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

Game Master Choon


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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

I for one would not mind a slow down, I mean I am still like three rooms behind. did we bash in the stuck door? maybe I can leap across the pit or maybe disable it? How did we get into the room we are in? what direction did we come from? I cannot contribute if I don't even know how we cot to where we are.


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.

Moving my ooc response to discussion.


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 love going fast, personally. I was in a meeting just now, but it's cool to come back to slime rather than just standing around in a hallway. :)

Knowledge Dungeoneering: 1d20 + 10 ⇒ (7) + 10 = 17

Well, guys, it's dangerous in there. I guess the question is... do we want to go in? If there is, I could try to convince the slime not to kill us... maybe in exchange for some snake meat? It would be a really, really hard sell, though. It is difficult to talk to slime. We could also attack it so it can't kill anyone else. What do you want to do?


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 doubt the slime would 'listen.' I agree to just avoid it for now, then. We can always come back if we choose.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

knowledge (dungeoneering): 1d20 + 5 ⇒ (10) + 5 = 15

"I don't dare go near that stuff. It will ruin my weapons and armor! If anyone has a way to blast it from here, that might work I think."


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

knowledge to know what she was just told already (well maybe): 1d20 + 9 ⇒ (17) + 9 = 26

As everyone is looking in and trying to figure out what to do, Kayla runs various ideas through her head. This stuff must have some interesting uses. I wonder...

craft alchemy to see if there an alchemical use for this stuff: 1d20 + 8 ⇒ (14) + 8 = 22

an idea pops into her head and Kayla soon rushes off to a previous room that she does not remember really searching.

heading back to that possible kitchen and look for a glass vial or bottle, she also claims one of the balls of twine.

perception/search: 1d20 + 12 ⇒ (8) + 12 = 20


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

retcon for the snake venom... survival: 1d20 + 8 ⇒ (14) + 8 = 22


The Man. The Myth. The Mask!

Kayla ransacks the former kitchen and lucks out when she finds a small canning jar buried in the fire pit. She is able to recover two doses of the venom from the severed head.
(off the cuff DC 15+1dose/5 you exceed the DC)


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

cool and thanks. I was happy for even 1 dose... heck I am good even if I fail, I just wanted to try.... but please do not take those away. Also I am using the canning jar for something else (not the venom if possible. if not then let me know.

Grabbing the jar Kayla quickly checks the lid, making sure it is in good condition.

She then rushes back to the slime room and ties one end of the twine to the jar and places a piece of meat inside.

she then tries to roll the jar to the slime that has dripped down hoping to entice it into the jar and pull it back with the twine.

slime fishing!


The Man. The Myth. The Mask!

1d6 ⇒ 5
The jar rattles into the room and, because of Kayla's exceptional dexterity, wobbles upright. It only takes a second or two for the slime to drip down into the glass jar.


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

perfect Kayla thinks as she carefully brings the jar back to her.

once there she puts the lid on doing her best to avoid touching the slime.

before putting it away, she waits a bit to see if the slime starts eating its way out.

sitting on the floor (of the hallway, just be clear) Kayla watches the jar with the slime inside.

this could come in handy she says with a rather dangerous grin.


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 wonder what the clever little gnome is up to Grelthe muses, thoroughly amused by whatever is going on, even if she doesn't understand it.


The Man. The Myth. The Mask!

Kayla examines the jar carefully. The glass seems to be holding at first, but about thirty seconds in it starts to make those little tinkleing stress sounds. She jumps back just in time. The bottom of the glass gives out and leaks all over the floor. Thankfully it's not a fast process so it's easy to avoid the tiny new puddle of green slime. The slime spreads out a little and starts eating away at everything but the stone itself.


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's smile turns to a frown. damn, that did not work out as planned. I think I will need a jar made of stone or a way to keep the thing frozen in the jar.

looking to the rest of the group, what next?


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 motions the party back and casts burning hands on the slime that Kayla has released into the hall (she doesn't want them taking over the whole place).

burning hands damage: 4d4 ⇒ (2, 1, 1, 4) = 8

Map isn't updated, so just to be clear, I did not cast if any party members were in the way.


The Man. The Myth. The Mask!

The blast scoures the puddle away and sweeps into the room. All slime within the area immediately dissipates.


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

Hmm. Looks like the room is clear.

Not sure... only part of the room?

Zadira makes sure there isn't any slime above her, and walks carefully into the room to see if there is anything under where the slime was.

I moved in, but if I only cleared a little spot and it didn't spread, let me know and I will either cast again or not go that far.


The Man. The Myth. The Mask!

1d10 ⇒ 8
Zadria steps cautiously into the room. She specifically checks the ceiling and it's clear I outlined the cleared area in orange and moved you to match.
The ceiling looks a bit unstable, probably from all that green slime dripping from somewhere above. She checks the south wall and sees nothing of particular interest. She'll have to get closer to the other walls to examine it properly.
1d20 + 1d2 ⇒ (3) + (2) = 5
As she steps in, two shambling forms round the corner into the hall. They stink of rot. More zombies.

Go get 'em!


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

acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23

not taken too much by surprise, Kayla springs to action, flipping past the zombies as she draws her two blades.

ending her routine in a position to strike.

wakizashi attack: 1d20 + 10 ⇒ (12) + 10 = 22
slashing damage: 1d4 + 1 ⇒ (1) + 1 = 2
sneak attack if applicable: 2d6 ⇒ (2, 2) = 4


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 charge the left zombie (assuming it is still alive after Kayla attacks).
charge attack: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
damage: 1d8 + 4 ⇒ (1) + 4 = 5


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 tol you tere was non-dead down here."

Catarya rushes forward and pulls out one of her non-masterwork daggers, holding her two primary daggers in the other hand. She hurls it at the closer Zombie.

thrown dagger: 1d20 + 9 ⇒ (17) + 9 = 26
damage +1d8 sneak: 1d6 + 1d8 ⇒ (5) + (2) = 7

"By Pharasma, return to te rest you should haf had!"

She then shifts one of the two daggers in her left hand back to the right.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Great work with the map! That's extremely clear where everything is now.

Melkar watches Kayla's attempt at catching the slime with some amusement. "That was a fine idea! It appears you will need a stronger container though."

When the zombies appear, he draws his scythe and prepares to harvest!

attack: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 2d4 + 14 ⇒ (1, 3) + 14 = 18


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, hearing shouts for grains, and her friends' responses, is momentarily flummoxed. Then she realizes... oh, *BRAINS* ... duh.

She rushes out of the slime room, and shoots at the easternmost Zombie.

Who happens to be named Steve. I added an S to him, so it is easy to tell.

Attack Steve the Zombie: 1d20 + 8 ⇒ (8) + 8 = 16
Damage to Steve the Zombie: 1d8 + 2 ⇒ (8) + 2 = 10

That's with +2 for favored enemy on both sides, and I do have precise shot, so no -4 for shooting into melee.


The Man. The Myth. The Mask!

One zombie falls under the party's combined assault, but the last survives and lunges at Melkar!
BRAAAAAINS!!: 1d20 + 4 ⇒ (5) + 4 = 9
Melkar steps out of the way.

Let's see who kills it first. AC 12, 7 hp remaining. DR5/slashing


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

Stepping to the side to get at an opening as the zombie's attention is divided, Kayla double slices at it.

attack 1 w/ flank: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
attack 2 w/ flank: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

slashing damage 1: 1d4 + 1 ⇒ (1) + 1 = 2
slashimg damage 2: 1d4 ⇒ 3
sneak attack 1: 2d6 ⇒ (3, 2) = 5
sneak attack 2: 2d6 ⇒ (5, 6) = 11

EDIT: so looks like I am confused as to which zombie. looks like one Kayla attacked is actually the one that went down while I thought everyone was attack the one marked with an S. this does make a difference cause no flank means no sneak and no sneak means Kayla can't even take down a zombie due to crappy dice rolls.

suggest we do more to identify bad guys please


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

How can you even know whether you get flank with ten-foot squares anyway? We aren't actually that big. Grelthe said the specific Zombie (left), and so did Catarya (closest), and so did I (Steve). Only you and Melkar did not in text, and both of you were only near one zombie each... so it *is* clear.

As for which is dead, 3 of us attacked Steve, so we can just say that Steve went down, and you can have a flank, which we kind of have to just go with/imagine when our characters are way bigger than they would be on a normal map with 5x5 squares. Maybe the other zombie lunged at Melkar because he's so stupid and brain-starved. Good reason why he missed. :)

Zombies are dead. Kayla got it first.


The Man. The Myth. The Mask!

Kayla slices, dices, filets, and otherwise makes the zombie repent of its undeadness.


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
Zadira wrote:

How can you even know whether you get flank with ten-foot squares anyway? We aren't actually that big. Grelthe said the specific Zombie (left), and so did Catarya (closest), and so did I (Steve). Only you and Melkar did not in text, and both of you were only near one zombie each... so it *is* clear.

As for which is dead, 3 of us attacked Steve, so we can just say that Steve went down, and you can have a flank, which we kind of have to just go with/imagine when our characters are way bigger than they would be on a normal map with 5x5 squares. Maybe the other zombie lunged at Melkar because he's so stupid and brain-starved. Good reason why he missed. :)

Zombies are dead. Kayla got it first.

ok, sorry, was little confused but I got better. I will take my failings here as a lesson for myself to be better at the descriptions..thus I do apologize


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 spits on the Steve the zombie's corpse. I'm surprised they were able to sneak up on us like that! We should be paying better attention, or at least clear out the rest of the rooms in this area so we don't get attacked from behind again. We can come back to the slimes anytime, they don't appear to be very aggressive or fast.


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

yeah I agree, and we can bring stone jars to capture some Kayla adds.


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

Sounds good says Zadira, and if the party is ready to move on, they backtrack to the hallway with the last unopened door, and Zadira casts Open on it.

In this case, I think we can say the party is ready to move on, since Catarya and Melkar both said they didn't want to go near the slime when we first encountered it. We don't know what Elion wants to do, but as you said, we can come back. (Moved my character to the door.)


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 picks up her dagger.

"Strenge how tis area seems deserted, isn't it? I tot we would see more enemies here."

She gets in position as the door opens.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar is a little relieved that Kayla gives up, unable to collect any slime. He responds to Catarya: "We are still near the entrance and there have clearly been many adventurers here before us to clear the path. As we get deeper I'm sure they will become thicker."

He still has his earthbreaker equipped as he watches the opening door, ready to spring into action.


The Man. The Myth. The Mask!

Update coming a little later today. Sunday's are busy for me.


The Man. The Myth. The Mask!

The ceiling of this room is hung with abnormally large cobwebs, but they crumble at the touch, being extremely old.


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.

After a quick search of the room, Catarya looks at the others.

"Tere's noting here. Let's keep going."

Is there anyone that can't make a DC 10 acrobatics check? You could jump a 5' gap with a standing start and that's what you would need to jump over the corner of the trap at the end of the hall (T intersection).

Assuming we can do that, my first inclination would be to look at the two rooms where the north hallway branches into two, on the grounds that I'd like to explore the stuff closest to the entrance first.


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 in the cobwebby room and is glad there are no giant spiders to greet them. Those are creepy.

She then goes over to the pit trap they spotted earlier and attempts to disable it:

disable device: 1d20 + 11 ⇒ (7) + 11 = 18

Here's hoping... Grelthe, you have featherfall again since we retconned coming back in the morning, right? :)


The Man. The Myth. The Mask!

Zadira get herself into trouble again, but is able to recover.
1d20 ⇒ 15
She notes her mistake and easily corrects for an easy success on the second attempt.


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 totally forgot we retconned that! So, yes, I have featherfall prepared.
And my acrobatics without armor is +2, so if I take the time to strip I might make the jump, but I think Zadira figured out
one of the doors in the main room also connects to the other side of the pit trap


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
Grelthe wrote:

I totally forgot we retconned that! So, yes, I have featherfall prepared.

And my acrobatics without armor is +2, so if I take the time to strip I might make the jump, but I think Zadira figured out
one of the doors in the main room also connects to the other side of the pit trap

if you do that then this will truly be a dungeon of horrors ....

;)


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 checks the success of Zadira, feeling confident in her abilities, Kayla still want to jump the distance, just in case.

jump across: 1d20 + 7 ⇒ (16) + 7 = 23

she takes a few steps back and rushes the pit. with a leap she easily clears the distance, landing gracefully on the other side.


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 checks the pit for another tunnel, just in case.

If the party is ready, and wants to move through the pit area, it is disabled and it should just take some extra time. I did discover on an amazing dungeoneering roll when standing on the south side of this same pit that we can go around though, so whatever is preferable to the party.


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

We could go around the top, but if Kayla and Zadira already scouted that trap, then I think this one would be easier to get over anyway. I have an idea as a player that I am not sure if my character is clever enough to come up with or not - could we use one of the beds as a bridge for the corner?

I suggest we leave the other two traps intact for now, so we can explore to the right without worry of being attacked from the rear.

Could we use one of those beds as a bridge for the corner?[/b]


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

If you want to leave them for now, we can.

Hmm. Interesting idea about the beds, Grelthe. Let's try it... er, but someone else will have to help you carry the bed. I don't think I can. She looks around for another volunteer.


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 shoots Melkar a look and raises her eyebrows, as if to say "Well, you coming?"

Assuming he is okay with that, the two of us can go retrieve the sturdiest-looking bed and set it up bridging the corner of the pit trap.


The Man. The Myth. The Mask!

The bed isn't the most secure of bridges and you probably shouldn't cross more than one at a time if those creaks are to be believed, but it works!


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

yay! A bed bridge. I love this game. :)


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.

"We could take tis bed apart and just use te planks from it. Ten we wouldn't haf to haul tis ting all around te place."


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

Good idea.

After the bed is taken apart to make it easier to carry the "portable bridge," the party (unless there are objections--we only have 3/6 for it so far) proceeds right at the next intersection.

Moved party up, but if someone wants to retcon, please feel free.

We walk down the southern tunnel first, checking for hidden doors (unless we already did that when scouting), and if we find nothing, then we return to this spot and I cast Open on the eastern door.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar guffaws at Grelthe's suggestive glance. When she gives him the look, he remarks, "Yes, by all means, let's go get the bed." When the others start disabling the frame he suggests, "Leave the mattress here for Grelthe and I."

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