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<blockquote data-quote="megamania" data-source="post: 6336111" data-attributes="member: 9255"><p>THE HIDDEN</p><p>08 DROBIN THE CRAZED </p><p>SEGMENT 072</p><p>“MAZE Q”</p><p>7/14/14</p><p></p><p>LHARVION 7, 999</p><p></p><p>Breaking through the locked door, the group continues down a twisting hallway that leads to another door. The two trap locators spot a possible nasty trap. There are dozens of small ¼ inch holes angled down at them on one side and three larger holes on the opposite side.</p><p></p><p>The artificer attempts to disable the trap but instead activates it. An oily spray like mist shoots out of the smallest holes. Everyone watches in amazement as the two falls back as a series of sparks fire out from the larger holes and frooooosh! There is a fireball made. “Hurry! It may reset itself.” Calls the warforged artificer as he moves to the door. </p><p></p><p>“Is that also trapped?” calls out Persia, the cat folk.</p><p></p><p>“Two traps back to back….” He begins to disagree then spots a tell-tale sign of a spell powered marking. Again, in an attempt to disable it, it is tripped. A very large monstrous scorpion appears. (have to include what Jeff calls summoning traps- XP Generators). The creature is hard to contend with as the hallway is narrow and twisting at the entrance to the doorway. Only three to four people may even attempt to battle the creature. The reddish black overly thorny shell hints at a bit of fiendish qualities also. The damage it ignores also hints at it as the group find it is harder to defeat than they figured. </p><p></p><p>Still, it goes down in time. The door is also locked but quickly opened by the picking skills and they carefully enter the next room. It is a large and apparently empty room with a pair of double doors, a narrow hallway and a red energy doorway for possible exists.</p><p></p><p>Persia and Roadie check out the narrow hallway as RAF looks at the double doors. Truth peers at the red door. Spiral stairs that lead up- a way out! RAF holds off breaking down the door seeing this could be a place for the others to rest and recover.</p><p></p><p>In the narrow hallway are two shallow alcoves. Within each are piled skulls. Roadie thinks them to be a mixture of human, orc and the cross breeding of the two. Persia accidently spills a pile which makes Roadie suck in his breath. No trap activated or undead howling allows him to calm down.</p><p></p><p>The catfolk spots something within the mess on the floor. A few coins and a metallic mask. Turning it over in her hands she discovers it is shaped to resemble a skull. She takes it to Truth whom is more interested in leaving than looking at things the catfolk has found. Especially since the last item she found ended up being dumped on him and may or may not be what is causing his metal components to peel and flake like they are corroding from old age.</p><p></p><p>Witt hears the words Skull mask and moves over quickly to have a look. Cy and Tom remain in the center of the room watching for more summoned creatures. Even Fuzzy is looking.</p><p></p><p>Truth has detected no magic (poor roll) and has no issue with the strange priest to take the mask. He puts it on immediately. Nothing. &%#@*. At least it looks cool.</p><p></p><p>In 24 hours he will learn the mask is magical and allows a better Death Touch ability at range. The player is very happy.</p><p></p><p>They decide to camp here and agree to go up the stairs once rested.</p></blockquote><p></p>
[QUOTE="megamania, post: 6336111, member: 9255"] THE HIDDEN 08 DROBIN THE CRAZED SEGMENT 072 “MAZE Q” 7/14/14 LHARVION 7, 999 Breaking through the locked door, the group continues down a twisting hallway that leads to another door. The two trap locators spot a possible nasty trap. There are dozens of small ¼ inch holes angled down at them on one side and three larger holes on the opposite side. The artificer attempts to disable the trap but instead activates it. An oily spray like mist shoots out of the smallest holes. Everyone watches in amazement as the two falls back as a series of sparks fire out from the larger holes and frooooosh! There is a fireball made. “Hurry! It may reset itself.” Calls the warforged artificer as he moves to the door. “Is that also trapped?” calls out Persia, the cat folk. “Two traps back to back….” He begins to disagree then spots a tell-tale sign of a spell powered marking. Again, in an attempt to disable it, it is tripped. A very large monstrous scorpion appears. (have to include what Jeff calls summoning traps- XP Generators). The creature is hard to contend with as the hallway is narrow and twisting at the entrance to the doorway. Only three to four people may even attempt to battle the creature. The reddish black overly thorny shell hints at a bit of fiendish qualities also. The damage it ignores also hints at it as the group find it is harder to defeat than they figured. Still, it goes down in time. The door is also locked but quickly opened by the picking skills and they carefully enter the next room. It is a large and apparently empty room with a pair of double doors, a narrow hallway and a red energy doorway for possible exists. Persia and Roadie check out the narrow hallway as RAF looks at the double doors. Truth peers at the red door. Spiral stairs that lead up- a way out! RAF holds off breaking down the door seeing this could be a place for the others to rest and recover. In the narrow hallway are two shallow alcoves. Within each are piled skulls. Roadie thinks them to be a mixture of human, orc and the cross breeding of the two. Persia accidently spills a pile which makes Roadie suck in his breath. No trap activated or undead howling allows him to calm down. The catfolk spots something within the mess on the floor. A few coins and a metallic mask. Turning it over in her hands she discovers it is shaped to resemble a skull. She takes it to Truth whom is more interested in leaving than looking at things the catfolk has found. Especially since the last item she found ended up being dumped on him and may or may not be what is causing his metal components to peel and flake like they are corroding from old age. Witt hears the words Skull mask and moves over quickly to have a look. Cy and Tom remain in the center of the room watching for more summoned creatures. Even Fuzzy is looking. Truth has detected no magic (poor roll) and has no issue with the strange priest to take the mask. He puts it on immediately. Nothing. &%#@*. At least it looks cool. In 24 hours he will learn the mask is magical and allows a better Death Touch ability at range. The player is very happy. They decide to camp here and agree to go up the stairs once rested. [/QUOTE]
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