DM Helamans Master of the Fallen Fortress (Inactive)

Game Master Helaman

This is for Game Stuff


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Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Unless you guys want him to move, Jorin is still standing at C6 so he can hit something coming through either door. But does the open door way have an actual door that can be closed (and maybe locked)?

Edit: GM Helaman, I forgot to ask. From the appearance when we were outside the tower, how many more levels do I think there are above me?
Knowledge Engineering: 1d20 + 6 ⇒ (4) + 6 = 10

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

While Flin is examining the door, he looks back at Coor. Coor, I've got a bad feeling about this door. Can that spell you worked earlier, open this door from afar?

Scarab Sages

HP:12, AC 12 Touch 12, FF 10, Init +2, Perception: +7, F +2,R +3, W +5, CMB +1, CMD 13 Human Wizard 5/Swashbuckler 1

"Finn I can give it a try when do you want me to give that a try. Coor pays attention to the area behind the group ready if something comes from behind.


back

Jorin thinks there may be 4 or 5 levels to this tower.

Flinders works at the door...

1d20 + 7 ⇒ (15) + 7 = 22

... and seems to find no sort of trap.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Coor, my good fellow, would you care to use that spell of yours to open the door? I must try to learn that sometime, quite handy.

Flin will step 10 ft back with bow at the ready.

Liberty's Edge

Male Human Cleric 5 - HP: 44/45, - AC: 21/T: 11/FF: 20 - Perception: +4 F: +6/R: +3/W: +7 - CMB: +7 - CMD: 18, Speed: 20ft, Init: +2

Raul will ready a charge, as per his usual.

Scarab Sages

HP:12, AC 12 Touch 12, FF 10, Init +2, Perception: +7, F +2,R +3, W +5, CMB +1, CMD 13 Human Wizard 5/Swashbuckler 1

Coor casts Mage hand focusing on the door hoping it will open with the slight touch the spell has.

Mage Hand:

School transmutation; Level bard 0, sorcerer/wizard 0

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target one nonmagical, unattended object weighing up to 5 lbs.

Duration concentration

Saving Throw none; Spell Resistance no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.


Normally not sure if that would work on a door but I like to be 'can do'

Manipulating the handle with arcane energies, the knob is made to turn and then is given a psychic 'push'.

Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.

Near the door, evidently waiting for the door to open, is a very very large lizard... the dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning. It looks to your group but does not seem not overtly hostile.

-Initatives-
Flinders + 2 1d20 + 2 ⇒ (1) + 2 = 3
Jorin + 2 1d20 + 2 ⇒ (4) + 2 = 6
Coor + 2 1d20 + 2 ⇒ (4) + 2 = 6
Raul 1d20 + 2 1d20 + 2 ⇒ (8) + 2 = 10
Haddassah +3 1d20 + 3 ⇒ (8) + 3 = 11

Lizard + 6 1d20 + 6 ⇒ (4) + 6 = 10


Wow - some really crappy rolls all round there... No one is surprised

Initiative order

Haddassah +3 1d20 + 3 ⇒ (8) + 3 = 11
Lizard + 6 1d20 + 6 ⇒ (4) + 6 = 10
Raul 1d20 + 2 ⇒ (8) + 2 = 10
Jorin + 2 1d20 + 2 ⇒ (4) + 2 = 6
Coor + 2 1d20 + 2 ⇒ (4) + 2 = 6
Flinders + 2 1d20 + 2 ⇒ (1) + 2 = 3

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Although the little lightnings are making him a bit nervous, Jorin holds his ground prepared to take a swing if it charges us.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flin looks to Haddasah. It doesn't seem to threatening, perhaps you could charm it or something.

Scarab Sages

HP:12, AC 12 Touch 12, FF 10, Init +2, Perception: +7, F +2,R +3, W +5, CMB +1, CMD 13 Human Wizard 5/Swashbuckler 1

Coor looks at the lizard trying to figure out what it might be and to see whether it is harmful to us.

Knowledge Nature 1d20 + 9 ⇒ (3) + 9 = 12

Lantern Lodge

Female Human Druid (2) Menhir Savant

"Eep! Lizard!" Hadassah moves forward carefully, Ride (Guide with Knees): 1d20 ⇒ 8, ordering her dog to defend her should the lizard attack, Handle Animal: 1d20 + 7 ⇒ (11) + 7 = 18 and attempts to sooth the lizard Handle Animal: 1d20 + 7 ⇒ (10) + 7 = 17.


Spoiler:

1-2 Flinders
3-4 Raul
5-6 Jorin

1d6 ⇒ 4

The lizard lumbers forward eagerly (B4)... and sparks arc from it... striking Jorin.

1d8 ⇒ 2 Non Lethal.

(Reflex DC 12 half). This save DC is Constitution-based.

Liberty's Edge

Male Human Cleric 5 - HP: 44/45, - AC: 21/T: 11/FF: 20 - Perception: +4 F: +6/R: +3/W: +7 - CMB: +7 - CMD: 18, Speed: 20ft, Init: +2

Raul charges forward, destruction in his eyes.
Charge/Power Attack/Destructive/Ferocious: 1d20 + 4 ⇒ (19) + 4 = 23, Damage: 2d6 + 8 ⇒ (2, 4) + 8 = 14
Confirm Crit: 1d20 + 4 ⇒ (13) + 4 = 17, Extra Dmg: 2d6 + 8 ⇒ (5, 2) + 8 = 15

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

By the gods, he wields that greatsword like it weighs nothing. Poor lizard, never knew what hit him.


Indeed that seems to be the case as blow cleanly severs the lizards head from its body... at its shoulders!

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flin peers into the room, checking for anymore threats.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8


The room has let water in, which has collected in puddles around the room. Apart from food scraps and dried pellets, which you assume are excrement, there is nothing to be found here.

Liberty's Edge

Male Human Cleric 5 - HP: 44/45, - AC: 21/T: 11/FF: 20 - Perception: +4 F: +6/R: +3/W: +7 - CMB: +7 - CMD: 18, Speed: 20ft, Init: +2

Raul takes his own look around.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
"Shall we see about this door then?" He says when he's finished searching.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Aye, eeh.. which door are we talking about ?


You'd imagine the last door, on the far side of the wet room the lizard was in loops back around to the room you entered.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Shall we examine the stairwell door?

Liberty's Edge

Male Human Cleric 5 - HP: 44/45, - AC: 21/T: 11/FF: 20 - Perception: +4 F: +6/R: +3/W: +7 - CMB: +7 - CMD: 18, Speed: 20ft, Init: +2

"Aye. Let us hope it's a stairwell, and not a writhing monster!"

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flin goes up to and listens and checks for traps.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Lantern Lodge

Female Human Druid (2) Menhir Savant

Hadassah pets her dog and prepares for the inevitable battles to come.

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Impressive hack Raul!

Jorin moves to E4 to guard Flinders while he checks the door.


The door opens into the same area you climbed into. It seems all you have left is the stairs.

Sorry for the delay guys. I've not focused on GMing at all these last few days as its been b#~+!*+! at work - should be able to accelerate next week

Liberty's Edge

Male Human Cleric 5 - HP: 44/45, - AC: 21/T: 11/FF: 20 - Perception: +4 F: +6/R: +3/W: +7 - CMB: +7 - CMD: 18, Speed: 20ft, Init: +2

No problem. Don't forget Christmas is next week though.

"Well if we're done running in circles, let's open that last door!" Raul proposes cheerily.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders carefully opens the door, then gets out of the way.

Lantern Lodge

Female Human Druid (2) Menhir Savant

Hadassah nods and tightens her grip on her Wand of Cure Light Wounds as Flinders opens the door.

Scarab Sages

HP:12, AC 12 Touch 12, FF 10, Init +2, Perception: +7, F +2,R +3, W +5, CMB +1, CMD 13 Human Wizard 5/Swashbuckler 1

Coor follows the group being cautious

sorry things are hectic with my last week of work before my vacation.


Its just the stairs up thats left... sorry if thats not clear. I take it you are heading up?

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

sings... Movin on up...

Raul, you want me to take point of have you got it?

Liberty's Edge

Male Human Cleric 5 - HP: 44/45, - AC: 21/T: 11/FF: 20 - Perception: +4 F: +6/R: +3/W: +7 - CMB: +7 - CMD: 18, Speed: 20ft, Init: +2

"You have the bigger stick. Lead on, Jorin!"

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flin follows Jorin and Raul.

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Jorin moves carefully up the stairs 'bigger stick' at the ready.

Since one of the lizard humanoids ran this way, we are unlikely to surprise anything. But I will still move carefully. I will watch the stairs for traps, loose stones, or trip wires.

Lantern Lodge

Female Human Druid (2) Menhir Savant

Wand at the ready, Hadassah follows Jorin up the stairs, trying to keep between Raul and Jorin.


What Light source is being used?

The door is locked that leads to this level.

Map is up

Link to Map is Here

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Map link does not appear to be working

Scarab Sages

HP:12, AC 12 Touch 12, FF 10, Init +2, Perception: +7, F +2,R +3, W +5, CMB +1, CMD 13 Human Wizard 5/Swashbuckler 1

can't see map either.


Try this

http://sdrv.ms/Z1Q0aZ

Liberty's Edge

Male Human Cleric 5 - HP: 44/45, - AC: 21/T: 11/FF: 20 - Perception: +4 F: +6/R: +3/W: +7 - CMB: +7 - CMD: 18, Speed: 20ft, Init: +2

That seems to work. Tiny map though.
I assume Coor keeps a light spell on my sword & Hadassah keeps a light spell on Jorin's horsechopper.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flin has a Light spell too.

Flin goes up to inspect the door lock and check for traps, he also listens for any sounds on the other side.

Take Ten on Perception for a 17

Lantern Lodge

Female Human Druid (2) Menhir Savant

Being largely useless in the traps arena, Hadassah hangs back, ready to aid the injured.


Nothing seems to be found... but the lock looks tricky.

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Jorin steps to the south side to allow others up if they want, but where he is still within chopping range of the door to cover Flin.

Scarab Sages

HP:12, AC 12 Touch 12, FF 10, Init +2, Perception: +7, F +2,R +3, W +5, CMB +1, CMD 13 Human Wizard 5/Swashbuckler 1

Coor will keep a light spell on Raul's blade.

Coor stays in the back ready with his acid splash on the ready. to cover the front liners.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

So I couldn't figure out why my disable device was so low, figured out I was encumbered. Flin will expend one point of Archaeologist's Luck 2/6 rounds used

Flin takes off his backpack and stretches his arms and cracks his knuckles. He removes some tools and picks from his pack and begins to study the lock, inserting different tools and trying the lock. Hold the light up so I can see what I'm doing here please.

Disable Device: 1d20 + 4 ⇒ (16) + 4 = 20

If Flin open the lock, he will wait to open, stepping back to regain his gear and let the "muscle" go first.


Flinders figures this door to be beyond him... Maybe if he took 20 and had some other bonuses he could crack it but as it is now? Not gonna happen.

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