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Game Master jooker

Campaign Map


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Deep within dwarven mines there is a dungeon has been warped by the chaotic magics of the plane known as the Maelstrom. It has been come to be known as The Endless Deep.The deeper one delves into these deep caverns, the more chaotic they become. Unlike a traditional set of mines/dungeons, when one steps into the endless deep, they are actually stepping into a demiplane created by a convergence of the material plane and the maelstrom.

Due to the opportunity for adventure and plunder, The Endless Deep has become a hotspot for daring adventurers. A large community, known as Deepdelve has popped up on the surface above the mines. A new elevator shaft has been created to better shuttle new adventurers down to the mouth of the caverns. Adventurers can buy and sell good collected from The Endless Deep to their heart’s extent. Nearly any item, magical or mundane can be purchased in Deepdelve.

RPG Superstar 2014 Top 16

Dotting test.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Stats?


You find yourself standing on a staircase going down. From your previous experiences in the deep, you know that behind you would be the upper levels.

You are here for additional challenge and riches, so down and ahead is the way for you.

Beyond is a dark corridor made of reinforced masonry. The floor is smooth stone, and the temperature is cool and damp just as if you had entered the dungeons of a large castle.

There is no light as far as you can see.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Yardra casts light on her friend Bralman's shield, lighting the way ahead. She, Bralman, and her companion kitty Daimal head down the hallway.


The hallway continues ahead. To your left, the hallways branches off into a new corridor. Ahead, a wooden door is visible at the end of this passage.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

To the left, to the left! Everything you own in a box to the left!


The passage continues in an L shape.

map updated


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Yardra and her companions continue down the hallway.


Ahead of you is a large, stone door. Steel rings on the door act as handles.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Bralman steps forward and pulls on the handle of the door.


gm rolls:

Perception: 1d20 + 9 + 3 ⇒ (1) + 9 + 3 = 13
Slayer Reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Slayer fall damage: 1d6 ⇒ 6
Slayer pit spikes: 1d20 + 10 ⇒ (8) + 10 = 18

A clicking noise fills the corridor
The four armed man walks up to the door, realizes something is wrong and tried to jump back, but it is too late.

The floor gives way under his step. He falls into a 10 foot pit filled with spikes, but is able to avoid the spikes. He takes 6 damage from falling.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Yardra hands one end of her rope to Daimal and tells him to pull. She tosses the other end of the rope down into the pit. Bralman grabs hold and is pulled up. She then pulls out her wand of CLW and hits him with a charge. CLW: 1d8 + 1 ⇒ (8) + 1 = 9


Bralman easily climbs out of the pit.

There is a 2.5ft ledge on the other side of the pit.

Knowledge engineering might help with that door, fyi.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Bralman Knol(engineering): 1d20 + 6 ⇒ (19) + 6 = 25

"I think I know how to open the door..." Bralman says.


gm rolls:
Perception: 1d20 + 9 + 3 ⇒ (4) + 9 + 3 = 16

The door is a simple stone door, and from what he can tell, does not appear to be trapped.

The door can be opened by pulling on the iron ring.

[knowledge engineering info] Unfortunately the door obviously swings in, towards the pit. The door is 5 feet wide. next to the door, there is only a 2.5ft ledge.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

"I suppose you'll have to jump over there and tie a rope on the door. Then I can aid you on the jump back with our other rope, and we can pull the door open."

Bralman strips off his armor and lays it on the ground in the hallway. He then takes one end of each of two ropes and makes a running jump.

DC 10 Acrobatics: 1d20 + 11 ⇒ (2) + 11 = 13

Despite a trip right at the edge, he is able to clear the distance. He ties one rope to the door.

"Here goes!" He makes a jump (no running available) to try to clear the distance back, aided by a hard tug on the rope from Yardra. Daimal has a tight grip on the other end of the rope incase he starts falling.

DC 20 standing long jump: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17

He doesn't quite make the distance, and falls about 5 feet into the pit before the rope pulls tight. He swings into the side of the pit.
NL damage: 1d6 ⇒ 2
He is then pulled out of the pit once more.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Once Bralman makes it safely back to land, they all pull on the other rope.

Does the door open successfully?


With the combined strength of the group, the door creaks and opens.

Inside the room:

The air reeks of stale blood. Various torture devices, and several empty flasks are scattered throughout the room/

A single lantern hangs from a chain in the middle of the room.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Yardra hops onto Daimal's back, and he jumps her across the pit, with Bralman's armor in tow.

Daimal DC 10 acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25

Then Bralman jumps across after.

Bralman DC 10 acrobatics: 1d20 + 11 ⇒ (5) + 11 = 16

Despite still being pretty clumsy about it, Bralman makes it across, then busies himself with putting his armor back on while Yardra and Daimal search the room.

Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Daimal perception: 1d20 + 9 ⇒ (2) + 9 = 11


You safely jump across the pit. As you land and gain your composure, you notice something move 20 feet or so away from you.

As you look at it...

This six-legged dragon flaps its massive wings as it lowers its head to glare with hideous glowing eyes.

initiative:

Yardra init: 1d20 + 2 ⇒ (20) + 2 = 22
Creature init: 1d20 - 1 ⇒ (5) - 1 = 4

The creature was awakened when you opened the door. No surprise round. You go first.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Do you want to do individual initiative for my allies, or just go on mine? We all have the same bonus, so I think it might be worth rolling all of them so that I have to make tactical decisions based on turn order.

Knowledge(arcana): 1d20 + 4 ⇒ (20) + 4 = 24

Any resistances, DR, SR, or special attacks?


initiative:

tiger init: 1d20 + 2 ⇒ (15) + 2 = 17
kasatha init: 1d20 + 2 ⇒ (6) + 2 = 8

Initiative:
Yardra
Daimal
Bralman
Dracolisk

The creature is a Dracolisk. It is a half black dragon basilisk.
Immune: acid, sleep, paralysis
Special Attacks: breath weapon, gaze
Can fly


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Yardra will move farther into the room and cast burst of radiance, the dracolisk will need to make a DC 20 Reflex save or be blinded for blinded: 1d4 ⇒ 3 rounds (will that negate its gaze attack? I can't find a hard rule on that...). If it is an evil creature (which I assume it is), it also takes burst of radiance: 5d4 ⇒ (2, 2, 2, 3, 3) = 12 holy light damage. If it makes the reflex save, it's still dazzled for dazzled: 1d4 ⇒ 2 rounds.

Assuming that it's on the ground (you didn't say it was currently flying), Yardra will order her tiger to attack, and it will charge-pounce.
(+2 charging, -2 power attack on all attack rolls, +6 power attack damage on all damage rolls)

bite: 1d20 + 14 - 2 + 2 ⇒ (8) + 14 - 2 + 2 = 22, damage: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 plus grab: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
claw1: 1d20 + 14 - 2 + 2 ⇒ (10) + 14 - 2 + 2 = 24, damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19
claw2: 1d20 + 14 - 2 + 2 ⇒ (8) + 14 - 2 + 2 = 22, damage: 1d6 + 7 + 6 ⇒ (5) + 7 + 6 = 18

Finally, Bralman will move forward and attack the dracolisk as well.

scythe: 1d20 + 9 ⇒ (1) + 9 = 10 plus sneak: 2d6 ⇒ (3, 3) = 6, will use an Immediate action to study the target if he hits, since he's sneak attacking.

EDIT: Crit miss! WTF!?!!


gmrolls:

reflex for spell: 1d20 + 4 ⇒ (3) + 4 = 7

The Dracolisk screeches in pain as the light blinds it.

Daimal tears into the creatures flesh with all his attacks, but does not manage to grapple it.

I know it missed, so it is a moot point, but how is Bralman getting sneak attack? I don't see a flank or stealth.

Also, I don't see anything that makes me think that blinding the creature prevents gaze attacks.

Gaze (Su):
A gaze special attack takes effect when foes look at the attacking creature’s eyes.

In addition, all three creatures must make fort saves for looking at (in this case specifically attacking) the creature.

Finally, the dracolisk lets out a line of acid. (marked on map, but instantaneous effect) Yardra and Daimal will need to make reflex saves.

can he aim to hit Yardra: 1d100 ⇒ 44 (51-100 hits)
line of acid: 7d6 ⇒ (3, 1, 2, 4, 1, 6, 1) = 18

Edit: The line misses Yardra


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

fort: 1d20 + 4 ⇒ (20) + 4 = 24 tiger fort: 1d20 + 10 ⇒ (3) + 10 = 13 kasatha fort: 1d20 + 8 ⇒ (11) + 8 = 19

Looks like my tiger was affected... Does that mean his pounce didn't happen? :(

-Posted with Wayfinder


RETCON DUE TO KITTYROCK:

As the tiger turns the corner and begins to pounce, it meets the blinded gaze of the Dracolisk. It is instantly turned to stone.

The Dracolisk takes a 5 foot step and tries to fire a line of acid at Yardra, narrowly missing but hitting the statue of the cat. The acid sizzles and eats away at the stone.

Yes, it is frozen before the charge. Also, when the tiger is returned to flesh, the 18 points of acid damage that the stone took will translate into acid burns on the cat.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

"You will pay for that, creature!" Yardra yells. I assume her Knowledge check was high enough to know that she just needs to coat kitty with the creature's blood to fix him, yes?

Yardra casts scorching ray at the stupid thing.
ray1 ranged touch: 1d20 + 8 ⇒ (16) + 8 = 24 (vs. flat-footed touch)
ray1 damage: 4d6 ⇒ (6, 3, 5, 5) = 19 fire
ray2 range touch: 1d20 + 8 ⇒ (9) + 8 = 17
ray2 damage: 4d6 ⇒ (2, 2, 3, 4) = 11 fire

EDIT: Bralman is stone. FML.
Bralman takes a five-foot step then full-attacks. Because the creature is blind, he gets sneak damage on all three attacks, and the first one that hits he will use an Immediate action to study the creature.
+1 scythe: 1d20 + 7 ⇒ (17) + 7 = 24 plus sneak: 2d6 ⇒ (2, 5) = 7 (not using Power Attack yet, really wants to hit with the first attack)
damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9

Immediate action to study, +2 atk & dmg.
Spinal sword: 1d20 + 7 + 2 - 3 ⇒ (16) + 7 + 2 - 3 = 22 (+2 studied, -3 power attack, vs. flat-footed)
damage: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12 plus sneak: 2d6 ⇒ (5, 5) = 10
iterative scythe: 1d20 + 2 + 2 - 3 ⇒ (14) + 2 + 2 - 3 = 15 (+2 studied, -3 PA, vs. FF)
damage: 2d4 + 4 + 2 + 9 ⇒ (3, 4) + 4 + 2 + 9 = 22

Fort: 1d20 + 4 ⇒ (20) + 4 = 24
Bralman fort: 1d20 + 8 ⇒ (2) + 8 = 10


The fire burns the creature's flesh and it roars in pain.

The creature lumbers forward towards the sound of spellcasting.

It goes forward until it runs straight into Yardra (provoking an Aoo if you choose) and then bites.

concealment: 1d100 ⇒ 73 51-100 hits
bite: 1d20 + 14 ⇒ (1) + 14 = 15

The dracolisk bites at Yardra and misses.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Fort: 1d20 + 4 ⇒ (13) + 4 = 17

Yardra will step back 5 feet and cast another scorching ray right in the stupid thing's fat face.

ray1 ranged touch: 1d20 + 8 ⇒ (10) + 8 = 18
ray1 damage: 4d6 ⇒ (5, 4, 6, 5) = 20 fire
ray2 ranged touch: 1d20 + 8 ⇒ (11) + 8 = 19
ray2 damage: 4d6 ⇒ (1, 1, 1, 6) = 9 fire

She will then close her eyes for the next round, knowing that the creature's blindness will likely wear off soon and it may actively try to turn her to stone.


You wake up in a bed. Bralman is in a bed next to you. Your tiger is curled up at the foot of the bed.

A man is sitting next to the bed when you awake.

"Oh, you are awake. Don't worry, you are safe. You popped back at the entrance, a block of stone. Its a good thing you have so many people who look out for you. They hauled you back and found me. I removed the petrification and put you to rest."

"Oh, and don't worry about payment. I figured it was basilisk induced, and I just so happened to have one of my new imports die in shipment. Your friends have agreed to help me out as payment next time you go into the deep."

Gaze DC was 18.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

"Thank you, sir. It was actually a dracolisk. Horrible creature. Really thought I had him... if he hadn't petrified my two guards here so quickly..." she indicates the tiger and the fighter... "we would have been able to handle it easily."


Map

When you return to the deep, you find yourself in a dead-end corridor. The walls are of a dark, polished stone. It is similar to obsidian, but of reddish hue.

The walls radiate a faint red light. The entire area is considered low light.

The temperature is comfortable, if not a little warm, and the air is crisp and dry.

Ahead, you are faced with three corridors.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Always left. The three of us head that way.


Ahead, the hallway ends in a "T" intersection. To your right the path is clear. To your left there is a toppled statue.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Perception checks on the statue:
Yardra: 1d20 + 1 ⇒ (7) + 1 = 8
Bralman: 1d20 + 9 ⇒ (7) + 9 = 16
Daimal: 1d20 + 9 ⇒ (5) + 9 = 14 plus scent


The statue is of a faceless humanoid. You are unable to determine the gender or race depicted.

The statue seems to be just that, a statue. It appears that it has either fallen over or was pushed, but no significant damage was sustained.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

The three companions walk across the statue to the corner.


Ahead of you there is a banded wooden door.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

The three move up to the door, Bralman checking for traps and to see if it is locked.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


The door does not seem to be trapped or locked, but it does seem to be stuck firmly in place.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Bralman ties a rope to the door's handle, then puts it in Daimal's mouth.
"Daimal, pull."

The tiger pulls on the rope with all his might.
Strength check: 1d20 + 6 ⇒ (1) + 6 = 7
And fails miserably. He tries again.

Strength check: 1d20 + 6 ⇒ (14) + 6 = 20


The door creaks and grinds against the stone but does not quite budge.

You can take 20 on the pull, try to assist the tiger and try again, or try to break the door down.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Daimal pulls even harder, this time with Bralman also tugging on the rope.

Strength check: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22


With a strong pull, the door comes open.

Within the room looks to be the arcane workshop an extravagantly decorated mansion. If you didn't know otherwise, you might think that you were walking into a mage's home in the normal world.

There seems to be alchemical, magical, and even mechanical tools strewn across a large table in the south.

In the east there are shelves filled to the brim with books, documents, vials, jars and other research materials.

In the middle of the floor is an etched symbol.

To the northeast looks to be a storage room.

To the northwest looks to be a bedroom with a large locked chest at the foot of the bed.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Knowledge(planes): 1d20 + 8 ⇒ (10) + 8 = 18 on the symbol on the floor.

All three of them stay in the doorway and look for creatures or traps.
Perception Yardra: 1d20 + 1 ⇒ (13) + 1 = 14
Perception Daimal: 1d20 + 9 ⇒ (8) + 9 = 17
Perception Bralman: 1d20 + 9 ⇒ (20) + 9 = 29


The door does not seem to be trapped. There are no visible or audible creatures.

The symbol on the floor seems to be a multipurpose tool. It can be used to enhance magic circle or conjuration spells.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Bralman enters the room first, followed by Daimal and Yardra. He first goes to the Northwest corner of the room and examines the chest for traps, then attempts to open it using a blade and his strength.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Taking 10 on cracking open the chest, 13 Strength check?


The chest is locked and bolted to the ground.

As you try to force open the chest, you hear a moan coming from the workbench to the south.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

"Daimal, heel."

Ignoring the chest for now, Yardra and Bralman move cautiously over to the workbench, Daimal trailing behind.

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