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  1. - Top - End - #181
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    Mortheon nods to Penance and stands behind him if there's room, or on the opposite side of the door if there isn't.

  2. - Top - End - #182
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    Penance hears nothing on the other side of the door, and as he goes to open it, he realizes that it is locked.
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  3. - Top - End - #183
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    "Locked eh?" Mortheon quickly reached out and knocks sharply on the door three times. "Hello? Anyone in there?" he asks. He's careful not to raise his voice too much so that it bounces down the halls...

  4. - Top - End - #184
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    Silence is the only answer. Dead silence.
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  5. - Top - End - #185
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    Mortheon sighs. "Does anyone have proficiency with locks, or are we reliant on Penance's singular talents again? K'thil, I must say that I am never quite able to keep track of you and your master's skillset apart from where it makes itself obvious."

  6. - Top - End - #186
    Ogre in the Playground
    Join Date
    Oct 2012

    Default Re: The Necromancer's Tower - Group 2 IC

    The small bug-like creature turns to Mortheon and responds, "I am merely skilled at shooting things and not being noti-"

    "FAMILIAR!" K'thil stops talking the moment his master speaks. "How many times have I told you that you are not to talk to other people? They're not even wizards with their own familiars!"

    "My apologies, master." K'thil replies in his usual tone, despite the lecture.

    "Now as any brilliant man knows, locks are merely tricks, attempting to fool the weak into thinking they need to be unlocked, when they're meant to be broken." Xenolph addresses the party. "So I'm sure Penance and his weapon would be suited to take on this lock's 'puzzle'."

  7. - Top - End - #187
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    "Ah. Then I suppose we have two options: abandon all pretense of not being interlopers by smashing down this door, or look elsewhere for now. Which do we prefer?"

  8. - Top - End - #188
    Bugbear in the Playground
     
    SamuraiGuy

    Join Date
    Jan 2013
    Location
    South Africa
    Gender
    Male

    Default Re: The Necromancer's Tower - Group 2 IC

    Without seeming to give notice to their arguments at first, Penance rips at the lock.

    "Interlopers? My mere persence in the belly of this foul monument is like a burning cole it swallowed. I doubt that it is oblivious to us being here"

    Spoiler
    Show

    Take 20 on strength check to break open the lock, if not, the door.

    Check = 24

  9. - Top - End - #189
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    Penance slams the lock and door, making a tremendous racket. However, the metal door steadfastly refuses to budge in the face of this onslaught.
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  10. - Top - End - #190
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    "Well, nothing ventured nothing gained. Unless Xenolph, you have perhaps the ability to destroy this lock with conjured acid or somesuch?"

  11. - Top - End - #191
    Ogre in the Playground
    Join Date
    Oct 2012

    Default Re: The Necromancer's Tower - Group 2 IC

    "Gah, fine! Am I the only one useful around here?" Xenolph sighs as he approaches the door, shoves his finger into the keyhole as hard as he can and releases a blast of concussive force into it.

    Spoiler
    Show
    Energy Missile for 3 points with 2 extra from Wild Surge, dealing (5d6-5)[13] points of sonic damage to the lock of the door, ignoring hardness with a DC 20 reflex save to halve if the door can dodge hard enough.

    Psychic Enervation Check: (1d100)[99]

  12. - Top - End - #192
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    As Xenolph's missile smashes the lock, he can just barely heard the sounds of crunching metal and the door slides open a tiny bit.

    Spoiler
    Show
    The door is not open enough to see beyond it. Good thing no poison needles in there, eh?
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  13. - Top - End - #193
    Bugbear in the Playground
     
    SamuraiGuy

    Join Date
    Jan 2013
    Location
    South Africa
    Gender
    Male

    Default Re: The Necromancer's Tower - Group 2 IC

    "Welldone wizard"

    Penance presses past Xenolph and pushes the door open.

  14. - Top - End - #194
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    The door opens to reveal what must have been an armory. The room is 40'x50'. To Penance's right are three rows of weapon racks, with some weapons still in them. In the left corner he can see armor racks and at least one suit of armor. There are crates lined up to his left and right, and against the wall straight ahead are war cloaks and banners. Everything in the room appears to be in decent condition, but decades old.

    No immediate danger is detected.

    Spoiler
    Show
    I will be gone almost all day with baseball stuff, so you can post actions and I'll respond in like 10 hours.
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  15. - Top - End - #195
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    "Well, that explains the extra security." Mortheon approaches the doorway and peers into the room. "With the absence of apparent traps on the door one might surmise that there are also none guarding the entranceway. Shall we explore?"

  16. - Top - End - #196
    Bugbear in the Playground
     
    SamuraiGuy

    Join Date
    Jan 2013
    Location
    South Africa
    Gender
    Male

    Default Re: The Necromancer's Tower - Group 2 IC

    Penance enters the room, has a look around. He then starts to go through the crates, breaking open what is locked.

  17. - Top - End - #197
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    A moment after Penance has entered, Mortheon followed him, taking a look about the room at the armour and weapons stored there. "Presupposing that there's some malign intelligence at the heart of this - and I suspect there must be - we should take these or otherwise dispose of them, so that they can't be used against us or the people in town."

  18. - Top - End - #198
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    As Penance searches the crates, the rest of the group takes an inventory of the room. While old, there is still much in here that is usable.

    In total, the group finds:
    3 Light Steel Shields, 2 Heavy Wooden Shields, 1 Full Plate, 5 Chain Shirts, Masterwork Light Wooden Shield, Masterwork Studded Leather, 5 Longswords, 2 Longbows, 100 Arrows, 3 Heavy Maces

    Everything has layers of dust, and some of the metal pieces have small spots of rust. However, any damage seems to be superficial in nature and doesn't compromise the integrity of the item.
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  19. - Top - End - #199
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    "I suggest we check these items for magical enhancement, and then come back for the rest on our way back to camp," Mortheon says. "Does anyone have the requisite cantrip?"

  20. - Top - End - #200
    Bugbear in the Playground
     
    SamuraiGuy

    Join Date
    Jan 2013
    Location
    South Africa
    Gender
    Male

    Default Re: The Necromancer's Tower - Group 2 IC

    [when every one has finished appraising]

    Penance loads the heavy burden of the full plate and well crafted shields upon his back.

    "I doubt the creatures that lurk in this godless place know how to use these arms or even need to."

    Penance then heads further down the passage.

  21. - Top - End - #201
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    Mortheon dutifully follows the adamantine giant.

  22. - Top - End - #202
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    The group follows Penance down the corridor heading north. About 60' from the door to the armory is a pair of doors, one on each side of the hallway. Then, 20' after the pair of doors, the corridor turns west, and the group can just see another door in the north wall after the turn. All the doors are closed.
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  23. - Top - End - #203
    Ogre in the Playground
    Join Date
    Oct 2012

    Default Re: The Necromancer's Tower - Group 2 IC

    Xenolph, despite his initial disinterest in the loot from the previous room, starts to give some annoyed glares to the others, likely for the fact that they got weapons and he didn't get any wizard items. With a pouty huff, he runs up to the nearest door and tries to kick it open dramatically.

    Spoiler
    Show
    Attempt to open AG-17 door. Strength check if necessary (1d20+2)[16]

  24. - Top - End - #204
    Bugbear in the Playground
     
    SamuraiGuy

    Join Date
    Jan 2013
    Location
    South Africa
    Gender
    Male

    Default Re: The Necromancer's Tower - Group 2 IC

    Penance indicates no notice of Xenolph's little outburst. He lumbers forward to the first western door and pushes it open, by force if need be.

  25. - Top - End - #205
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    Xenolph walks up tot he door and kicks it rather forcefully. Unfortunately for Xenolph, it's not until after he bruises his foot that he notices the hinges are on his side of the door....

    Penance walks up to the door opposite Xenolph and opens it with ease. The door opens into a 10' wide corridor that runs north-south, parallel to the one the group is in. Directly to the northwest another door can be seen.

    Spoiler
    Show
    Xenolph takes 1 hp non-lethal damage. Technically, Naesri is the only one that can see the new door, but whatever.
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  26. - Top - End - #206
    Bugbear in the Playground
     
    SamuraiGuy

    Join Date
    Jan 2013
    Location
    South Africa
    Gender
    Male

    Default Re: The Necromancer's Tower - Group 2 IC

    Penance proceeds to the new door that is in sight and attempts to open it.

  27. - Top - End - #207
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    Penance opens the door revealing a 30'x40' room that has that has numerous hooks, clips, and ropes running along it. From a couple of them hang old hides, stiff and cracked with age.
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  28. - Top - End - #208
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    "A... tanning room of some sort?" Mortheon hypothesises. He walks in and looks closely at the hides, almost afraid of what he might find. Can he identify them?
    Last edited by Mr Adventurer; 2013-05-31 at 04:30 AM.

  29. - Top - End - #209
    Ogre in the Playground
     
    HalflingRangerGuy

    Join Date
    May 2011

    Default Re: The Necromancer's Tower - Group 2 IC

    Mortheon examines the hides, and while he's not sure what provided the hides (they look like animal hides), he's pretty sure that in their condition they are not worth very much at all.
    Let Belkar live!

    Necro Tower (DM):
    Group 1 OOC Group 1 IC
    Group 2 OOC Group 2 IC
    Group 3 OOC Group 3 IC

    Marvel Super Heroes (Player): OOC IC Char
    The Frontier of Verazemya (Player): OOC IC Char
    Curse of Hel (Player): OOC IC Char
    Kobold Run (Player): OOC IC Char

  30. - Top - End - #210
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: The Necromancer's Tower - Group 2 IC

    Mortheon shrugs, "Hmm. It seems that this place was at least at one time a functioning domicile. We can perhaps take solace from the fact that it was not constructed purely as a residence for the blackest of evil."

    With nothing else apparently to hold interest in the room, he turns back to Penance. "Onward, perhaps?"

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