doors 4 and 5.

DM:
1


*Uses pole to test both colors of the floor.*

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Alissa: The area that is not on the path feels significantly softer


How far down can I push the pole?

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Alissa: You cannot feel a bottom no matter how far you push


2 people marked this as a favorite.
Ranger Alissa wrote:

How far down can I push the pole?

JRR Tolkien wrote:
You cannot feel a bottom no matter how far you push

BOW CHICKA BOW WOW...


Nasty looks to Alissa.

"Can I go help screaming woman? Me no like that sound? I want it to stop please."

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All: Let me explain these paths a little better, There is a meandering path from each door roughly 45-50' that all meet in the middle of the room looking much like a 6 armed octopus...uh maybe a hectopus? The middle portion is roughly circular area 30' wide X 30' long.


Okay people, stay on the purple areas and off the white areas. Don't stand still, keep moving or you may start sinking.

JRR, does the screaming coming from doors 1,2 and 3 sound like the it is the same scream, or are they different screams?

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Alissa: It sounds like the same scream


*Moves over to door 1. Checks for traps while alternating which foot I am standing on.*

Hop Search: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27

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Alissa: Wow you are on fire with these rolls, There are no traps in this entire room with the exception of the right handle on the golden doors


Oh SUUURRRREEE. Go and jynx me why don't you? :-(

I open the door. What do I see?

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

See!!

Sovereign Court

Alissa: The door open to a passageway thick with a dense brownish fog that smells of burnt sugar. The fog causes no damage, but obscures all sight to 2'. As the door is opened, the agonized cries grow louder.

See no matter what you rolled, it all turned out well!


*Going down the hall. Tapping my pole on the floor, ceiling and walls.*

Listening if any of the taps sound different, or if there is an opening.: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8

Thanks alot JRR

Dark Archive

Good job JRR!! :)

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