Ch. 2: Finally Inside the Tomb

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Mondego
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Re: Finally Inside the Tomb

#81 Post by Mondego »

Quinn will continue down the hall stepping across the area where the two pits meet.
Last edited by Mondego on Fri Mar 15, 2013 8:45 pm, edited 1 time in total.

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AQuebman
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Re: Finally Inside the Tomb

#82 Post by AQuebman »

Bindle will slowly move the hall using his Jo Stick to all around as he goes. He walks in diagonals first stepping to the NE then to the NW and always checking with hard pokes of his Jo Stick as he goes. He will try to get next to Skirratch if he can.

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Re: Finally Inside the Tomb

#83 Post by Dumnbunny »

Razluki will move forward, taking up a position behind and to the left of Tix (Tix's left).
Jed [AC: 14, HP: 9/10, Deity Disapproval: 1-2], Murq [AC: 13, 8/8]

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Re: Finally Inside the Tomb

#84 Post by tkrexx »

The Dwarf will follow McCloud.

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Re: Finally Inside the Tomb

#85 Post by Stirling »

McCloud is still checking the pit traps and assessing their capabilities, how deep they are and how to reset them, etc. It is quite unnerving actually having an impaled elf grinning at you in one pit and being on your knees bent over the other one in a short kilt with a dwarf creeping up behind you!! (With his mind racing, sweat dripping and vertigo setting in, its no wonder he can't keep his mind on the job!)

[1d100] = 88 % skill checks for traps.

McCloud voices that he is all for pulling the box lever and seeing what happens..? Any more info on the tiles and frescoes? Is the 'mist'...(gas?) coming out into the corridor or just in that side passageway?

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Alethan
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Re: Finally Inside the Tomb

#86 Post by Alethan »

Stirling wrote: [1d100] = 88 % skill checks for traps.
In any game I've ever played, the GM makes any kind of roll like this, where the player shouldn't know right away if they've been successful; only the GM.

Certainly, each game has its own house rules, but this isn't one I've ever seen.
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Re: Finally Inside the Tomb

#87 Post by Bhart »

Stirling wrote:McCloud will stay put on this square for now but will try and use his 'traps' skills to determine how these death pits are operating. They seem counter balance weighted...any weight, can a 1/2ling move safely, cat? feather?, any trigger wires, once 'found' and open, can they be reset and become floor again?

"did anyone pull the lever from the jackal box, maybe it is a safety for these pits and turns them on and off? Want to give it a try Tics?"
Your examination of the pit reveals the following... The floor panel that covers the pit is split into two, like double doors. The two doors flip down when you put most of your weight on them. You see no way to reset them to the shut position.

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Re: Finally Inside the Tomb

#88 Post by Bhart »

Alethan wrote:Skiiratch steadies himself against one of the walls and tries to read any text on the floor.
You drift another 10 feet closer to the devil face before you can move to the wall. The pull seems to be stronger now that you are closer and it is difficult to get a grasp on the smooth wall. At best you manage to slow your movement south.

You are able to read more text...
GO BACK TO THE TORMENTOR OR THROUGH THE ARCH,
AND THE SECOND GREAT HALL YOU'LL DISCOVER.
SHUN GREEN IF YOU CAN, BUT NIGHT'S GOOD COLOR
IS FOR THOSE OF GREAT VALOR.
IF SHADES OF RED STAND FOR BLOOD THE WISE
WILL NOT NEED SACRIFICE AUGHT BUT A LOOP OF
MAGICAL METAL, YOU'RE WELL ALONG YOUR MARCH...

There is more but the path winds to the east side of the hall away from your position.

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Re: Finally Inside the Tomb

#89 Post by Bhart »

Mondego wrote:Quinn will continue down the hall stepping across the area where the two pits meet.
After safely stepping past the 2 diagonal pits Quinn continues south.

Percent roll and a 1d6 please.

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Re: Finally Inside the Tomb

#90 Post by Bhart »

AQuebman wrote:Bindle will slowly move the hall using his Jo Stick to all around as he goes. He walks in diagonals first stepping to the NE then to the NW and always checking with hard pokes of his Jo Stick as he goes. He will try to get next to Skirratch if he can.
You are able to safely move in diagonals about 30 feet further south, until Quinn (who is just slightly ahead of you) finds something.

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Re: Finally Inside the Tomb

#91 Post by Bhart »

Stirling wrote:McCloud is still checking the pit traps and assessing their capabilities, how deep they are and how to reset them, etc. It is quite unnerving actually having an impaled elf grinning at you in one pit and being on your knees bent over the other one in a short kilt with a dwarf creeping up behind you!! (With his mind racing, sweat dripping and vertigo setting in, its no wonder he can't keep his mind on the job!)

[1d100] = 88 % skill checks for traps.

McCloud voices that he is all for pulling the box lever and seeing what happens..? Any more info on the tiles and frescoes? Is the 'mist'...(gas?) coming out into the corridor or just in that side passageway?
You don't have to roll your thief skills. I'll just have to re-roll them anyway, because you are not supposed to know the result. :)
The pits are 10 feet deep with large sharp spikes set in the bottom. Regarding the operation of the lid, see the post above.

No the mist does not seem to be pouring into the hall, but you can't be sure since most of your attention is on the pits.

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Re: Finally Inside the Tomb

#92 Post by Bhart »

Updated map...
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Re: Finally Inside the Tomb

#93 Post by Mondego »

Bhart wrote: After safely stepping past the 2 diagonal pits Quinn continues south.

Percent roll and a 1d6 please.
Find Traps [1d100] = 41:[1d6] = 3

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Re: Finally Inside the Tomb

#94 Post by Alethan »

Skiiratch gently sets down on the ground, ready to take to the air at a moment's notice if a pit trap happens to fall out from under him.

He repeats the words he can read to the rest of the party.
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Re: Finally Inside the Tomb

#95 Post by Bhart »

Mondego wrote:
Bhart wrote: After safely stepping past the 2 diagonal pits Quinn continues south.

Percent roll and a 1d6 please.
Find Traps [1d100] = 41:[1d6] = 3
The floor suddenly gives way and Quinn plummets to the bottom of the spike filled pit. He is impaled by 3 spikes.

Damage for the spikes...
[3d6] = 8

Damage for the fall...
[1d6] = 3

Please roll 3 saving throws vs poison.

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Re: Finally Inside the Tomb

#96 Post by Mondego »

Save vs Poison x 3 [1d20] = 3:[1d20] = 15:[1d20] = 5

OOC: Without any modifiers Quinn needs a 5 or better. Can he pull himself off of the spikes and cast neutralize poison on himself?

Finding himself at the bottom of the pit Quinn does his best to stand, and in the process, pulls himself off of the spikes impaling his body.

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Re: Finally Inside the Tomb

#97 Post by Stirling »

"hmmm...the pits seem to operate...", McCloud begins his running commentary on the pits to those behind him, "just like that...", pointing at the falling Quinn as he sets off the pit-trap.

"Oh curses! ...", McCloud will step back to allow the team 'medics' to come through to aid Quinn.

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Re: Finally Inside the Tomb

#98 Post by Alethan »

"Holy bejeezus!" Skiiratch exclaims, as he immediately lifts himself up off the floor, all the way to the ceiling. He will forcibly try to work his way back to the tunnel entrance by moving his way along the ceiling. If that doesn't work, then he'll set back down near the edge of the western wall and try to not set off any more pit traps.
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Re: Finally Inside the Tomb

#100 Post by tkrexx »

Trappins be aboundn n'ere, the Dwarf utters as he attempts to cross in the same path Quinn has done in order to assist Bindle in removal of the Storyteller.

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