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3 posters
Tomb of the Nine Gods
Chris- Posts : 9519
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- Post n°51
Re: Tomb of the Nine Gods
navyik- Posts : 5040
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- Post n°52
Re: Tomb of the Nine Gods
The alignments are given with the names of the 9 trickster gods above.
Chris- Posts : 9519
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- Post n°53
Re: Tomb of the Nine Gods
here, now both are on the same forum page
Chris wrote:nice rolls and use of skills!
Religion informs Baldric about the natures of the 9 Trickster Gods
I’jin (female) Chaotic Neutral
Fickle and unpredictable
“I never stick to a
plan.”
Kubazan (male) Chaotic Good
Wild and spirited
“I am fearless and not
afraid to take great risks.”
Moa (male) Lawful Good
Truthful and kind
“I must always speak
the truth.”
Nangnang (female) Neutral Evil
Selfish and cruel
“I won’t share with
others.”
Obo’laka (female) Lawful Neutral
Nervous and obsessive
“I am risk-averse and a
slave to routine.”
Papazotl (male) Lawful Evil
Shrewd and conniving
“I bow before no one
and expect others to do as
I command.”
Shagambi (female) Neutral Good
Wise and virtuous
“I never show mercy to
evildoers.”
Unkh (female) Neutral
Selfabsorbed and indecisive
“I am incapable of
making decisions.”
Wongo (male) Chaotic Evil
Violent and deranged
“I act without concern
for the well-being of
others.”
Adder's knowledge of the Arcane arts leads him to suspect that the Evocation aura on the door would inflict some sort of damaging effect if the keys are put into the door in the wrong combination. Adder's deduces from his Investigation that the order the keys are inserted is not as important as their locations.
whit10- Posts : 6622
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- Post n°54
Re: Tomb of the Nine Gods
before we actually do this; it seems like they should just go where the names designate? Alan, please chime in.
I would suggest starting at Neutral and then go from there? Or start with CE? I'm probably second guessing myself though
I would suggest starting at Neutral and then go from there? Or start with CE? I'm probably second guessing myself though
navyik- Posts : 5040
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- Post n°55
Re: Tomb of the Nine Gods
Placing them in the right slots is the key. Which you place first doesn’t matter, according to your arcana check.
Tynman interposes himself between the wizard and the door. He holds out his hand. “By your command...”. He will place the stones as Edmund directs. He knows that he is more resistant to damage.
Tynman interposes himself between the wizard and the door. He holds out his hand. “By your command...”. He will place the stones as Edmund directs. He knows that he is more resistant to damage.
navyik- Posts : 5040
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- Post n°56
Re: Tomb of the Nine Gods
Baldric should stand just in range to give tynman a bonus while the wizard and Blue stand behind Baldric.
Chris- Posts : 9519
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- Post n°57
Re: Tomb of the Nine Gods
whit10- Posts : 6622
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- Post n°58
Re: Tomb of the Nine Gods
ok, let's do this.
Pally next to Tynman and in front of Edmund (and Blue I presume)
Edmund will direct Tynman according to what was discussed above (proper key to proper god)
Pally next to Tynman and in front of Edmund (and Blue I presume)
Edmund will direct Tynman according to what was discussed above (proper key to proper god)
Chris- Posts : 9519
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- Post n°59
Re: Tomb of the Nine Gods
whit10 wrote:
Edmund will direct Tynman according to what was discussed above (proper key to proper god)
I don't understand what this means.
imagine the 9 holes are like numbers on a phone pad
1 2 3
4 5 6
7 8 9
tell me per number, which cube (by god name), goes into which slot
navyik- Posts : 5040
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- Post n°60
Re: Tomb of the Nine Gods
Tynman places the gods according to the alignment chart
LG NG CG
LN N. CN
LE NE CE
LG NG CG
LN N. CN
LE NE CE
navyik- Posts : 5040
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- Post n°61
Re: Tomb of the Nine Gods
6
I’jin (female) Chaotic Neutral
Fickle and unpredictable
“I never stick to a
plan.”
3
Kubazan (male) Chaotic Good
Wild and spirited
“I am fearless and not
afraid to take great risks.”
1
Moa (male) Lawful Good
Truthful and kind
“I must always speak
the truth.”
8
Nangnang (female) Neutral Evil
Selfish and cruel
“I won’t share with
others.”
4
Obo’laka (female) Lawful Neutral
Nervous and obsessive
“I am risk-averse and a
slave to routine.”
7
Papazotl (male) Lawful Evil
Shrewd and conniving
“I bow before no one
and expect others to do as
I command.”
2
Shagambi (female) Neutral Good
Wise and virtuous
“I never show mercy to
evildoers.”
5
Unkh (female) Neutral
Selfabsorbed and indecisive
“I am incapable of
making decisions.”
9
Wongo (male) Chaotic Evil
Violent and deranged
“I act without concern
for the well-being of
others.
whit10- Posts : 6622
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- Post n°62
Re: Tomb of the Nine Gods
yep, Alan got it right... sorry, my bad
Chris- Posts : 9519
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- Post n°63
Re: Tomb of the Nine Gods
navyik wrote:Tynman places the gods according to the alignment chart
LG NG CG
LN N. CN
LE NE CE
BINGO!
I thought that is what you guys meant, I just wasn't sure.
from the clues "the enemies oppose. one stands in the middle"
The nine cubes flare with light, then disappear. Growling
like an angry beast, the slab begins to slide up into the
ceiling.
When the door opens, the puzzle cubes teleport back to
their respective shrines in Omu.
FYI - the bold type is taken directly from the module book
map updated
Another slab blocks the hallway twenty feet beyond the
first door. An iron lever is set into the door’s surface,
with a graven stone skull leering down from above.
Tyn spots a seam in the tile floor ahead! (PP!)
navyik- Posts : 5040
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- Post n°64
Re: Tomb of the Nine Gods
Blue starts quickly for the next slab before looking down to see his feet are not touching the ground.
“Structural threat detected,” Tynman drones. He is holding Blue up by his hood and sets him down.
Blue looks at the seam. “Doh! Maybe there’s a mechanism. Look Eddie!”
Blue investigates what he can reach if the seam without stepping on its adjacent slabs.
Result of the throw of dice "1d20 +9" :
4 + 9 = 13
“Structural threat detected,” Tynman drones. He is holding Blue up by his hood and sets him down.
Blue looks at the seam. “Doh! Maybe there’s a mechanism. Look Eddie!”
Blue investigates what he can reach if the seam without stepping on its adjacent slabs.
Result of the throw of dice "1d20 +9" :
4 + 9 = 13
whit10- Posts : 6622
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- Post n°65
Re: Tomb of the Nine Gods
GM, did you need a PP from everyone or just Tynman? (or did I just not understand that last line?)
Chris- Posts : 9519
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- Post n°66
Re: Tomb of the Nine Gods
whit10 wrote:GM, did you need a PP from everyone or just Tynman? (or did I just not understand that last line?)
that's the beauty of PASSIVE perception! I never need a check for it unless you want to try and roll higher than your PP score. Tyn just has the highest PP, so I credited him with spotting it. It was only DC 15 so everyone except Adder noticed it, in all fairness. I will try to be more accurate in the future.
I just automatically tell you if you notice something that is within your range. At this point, I would be suspicious if you DON'T notice anything
navyik wrote:
Blue looks at the seam. “Doh! Maybe there’s a mechanism. Look Eddie!”
Blue investigates what he can reach if the seam without stepping on its adjacent slabs.
Result of the throw of dice "1d20 +9" :
4 + 9 = 13
without entering the hallway, the only mechanism that Blue can find is the iron lever protruding from the door at the far end.
or did you mean that Blue would skirt one of the sides in his investigation?
whit10- Posts : 6622
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- Post n°67
Re: Tomb of the Nine Gods
Edmund casts mage hand and sends it over to the lever (once's he is in range, he will move up next to Tynman at the 1st open door)
Awaiting the rest of this though, no further action yet
Awaiting the rest of this though, no further action yet
Chris- Posts : 9519
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- Post n°68
Re: Tomb of the Nine Gods
navyik- Posts : 5040
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- Post n°69
Re: Tomb of the Nine Gods
Doesn’t look like there’s an edge to skirt. Blue will fly to the lever looking for other mechanisms along the way.
Chris- Posts : 9519
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- Post n°70
Re: Tomb of the Nine Gods
door description reminder
When a character reaches the midpoint of the hall, read:
The skull’s jaws creak open, and a skeletal hand holding
a crystal hourglass-style timer emerges from within.
With a click, the timer rotates and sand starts to trickle
into its lower globe.
Count down slowly from 10, and let the players tell you
what, if anything, their characters do in that time.
since we are not sitting around a table unfortunately, this won't quite work as the author intended
each character gets 1 full turn (1 move, 1 action, 1 bonus, 1 reaction) and each player can only make 1 more post each before the sands of the hourglass run out.
I cannot answer questions during this 10 second runoff (sorry)
map update
what does each character do?
tic
toc
tic
toc
Chris wrote:
Another slab blocks the hallway twenty feet beyond the
first door. An iron lever is set into the door’s surface,
with a graven stone skull leering down from above.
navyik wrote:Doesn’t look like there’s an edge to skirt. Blue will fly to the lever looking for other mechanisms along the way.
When a character reaches the midpoint of the hall, read:
The skull’s jaws creak open, and a skeletal hand holding
a crystal hourglass-style timer emerges from within.
With a click, the timer rotates and sand starts to trickle
into its lower globe.
Count down slowly from 10, and let the players tell you
what, if anything, their characters do in that time.
since we are not sitting around a table unfortunately, this won't quite work as the author intended
each character gets 1 full turn (1 move, 1 action, 1 bonus, 1 reaction) and each player can only make 1 more post each before the sands of the hourglass run out.
I cannot answer questions during this 10 second runoff (sorry)
map update
what does each character do?
tic
toc
tic
toc
navyik- Posts : 5040
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- Post n°71
Re: Tomb of the Nine Gods
I missed the mage hand. Blue stays put.
Last edited by navyik on Wed Apr 01, 2020 11:58 pm; edited 1 time in total
navyik- Posts : 5040
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- Post n°72
Re: Tomb of the Nine Gods
Tynman goes through the door if the floor doesn’t collapse. He believes the chamber is designed to seal them into the dungeon.
whit10- Posts : 6622
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- Post n°73
Re: Tomb of the Nine Gods
I was hoping you didn't do that....
"Stop! Don't move." Says Edmund...
Mage Hand before he gets there? Pull the lever and hope the little bugger doesn't die
Baldric will move up to the opened door though, just in case he has to jump through quickly (right behind the wizard)
"Stop! Don't move." Says Edmund...
Mage Hand before he gets there? Pull the lever and hope the little bugger doesn't die
Baldric will move up to the opened door though, just in case he has to jump through quickly (right behind the wizard)
navyik- Posts : 5040
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- Post n°74
Re: Tomb of the Nine Gods
Ha we might be dead already.
Chris- Posts : 9519
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- Post n°75
Re: Tomb of the Nine Gods
I think the fair way to do this is in order of posting and resolve everything all at once.
The party acts all at once as the Panic Trap does its job!
Blue stays put
Tynman steps through the door onto the floor with the seam
Adder calls for him to stop and pulls the lever with his mage hand
Baldric steps up behind the wizard.
As soon as Adder's mage hand pulls the lever....
Pit Trap. Pulling the lever causes the floor between the
two doors to split open along a central seam. Each creature
standing on the floor when the lever is pulled tumbles into a
20-foot-deep pit lined with poisoned spikes.
Each creature falling into the pit takes (2d10)
bludgeoning damage and is impaled on 1d4 spikes, each of
which deals (1d6) piercing damage and (1d10) poison
damage.
Tyn falls into the pit!
spike number
Result of the throw of dice "1d4" :
2
Tyn is impaled on 2 spikes
damage:
Result of the throw of dice "2d10" :
2 + 5 = 7 bludgeoning
DC 15 Dex SV for 1/2
Result of the throw of dice "2d6" :
2 + 2 = 4 piercing
Result of the throw of dice "2d10" :
9 + 7 = 16 poison
Any creature that takes poison damage from one or
more spikes is poisoned for 24 hours, or until the condition is
removed with a lesser restoration spell or similar magic.
there is no save, sorry, but Tyn would only take 1/2 from the poison damage
Poisoned condition:
A poisoned creature has disadvantage on Attack rolls and Ability Checks.
the first door remains open and the second door remains closed. the hourglass timer stopped when the lever was pulled, it had not quite run out
map updated
actions?
The party acts all at once as the Panic Trap does its job!
Blue stays put
Tynman steps through the door onto the floor with the seam
Adder calls for him to stop and pulls the lever with his mage hand
Baldric steps up behind the wizard.
As soon as Adder's mage hand pulls the lever....
Pit Trap. Pulling the lever causes the floor between the
two doors to split open along a central seam. Each creature
standing on the floor when the lever is pulled tumbles into a
20-foot-deep pit lined with poisoned spikes.
Each creature falling into the pit takes (2d10)
bludgeoning damage and is impaled on 1d4 spikes, each of
which deals (1d6) piercing damage and (1d10) poison
damage.
Tyn falls into the pit!
spike number
Result of the throw of dice "1d4" :
2
Tyn is impaled on 2 spikes
damage:
Result of the throw of dice "2d10" :
2 + 5 = 7 bludgeoning
DC 15 Dex SV for 1/2
Result of the throw of dice "2d6" :
2 + 2 = 4 piercing
Result of the throw of dice "2d10" :
9 + 7 = 16 poison
Any creature that takes poison damage from one or
more spikes is poisoned for 24 hours, or until the condition is
removed with a lesser restoration spell or similar magic.
there is no save, sorry, but Tyn would only take 1/2 from the poison damage
Poisoned condition:
A poisoned creature has disadvantage on Attack rolls and Ability Checks.
the first door remains open and the second door remains closed. the hourglass timer stopped when the lever was pulled, it had not quite run out
map updated
actions?
whit10- Posts : 6622
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- Post n°76
Re: Tomb of the Nine Gods
well shit, sorry Alan...
Baldric will lower some rope to help Tynman get out.
Hourglass?
Baldric will lower some rope to help Tynman get out.
Hourglass?
Chris- Posts : 9519
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- Post n°77
Re: Tomb of the Nine Gods
Baldric puts his dungeoneering pack to good use and lowers a rope to Tynman
the timer that was counting down 10 seconds
whit10 wrote:
Hourglass?
the timer that was counting down 10 seconds
Chris wrote:
When a character reaches the midpoint of the hall, read:
The skull’s jaws creak open, and a skeletal hand holding
a crystal hourglass-style timer emerges from within.
With a click, the timer rotates and sand starts to trickle
into its lower globe.
Count down slowly from 10, and let the players tell you
what, if anything, their characters do in that time.
whit10- Posts : 6622
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- Post n°78
Re: Tomb of the Nine Gods
as soon as Baldric is able to pull Tynman out, Edmund will move the lever back to it's starting position (hopefully that works)
Chris- Posts : 9519
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- Post n°79
Re: Tomb of the Nine Gods
whit10 wrote:as soon as Baldric is able to pull Tynman out, Edmund will move the lever back to it's starting position (hopefully that works)
ok, as soon as Alan has a chance to go as well
navyik- Posts : 5040
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- Post n°80
Re: Tomb of the Nine Gods
Tynman
Initiative 2 adv.
Hp 85 / 66
Ac 23 (27vs multiple attacks)
Lucky (3)
Second wind (1/short rest)
Spells
1:4
2:3
Condition poisoned disadvantaged 24 hrs attack and ability
Climbing out with disadvantage
Rolling "1d20 +8" 2 times
1: 8 + 8 = 16
2: 17 + 8 = 25
Initiative 2 adv.
Hp 85 / 66
Ac 23 (27vs multiple attacks)
Lucky (3)
Second wind (1/short rest)
Spells
1:4
2:3
Condition poisoned disadvantaged 24 hrs attack and ability
Climbing out with disadvantage
Rolling "1d20 +8" 2 times
1: 8 + 8 = 16
2: 17 + 8 = 25
navyik- Posts : 5040
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- Post n°81
Re: Tomb of the Nine Gods
Blue investigates the trap. “Don’t close it yet.”
Result of the throw of dice "1d20 +9" :
15 + 9 = 24
Result of the throw of dice "1d20 +9" :
15 + 9 = 24
whit10- Posts : 6622
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- Post n°82
Re: Tomb of the Nine Gods
Edmund is holding as per request for a moment
Chris- Posts : 9519
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- Post n°83
Re: Tomb of the Nine Gods
Tyn manages to climb out of the pit without getting poked again. He stands on the outside of the pit near Adder and Balrdic.
Blue flies over and investigates the trap. As best that he can figure... the lever just drops the floor open or pulls it up to closed again. It has no other function.
Since Blue doesn't find any other mechanisms, his best deduction is that the timer is some kind of counter-weight to open the 2nd door. Blue determines that if the party had done nothing, the sand would have run out and opened the 2nd door. The Panic Trap is designed for adventurers to pull the lever under time pressure and self-inflict injuries. Restoring the lever and waiting should open the second door and possibly close the first door, as Tyn thought.
Blue flies over and investigates the trap. As best that he can figure... the lever just drops the floor open or pulls it up to closed again. It has no other function.
Since Blue doesn't find any other mechanisms, his best deduction is that the timer is some kind of counter-weight to open the 2nd door. Blue determines that if the party had done nothing, the sand would have run out and opened the 2nd door. The Panic Trap is designed for adventurers to pull the lever under time pressure and self-inflict injuries. Restoring the lever and waiting should open the second door and possibly close the first door, as Tyn thought.
navyik- Posts : 5040
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- Post n°84
Re: Tomb of the Nine Gods
“Okay as soon as the floor closes we need to move through the opening,” Blue warns.
Tynman’s circuits bum a little louder and a couple sparks are visible in his joints. “Stealth mode and sentinel system offline. System reboot required.”
Blue looks at Baldric and Edmund, “can you fix him!”
Tynman’s circuits bum a little louder and a couple sparks are visible in his joints. “Stealth mode and sentinel system offline. System reboot required.”
Blue looks at Baldric and Edmund, “can you fix him!”
whit10- Posts : 6622
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- Post n°85
Re: Tomb of the Nine Gods
yep, was just waiting for that:
Baldric burns a 2nd level spell slot - casts Lesser Restoration on Tynman (that ought to take care of the poison condition)
Edmund will then raise the lever back to it's original position
Baldric burns a 2nd level spell slot - casts Lesser Restoration on Tynman (that ought to take care of the poison condition)
Edmund will then raise the lever back to it's original position
navyik- Posts : 5040
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- Post n°86
Re: Tomb of the Nine Gods
“The next trap will prolly hurt us if we are defibrillate,” Blue says.
Chris- Posts : 9519
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- Post n°87
Re: Tomb of the Nine Gods
The anti-malware restoration software burns the poisoned condition from Tynman's system!
Adder's mage hand pulls the lever back to the UP position. The hourglass again clicks and the sands complete their drop into the lower globe. The party can hear massive stones grinding against each other.
If the characters don’t pull the lever by the time you’ve finished your
countdown, the lever and the sand timer retract as the door
sinks into the floor, revealing area 5 beyond.
map updated
There is still daylight streaming in from the outside, but the deeper the party goes into the dungeon, the more the light begins to fade.
A moss-covered corridor extends beyond the second
door. Tree roots hang from the sagging ceiling, and the
air reeks of rot and damp. Ahead, a bas-relief carving of
a bearded devil’s face adorns the wall at a T-shaped
intersection. The devil’s open mouth is a well of utter
darkness.
Blue notes irregularities in the floor’s tile patterns as indicated by Xs on the map
Adder's mage hand pulls the lever back to the UP position. The hourglass again clicks and the sands complete their drop into the lower globe. The party can hear massive stones grinding against each other.
If the characters don’t pull the lever by the time you’ve finished your
countdown, the lever and the sand timer retract as the door
sinks into the floor, revealing area 5 beyond.
map updated
There is still daylight streaming in from the outside, but the deeper the party goes into the dungeon, the more the light begins to fade.
A moss-covered corridor extends beyond the second
door. Tree roots hang from the sagging ceiling, and the
air reeks of rot and damp. Ahead, a bas-relief carving of
a bearded devil’s face adorns the wall at a T-shaped
intersection. The devil’s open mouth is a well of utter
darkness.
Blue notes irregularities in the floor’s tile patterns as indicated by Xs on the map
navyik- Posts : 5040
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- Post n°88
Re: Tomb of the Nine Gods
Assuming That 10 minutes might not yet have passed, blue studies the room for auras, especially the mouth. “Don’t step there, there, or there.” Can he pass without significant trouble?
Chris- Posts : 9519
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- Post n°89
Re: Tomb of the Nine Gods
navyik wrote:Assuming That 10 minutes might not yet have passed, blue studies the room for auras, especially the mouth. “Don’t step there, there, or there.” Can he pass without significant trouble?
Sure, how far down the hallway does Blue want to go?
He needs to go about halfway to get within 30ft of the Devil Mouth to detect auras. I will assume he goes at least that far, but let me know if Blue wants to go all the way to the T-intersection.
As Blue navigates down the hallway, past the first irregular floor tile, he notices (PP) moss obscures the tiny holes in the walls
Staring at the Devil Mouth, Blue sees...
The face is sculpted from stone and melds seamlessly with the
surrounding wall, and its mouth is wide enough for a Medium
or smaller creature to crawl through. A detect magic spell or
similar effect reveals an aura of illusion magic over the face.
map update
whit10- Posts : 6622
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- Post n°90
Re: Tomb of the Nine Gods
Edmund and Baldric will move up to where the second door opened (just to be closer to all of this)
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- Post n°91
Re: Tomb of the Nine Gods
“Oooo... dart holes...”
Last edited by navyik on Thu Apr 02, 2020 4:11 pm; edited 1 time in total
navyik- Posts : 5040
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- Post n°92
Re: Tomb of the Nine Gods
Blue will creep to the edge for a peek around the corner.
Result of the throw of dice "1d20 +12" :
20 + 12 = 32 Stealth wasting a 20
Tynman follows quietly behind
Result of the throw of dice "1d20 +6" :
16 + 6 = 22
Result of the throw of dice "1d20 +12" :
20 + 12 = 32 Stealth wasting a 20
Tynman follows quietly behind
Result of the throw of dice "1d20 +6" :
16 + 6 = 22
Chris- Posts : 9519
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- Post n°93
Re: Tomb of the Nine Gods
After Baldric and Adder pass the 2nd door, the 1st door descends back into place, sealing the party inside the Tomb of the Nine Gods. You now face the long dark of the Tomb.
from PHB Vision and Light
Darkvision
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
Since everyone has darkvision and no light source currently, everything is considered dim light and lightly obscurred. All Perception checks are at Disadvantage (-5 to PP) in dim light. And all you can see is black and white.
Blue peeks down the T-shaped intersection and sees 2 hallways.
To his left, set in the floor about midway, he sees A rusted iron grate is set into the corridor floor.
Creepers and vines cling to the walls of this corridor, at the end of which is an arched crystal window, six feet wide and ten feet high. Through it, you can see a dark chamber.
crystal window = blue line on the map to the left
iron grate is 15 ft left of Blue
To his right, the hallway disappears into darkness beyond what appears to be another T-shaped intersection.
map updated
General features of the Tomb, unless otherwise noted:
Ceilings
Unless specified otherwise, ceilings in the tomb are 8 feet high
in corridors and 12 feet high in rooms.
Lighting
All areas of the tomb are unlit unless noted otherwise.
from PHB Vision and Light
Darkvision
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
Since everyone has darkvision and no light source currently, everything is considered dim light and lightly obscurred. All Perception checks are at Disadvantage (-5 to PP) in dim light. And all you can see is black and white.
Blue peeks down the T-shaped intersection and sees 2 hallways.
To his left, set in the floor about midway, he sees A rusted iron grate is set into the corridor floor.
Creepers and vines cling to the walls of this corridor, at the end of which is an arched crystal window, six feet wide and ten feet high. Through it, you can see a dark chamber.
crystal window = blue line on the map to the left
iron grate is 15 ft left of Blue
To his right, the hallway disappears into darkness beyond what appears to be another T-shaped intersection.
map updated
General features of the Tomb, unless otherwise noted:
Ceilings
Unless specified otherwise, ceilings in the tomb are 8 feet high
in corridors and 12 feet high in rooms.
Lighting
All areas of the tomb are unlit unless noted otherwise.
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- Post n°94
Re: Tomb of the Nine Gods
“Well I guess if that racket didn’t bring any heat, a little working light will prolly be okay. Besides, setting off a trap could be worserly probletactible.” Blue draws his moontouched blade to verify that there are no further traps in the hallway.
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- Post n°95
Re: Tomb of the Nine Gods
cool, my Pally was going to light a torch but that's so much better (and Chris, where exactly does that -5 to PP come from? I didn't see that when I looked up their rules for dim light)
my two guys will move up to where Alan's guys are, avoiding the "X's"
weapons, shield, spell focus wand at the ready; Pally in front of Wiz.
my two guys will move up to where Alan's guys are, avoiding the "X's"
weapons, shield, spell focus wand at the ready; Pally in front of Wiz.
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- Post n°96
Re: Tomb of the Nine Gods
whit10 wrote: (and Chris, where exactly does that -5 to PP come from? I didn't see that when I looked up their rules for dim light)
Chris wrote:
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.[/b]
Adv gives +5 and Dis gives -5 to PP.
Moon-touched blade
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Ok, so the party has effectively a 15ft radius of light around Blue, after that it goes back to dim light.
Adder and Baldric join Blue and Tyn.
Blue does not spot any additional clues.
map updated
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- Post n°97
Re: Tomb of the Nine Gods
Baldric picks up a rock and tosses it through the medium sized hole... "no reason for us to rash"
Looking intently to see if anything happens (perception?)
Looking intently to see if anything happens (perception?)
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- Post n°98
Re: Tomb of the Nine Gods
Blue points to the mouth. “Eddie, there’s an ILLUSION,” he says adding a spooky emphasis to the word. “Maybe you can misspell it so we can see what it really is?”
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- Post n°99
Re: Tomb of the Nine Gods
don't really want to waste a dispel magic this early if possible...
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Re: Tomb of the Nine Gods
“Man... I wanted to watch,”. He waits to see if Baldrics rock does anything.