All's Well that Ends in a Well, V.2 (Inactive)

Game Master Choon


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The Man. The Myth. The Mask!

35 gold then. Port peril is about 150 miles away.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

So, for all 6 of us to go to Port Peril is 210 gold. Is that what everyone wants to do?

That's within the "Gelver" money threshold. I vote yes. I believe there is one no vote in the discussion area already. Other votes? And for the no votes, are there suggestions about what to do with Gelver if we don't take him home?


The Man. The Myth. The Mask!

Note: that's not a round trip ticket.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

I don't see why we would need to accompany him.

Why don't we ask Gelver what he wants? He can stay here in Zelkor's Ferry, or we'll buy him a ticket home, or he can come and fight alongside us.

Gelver, do you have any special training or abilities that might be helpful here in town? What did you do before you were an adventurer? Do you want to go back to Port Peril?


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla eventually returns with some new pastries and chocolate. So what are we gonna do? I don't really want to go back to Port Peril. Anyway, I got some goodies here, Oh, I almost forgot, I been holding on to this, found it in the dungeon somewhere. I sure is pretty though.

Kayla plops the gem on the table that the group is hanging out at.

250 gp gem


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"I would rater not fisit tat place again."


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe will go trade in the additional gem while waiting for Melkar's opinion.
"It seems to me that the best way to get him back home without interrupting our own adventure would be to buy him a boat ticket, and let him keep some of the extra money so he can pay for a healer when he gets home. Are we agreed?"

Total gold received is 2800.11, assuming we let Gelver keep 225, our divided share would be 515 gold and 2 silver each (with 2 indivisible copper given back to Zadira to share later). If we think 225 is a lot of gold for the dude, we could cap it at 100 or something, or ask he share the extra with the families of the deceased?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

My only concern is whether he is well enough to handle all of this. Gelver, are you going to answer Grelthe's questions?


The Man. The Myth. The Mask!

Gelver looks around looking like a nervous wreck. I'm thin and agile. I'm good at spotting traps. Even disabled a few down there. I could make it to port peril though. I'd be nice to go back, I think.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Okay, I'm in. If he thinks he can make it, I say we help him with the journey.

We put Gelver on a ship, give him some money, and then go back to the dungeon (after any shopping anyone wants to do).

Is there any item that prevents or reduces ability drain that is cheaper than THIS? That's the type of thing that the party seems to need most of all, but it's going to take a long time to save up for one, at least at the treasure rate so far. (The gambling thing was just a fluke.)


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Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

ok added my treasure. and added my sweets purchases.

Good, its settled then. he goes back to that peril port place, and we go find weird things down in that dungeon place. and I need to find some sort of container made of stone.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Okedokey, Grelthe will give Gelver the proceeds from selling his buddies stuff, and the Holy Symbol of Abadar, and introduce him to the ferryman down at the docks. Grelthe will pray with him and reads from her book of War Prayers to fortify his heart on his journey. "Some things have to be done; it’s better to do them, than to live with the fear of them. What you fear most is what needs doing, your day is on the other side of that fear. Cowards die many times before their deaths; the valiant never taste death but once."

She puts her book away and continues speaking to Gelver "I pray these resources find you home safely and swiftly. Please try to find the family of your lost companions as well, let them know what happened to their loved ones. Maybe leave out the part about what happened after." She smiles gently and gives him a hug to see him on his way.

What type of stuff is for sale in this town? I assume most of it is at the Trading Post? Probably not any magic weapons or anything, but common inexpensive spells scrolls and wands maybe? Or would we have to go to the Necromancer for those too?

reminder to please add 515 gold and 2 silver each to your personal moneys


The Man. The Myth. The Mask!

Gelver boards and sets off. He looks like a leaf in the wind, but he does it.

The party rests, restocks, and heads back to the Mouth. They encounter a few vermin on the way, but nothing that truly threatens them. The first level is likewise only minority infested. It's unclear where the random zombies and skeletons are coming from exactly. "Down" seems to be a fairly good guess, but where to go down is an open question.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Checking Zadira's map, it seems our options are:
- the West staircase, where we fought the construct snakes.
- the South staircase, where we fought the leeches
- S/SE ladder in the diamond room
- NE ladder in the well room

Personally, I like the idea of skipping the main entrances as they will likely be more heavily defended (or trapped) and taking the ladder in the well room down the illusory well. That way, we could drink from the strengthening well, and hypothetically we could take bad guys by surprise?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

I agree with the ladder in the Well Room. Let's do it.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"One way is as good as anoter to me," Catarya says with a shrug.

"I can go down first if you want."


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Thank you, brave Catarya. Let's go.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe will drink from pool D (the beneficial one) before descending, encouraging others to do likewise.

It won't do anything though, because I already drank from it before. D'oh!

GM Choon wrote:
"Unfortunately, drinking from either well makes you immune to the magic of both."

Meaning the only people who might get anything out of it would be Kayla & Catarya.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira tries drinking from the pool that Grelthe indicates.

That one tastes better than the other one I drank from. Thanks.

No magical effect, but tasty, like Dasani. :)

Then she follows Catarya down the ladder.


The Man. The Myth. The Mask!

The party proceeds down the ladder.
1d6 ⇒ 1
The ladder leads down into the darkness for many dozens of feet. Suddenly, the rung that Catarya is on breaks! She disappears into the darkness!

And lands with a solid *thud*.
falling damage: 2d6 ⇒ (5, 1) = 6
The fall isn't as bad as I could have been, but it still smarts like a son of a gun.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Catarya looks at the pool and shakes her head.

"No, I don't trust tese pools."

She makes her way down the ladder, trying to move quietly.

stealth take 10: 10 + 13 = 23
perception take 10: 10 + 12 = 22


The Man. The Myth. The Mask!

Catarya, see above. :)


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe sees Catarya's body start falling, and mutters something under her breath. Instantly Catarya's speedy descent is slowed, and she lands gently a few seconds later.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira casts light on a copper piece and drops it down the hole, so that everyone can see where they are going. It occurs to her that she doesn't really know who has darkvision.

I have darkvision... Grelthe, you do too, right? Who else does?

She proceeds down the ladder, carefully avoiding the place where Catarya fell.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

You are right, I can see in the dark too. I think we are the only ones though.
But Kayla can see well in dim light.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla peers down into the darkness. as Catarya suddenly falls, she might land on her feet, she is a cat after all. she says, hoping to be encouraging.

I can go next, I won't fall for the loos ladder rung trick, well at least not twice.

flicking her little glowing stone in the air, it starts to circle her head like a little halo.

She then climbs down next looking fro a way to avoid the broken rung.

climb: 1d20 + 7 ⇒ (6) + 7 = 13


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.
GM Choon wrote:
Catarya, see above. :)

Didn't catch that before. Maybe I opened the thread and then didn't post for a while. Can I use acrobatics to mitigate the fall?

Catarya lands with a *thud,* but quickly springs to her feet and looks around.

"Watch out for te ladder tere. And yah, I can see in te dark chust fine."

"I don't see anyone here but up ahead tere is a long passageway going nort and sout, wit doors."


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Catarya, I cast feather fall on you, so no damage. Not sure if we need to make a climb check, so just in case...
climb: 1d20 + 0 ⇒ (19) + 0 = 19
Assuming I get down fine, I will attempt to cast dancing lights to send them down the hall, making sure there are no enemies.
35% sorry failure chance for somatic spell in heavy armor. Say rolling <35 fails.
spell: 1d100 ⇒ 46


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Sorry, here is a climb check:

Climb: 1d20 + 5 ⇒ (14) + 5 = 19 (using climber's kit)

Zadira waits till everyone gets down, then she casts open on the door right in front of them (to the west, right next to our tiny hall). She does it from where she is on the map... she doesn't walk up to it.


The Man. The Myth. The Mask!

The door opens up to an empty room. Further investigation reveals... an empty room.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Hmm. We move to the next door to the North and try again?


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"Yah, let's keep going."


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira casts Open on the next door to the North.


The Man. The Myth. The Mask!

This room is empty as well, but Zadira notices that the floor isn't quite right and realizes that there's probably a trap here.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira looks again more carefully to make sure she knows where the trap is, and then tries to disable it.

Perception: 1d20 + 15 ⇒ (4) + 15 = 19
Disable Device: 1d20 + 12 ⇒ (5) + 12 = 17

Wow... those rolls. Yikes.


The Man. The Myth. The Mask!

It must have been nothing. When she looks again she can't find any real evidence of a trap and nothing happens when she enters the room.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Suspicious. Does anyone else notice Zadira and want to double check, or shall we move on?


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

I can check if you guys want me to. Kayla offers to the group hoping to alleve any worries about the room.

but if there is nothing in there, guess there isn't any reason to. we can just shut the door and mark the door as a trap.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

I would appreciate it if you would check, Kayla. It seems as though I saw something, and I want to be certain.

If Kayla sees something, Zadira will ask her to also try to disable it. If not, or afterward, she moves on and casts Open on the next door.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

there's nothing to see here (percep): 1d20 + 13 ⇒ (13) + 13 = 26
makin it safe (disable?): 1d20 + 14 ⇒ (11) + 14 = 25

Ok Lady Z, but if there is a bad trap here, promise you won't leave me behind. she says as she investigates the room for a second time just in case.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

We would never leave you behind. You're stuck with us now. :)

... Plus, you are the one with all the delicious pastries.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"What are you looking for?"

Catarya helps examine the floor for traps.

perception (aid if that's allowed): 1d20 + 12 ⇒ (14) + 12 = 26
disable device: 1d20 + 14 ⇒ (17) + 14 = 31


The Man. The Myth. The Mask!

Catarya and Kayla spot the mechanism just as it clicks into gear. The whole room's floor is one massive pressure plate! Catarya and Kayla manage to tumble out of the room, but Zadira is too far in and her stomach turns as the floor drops at a rate of nearly a 3 feet per second! Catarya manages to jam a small stone in one of the spinning gears just as a nasty green gas starts pouring in from the ceiling! The gears shriek and grind to a halt! Zadira is now ten feet below the door getting bathed in dangerous looking gas!

The walls of the room are shear stone requiring a DC 20 check to climb. The gears in the wall are more of a hindrance in this regard than a help as they are too widely spaced to offer a good climbing surface. Note that you move at 1/4 speed while climbing unless aided. Sorry, but your failed both checks. Catarya has made it easier though. The hole is supposed to be much deeper. :)


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

quick, anyone have a rope? this can't be good! we need to get her out of there Kayla yells as she panics over the fate of her friend.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira throws her rope up to Kayla.

Don't panic Kayla. I'll be okay.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe grabs the end of the rope Zadira threw up, and as soon as she is confident Zadira is holding on, she tries to pull her up...
Strength check: 1d20 + 4 ⇒ (1) + 4 = 5
...unsuccessfully.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira attempts to climb up the rope that the group is holding on to.

Climb: 1d20 + 5 ⇒ (6) + 5 = 11 (using climber's kit)


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"Try to hold your breat!" Catarya calls down. She tries to help Grelthe haul Zadira up.

STR check (aid): 1d20 - 1 ⇒ (9) - 1 = 8 Nope.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira holds her breath.

I just looked it up, and I think I can hold my breath for 24 rounds, but only if I don't take standard actions... if I take standard actions, then it goes down to 12 rounds. Sound right?


The Man. The Myth. The Mask!

Sounds about right

The crew fails in their first attempt to extract Zadira and she is forced to hold her breath against the gas.

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Community / Forums / Online Campaigns / Play-by-Post / GM Choon presents All's Well that Ends in a Well: A Rappan Athuk Deathtrap, Table 2 All Messageboards

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