Bad to the Bones (A Rappan Athuk campaign) (Inactive)

Game Master Eric Swanson

Campaign Maps

Loot List

Brok: 58/58 HP, 1 Hero Point.
Grezzor: 54/54 HP, 2 Hero Points.
Keil: 40/40 HP, 3 Hero Points.
Praetor Grey: 47/47 HP, 1 Hero Points.
Vargrenz: 56/56 HP, 2 Hero Points.
Ranulfus 30/30 hp, 1 Hero Point

Current Date: Freyrmond 26 of 3517 (I.R.).
T plus 26 days.
Time: Around 3:00 am
Weather: ??


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Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Following Arlok's lead...
Moving to flank the creature Keil swings his sword through the air, hoping to chip a bit of masonry from it.
Short Sword Att+flanking: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Dmg: 1d6 ⇒ 1 Pathetic...

MA flanking | SA short sword attack


Raaz motions curtly to the orcs. "Watch our backs." He then strides forward into the room and lays a hand on Vargrenz's shoulder. Cast Guidance on Vargenz.

Seeing the stone nature of the bat he yells, "Acid! We should be able to damage it easily with acid!"

Round 2: Arlok, Grezzor, Praetor, Keil, Brok, Vargrenz, Stone Bat, Malzii, Raaz, [Orcs]


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

At all of the commotion, Brok looks nervously up and down the corridor.

"I really expected Arlok to smash it in one try ..." he thinks to himself.

"They might need some help."

He sets his crossbow down on the floor and draws his notched sword from its sheath.

"Keep watch." he barks at the orcs as he prepares to join the fray.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Round 2
Unsure whether he can damage the stony creature, Varg grips his fist firmly and unleashes at the bat.

Attack-FoB: 1d20 + 3 + 2 + 1 ⇒ (19) + 3 + 2 + 1 = 25 <-- +2 flanking, +1 guidance
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Attack-FoB: 1d20 + 3 + 2 + 1 ⇒ (19) + 3 + 2 + 1 = 25 <-- +2 flanking, +1 guidance
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Had two Guidance cast, one used on each attack.

Both blows land solidly, one chipping a wing slightly and the other knocking a chunk from the body of the bat.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

At the unlucky display, Grey moved in just behind Vargrinz so his long skull-topped staff was threatening the bat, and again cast his spell of Guidance.

Threatening the bat, in case it moves. Guidance on Vargrenz.


Praetor readies to strike the bat as it flies by Vargrenz, who strikes the flying bat solidly twice. The stone bat takes 5 points of damage. Hardness applied.

Brok rushes into the room ready to lend a hand.

Round 2: Arlok, Grezzor, Praetor, Keil, Brok, Vargrenz, Stone Bat, Malzii, Raaz, [Orcs]


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

"I'm not sure I can even damage it" - Grezzor growls, shifting his position and launching another missile. His mastery of evocations allows him to manipulate the spell, and instead of a pure cold attack, a sizzling missile of acid is launched.

I can't see the map at the moment guys. Will try to reposition behind the frontliners not to be penalized by cover...

Using Versatile Evocation to make Ray of Frost an acid attack.

Ray of Acid: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Damage if it hits: 1d3 + 1 ⇒ (1) + 1 = 2


Sorry about the lack of posts. I was feeling under the weather, but feeling better now!

Grezzor's acid ray strikes the bat full-on and while the acid bubbles and sizzles nicely the amount of acid is not enough to do more than scar it. While acid does full damage against the stone (most energy attacks do half damage to objects) Hardness does still apply.

The bat makes a clumsy turn as it flies above you guys...Prateor, Vargrenz, Malzii, Arlok and Raaz may take AoOs here.....and tries to bite the goblin wizard...

Bite vs. Grezzor: 1d20 + 3 ⇒ (8) + 3 = 11; damage: 1d6 ⇒ 4 miss.

but the goblin easily evades the attack.

Round 3: Everyone is up! Don't forget your AoO's.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

AoO Hammer Smash: 1d20 + 8 ⇒ (14) + 8 = 22

Damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18

Round 3

Attack Hammer Smash: 1d20 + 8 ⇒ (19) + 8 = 27

Damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19

"Arlok no like statue. Arlok want statue of Arlok."


Inactive

AoO (Heavy Mace): 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Wheel o Fate (Fumble): 1d30 ⇒ 17 Weapon is damaged.

Startled as the bat swoops overhead, Malzii instinctively takes a mighty swing! However, her aim is atrocious and instead of connecting with the stone bat, her weapon connects with the floor hard enough to rattle her teeth.

"Áo'áo'áo'áo áo áo!"

Draconic:

"Ow ow ow!"

Round 3

Wishing that she had some sort of acid magic like Raaz had suggested, the kobold reaches out and places another hand on Vargrenz before stepping back out of the way.

Casting Guidance on Varg again, then taking a 5 foot step!


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

AoO: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 2d4 + 3 ⇒ (1, 2) + 3 = 6

Guidance on Arlok. I think he's our best bet at doing enough damage to get through it's hardness.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg swings at the bat as it flutters about.
AoO: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 <-- +2 Flanking, I think
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Confirm Crit: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

His fist connects like a stony club sending shards of stone flying from the rock bat.

Stupid magic beast.

When he has the chance, he continues to pummel the creature.

Attack-FoB: 1d20 + 3 + 2 + 1 ⇒ (10) + 3 + 2 + 1 = 16 <-- +2 Flanking, +1 Guidance
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Attack-FoB: 1d20 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8 <-- +2 Flanking, +1 Guidance
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Trying to do his part, Keil moves alongside the godling and takes another swing with his sword.
Flanking Short sword Attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 1d6 ⇒ 4


As the bat mindlessly flies over the group clustered around it, first Arlok's blow followed by Vargrenz's followup fist sends the bat crashing to the stone floor and shattering into several jagged chucks of stone.

COMBAT OVER! Since the bat was destroyed by the AoO's of Arlok and Vargrenz, Malzii's AoO does not happen and her weapon is not damaged.

Turning his attention back to the pool, Vargrenz is able to discover some treasure by raking the bottom of the reflecting pool to get below the scum on its surface. He finds 20 gp, 100 sp, a broken tooth, and an old boot.

Once you have finished the examination of the pool some movement catches your eye. You see the fragments of broken stone begin to skitter and bounce across the floor, back toward the statue.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

The tell tale glint of gold catches Keil's yellow eyes. Sliding up along side the duegar, Keil quietly assesses the items, A tooth and an old boot? Strange that these are here...

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Dark Archive

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Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg takes the tooth and turns toward Keil holding it up.
Looks better than you yellow ones. Want me and Arlok to see if we can swap it out?


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Grey walks over to the statue to look at the shield the bat had flown free of.

"This seems like the most potentially valuable thing in the room..." he mused.

Detect Magic.

It flew off of a shield, right? Is there any way to remove it from the statue?


Keil discovers the heel of the boot has a red garnet secreted in it, worth 100 gp. The old tooth is, however, quite worthless.

Praetor determines the statue is radiating a moderate aura of indeterminate type which is drawing the stone pieces of the bat towards it. As the half orc witch doctor watches closer, one of the pieces meets with the other one and magically fuses together. This process repeats over and over again while they draw ever closer to the statue...

Even a cursory examination shows no way to easily remove either the statue from its pedestal in the alcove, or the shield attached to it.


Inactive

Malzii scowls as it becomes apparent that the stone bat is slowly being reassembled by whatever magic lies in the statue. "Statue-maker smart! Should get out of room before bat comes back again."


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

"Indeed. We should move on."


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Snatching up the garnet the fetchling sneers at the duegar's suggestion. The mere thought of having a white tooth stain his blackened visage is simply repulsive, "Pass. " Turning to address the others, Keil calmly states, "It was triggered." Retracing in his mind his steps and those of the others in the room, Keil comes to a likely reason,"Varg rummaging through the pool." With a flip of his cloak he sheathes his sword and heads for the exit, " I agree with the female, there is nothing more for us here."
Moving out into the hallway Keil motions for Brok to press on, "Time to go."

Stealth: 1d20 + 12 ⇒ (6) + 12 = 18
Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

This time Grezzor decides to join the scouts, falling in place behind them.

Stealth: 1d20 + 17 ⇒ (15) + 17 = 32
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Vary silently follows behind the scouts, carefully scanning for anything they might have missed.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26


Leaving the reflecting pool room behind, Keil leads the others along the corridor which turns northward after a short distance before angling back to the east. He also notes a closed door about halfway upp the corridor in the east wall.

Map updated.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok slinks along with the others.

stealth: 1d20 + 11 ⇒ (20) + 11 = 31

He stops to listen at the door in the east wall.

perception: 1d20 + 10 ⇒ (17) + 10 = 27 (+3 for traps)


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok follows along as always


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Approaching the door, Keil scans the portal for anything unbecoming. Leaning his ear to the door the fetchling listens carefully for the slightest noise, a task made considerably easier thanks to the soft feet of his comrades following skillfully behind (You guys are going to put Brok and I out of a job :)).
Perception: 1d20 + 7 ⇒ (16) + 7 = 23


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Don't worry Keil. Grezzor can skulk around, but he can't spot a trap, even if it is biting him in the... :D


After determining the door is not locked or trapped, and failing to hear any noise on the other side, Keil opens the door easily.

The door opens into what looks like an empty room, though it has obviously been used recently by some recent occupants, for there are freshly gnawed bones scattered about the floor, a broken iron cooking pot in one corner, and scorch marks where a campfire was built directly on the stone floor. In addition to the two doors on the east wall there is a large ventilation grill in the northern part of the room’s eastern wall, an iron grate three feet in diameter.

Keil is also able to determine the grate is mounted into a secret door, though peering through the grate reveals only darkness.

Map updated.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok squats and studies the bones on the floor to try to determine their origin. knowledge(nature): 1d20 + 5 ⇒ (5) + 5 = 10

Then he waddles over to the grate in his distinctive monkey walk and looks it over carefully for danger.

perception: 1d20 + 10 ⇒ (11) + 10 = 21 (+3 for traps)

If there doesn't appear to be any traps, he'll toss a pebble through the grate to see how far it goes.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg moves in and examines the bones. Not having any skill in the area, he is unable to determine what the bones are from, but his greater interest is in what type of a creature might be gnawing on the bones.

Wonder what was chewing on these. Doubt it was human.


Brok determines the bones are from various animals, mixed in with a few human bones as well. Moving quietly over to the grate he scans it for any traps, yet finds nothing.

The pebble clatters on the floor before rolling a shirt distance away. Again he is not able to see how far it goes due to the darkness, which his darkvision is not able to penetrate.


Inactive

"Maybe not human, but smart enough make camp," Malzii agrees as she looks around. Noticing Brok peering into the grate on the wall, she calls out, "Careful Brok-goblin, might be poison gas like room upstairs."


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Studying the grate, Keil pays little attention to what the others are up to. Absorbed in concentration, his yellow eyes narrow, trying to pierce through the darkness but as he is not able to see beyond, something begins to tug at his gut - a warning? This is not right... (His Darkvision doesn't reveal anything?) The fetchling motions for the others to be quiet and points at the grating with only a serious look on his face to speak of his suspicion of the opening. Listening intently at the grating, he continues to inspect the concealed entry for anything unusual. Then, waving the grey witch over, Keil whispers, "I see nothing. Perhaps your skilled eyes can."
Perception - Is the grating or secret entrance trapped?: 1d20 + 7 ⇒ (18) + 7 = 25
A little veiled but Keil is asking Grey to use detect magic here.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok picks over the bones and kicks at them.

"No good. They eat all leave none for Arlok."


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Grezzor does step forward, gesturing his hands in a few arcane movements, then scans the area.

Casting Detect Magic.


Grezzor determines there is indeed a magical aura, a moderate evocation aura centered on the area beyond the grating. After some contemplation he determines the spell must a darkness spell...yet more powerful than a standard one if it blocks even darkvision. Deeper Darkness.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Grezzor informs his companions - "I am not sure this is something that can be removed by anything other than a higher level arcane ability than I possess" - he adds.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Nodding his thanks, or perhaps just in understanding, the fetchling carefully removes the grating and slips into the passage. Using the wall for guidance, Keil takes great pains to insure his every step. Practically inching his way he strains his toes for the slightest change in the stone floor and like wise, with a practiced feathery touch, uses his blackened fingers to check the wall along which he travels.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

"Risky" - Grezzor comments, observing Keil's progression.


Inactive

"Grezzor right, you sure if wise?" Malzii queries as they watch the fetchling slowly crawl into the darkened passage. "Awfully dark, might get eaten by grue. Malzii always heard they like the dark."


The rest of you watch Keil move into the darkened passage and vanish from your sight.

Keil:
The passage is completely dark, but the rest of your senses are not impeded as you follow the passage along. To your surprise the passage ends in a wall after a short distance.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

"Keil vanish. You need Arlok?"

Arlok stares on waiting for Keil to return.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Komm:

Gently feeling his way, Keil continues as before, carefully searching the barrier before him. As with other passages he'd already encountered in this place, the fetchling half expects another doorway to be close at hand. The trouble will be in finding it. He takes his time, moving his fingertips one inch at a time along the edge between the wall he'd just followed and the one he's now encountered, committing the touch to memory. Tracing the lines to their end he continues this time making a pattern over the entire surface. Using one hand to mark a point of reference, he searches the partition with the other, finding its edges. Should he fail to find anything of interest he will look for and continue to the other side of this small chamber, keeping the stone wall to his left shoulder while slowing making his way around and then, hopefully, back to the grated entrance he'd first disappeared into. Yet he will also be mindful of how far he travels. Not wanting to become lost in a dark labyrinth he makes plans to travel no more than 20ft before returning in the direction he'd come.

I'm assuming a lot here but Keil will take 20, if allowed, to both perception (27) and stealth (32). I'm picturing two walls at a right angle to each other. The wall to the north is the one he's followed to reach the second wall (facing east). In case my description was hazy, he will only follow the east facing wall for 20ft before turning back, making for the grating where the group stands in waiting.


Keil:
You soon determine there is another secret passage at the end of the passageway and also finds the hidden stone latch to open it.

Are you continuing through the secret door or returning to the others?


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Quietly returning from the darkness, Keil smiles coolly and reports, "A small passage. There's a door concealed at the end." Glancing around at the other doors the shadowy man adds, "I suggest we clear these doors before investigating the darkside."


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Grey nodded. "There is little in the world so suited to the dark as a fetchling. Good work."


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Seeming a bit pleased with himself, Keil smirks then moves off to check the next door to the south. His yellow eyes move left and right as their gaze takes in all they can of the portal.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


Leaving behind the darkened passage, Keil turns his attention to the door immediately south. Finding it untrapped he opens it easily.

The small room is completely empty, save for a message scrawled on the far wall in the common tongue of the Land: “Dam it is alive. Have to sleep, or die.”

Map Updated.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg nods as Keil returns:
Wise choice. Small secret passage makes following to help hard.

Varg will follow Keil into the room.
"Dam it is alive? Have to sleep, or die."

A riddle? Do you think "dam" is misspelled? Or is their a living dam somewhere?

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