DM Helamans Master of the Fallen Fortress (Inactive)

Game Master Helaman

This is for Game Stuff


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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 shrugs his shoulder apologetically at his party members. The lock here seems to be a tad bit beyond me, any ideas? Should we just knock and see if the beastie answers?

Lantern Lodge

Female Human Druid (2) Menhir Savant

"Sounds dangerous, but we certainly seem to have the muscle."

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

"I think we can bring it down the hard way." Raul says, confidently.

You can just attack doors vs their hardness & hit points, iirc.

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

How strong does the door look? Might it be likely that we could just kick it in?
Also, does the staircase continue up?

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 shrugs and reaches up and knocks on the door. Anyone will hear us break down the door anyway. He whispers to the party.


There is no response to the knocking...

The door seems study but not unbreakable - at best you can only have two people try to break it down at a time. A strong effort should see it done.

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 says, Well I`m not going to risk my good weapon on a stupid door, but this should handle it. hefting his warhammer.

Raul, you want to take the other side of the door?

Jorin takes a twohanded grip and makes a mighty swing at the door.

power attack: 1d20 + 3 ⇒ (12) + 3 = 15 and damage: 1d8 + 7 ⇒ (1) + 7 = 8

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 attempts to shoulder the door open after Jorin's powerful blow.
STR check: 1d20 + 3 ⇒ (4) + 3 = 7
But can't find a good angle.

Lantern Lodge

Female Human Druid (2) Menhir Savant

More for laughs than for effect, the tiny halfling dismounts and walks over to the door, and gives a mighty shove. Strength: 1d20 ⇒ 16

"Seems stuck, perhaps I could help one of you break it down?"

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

"Did we see another way up to the next floor besides this Door." Coor moves his way to the door looking at it hoping to find 2 spot in which his companions can hit it as he speaks he points to parts of the door. "Raul, if you hit the door here and if Jorin hits it here there is a good chance it will give."


It seems that you just have issues getting in the right position.

You can give it another few attempts if you are determined Breaking and assisting character - Make 3 rolls each and let me know who is assisting

You can bypass this level altogether if you wish and proceed upwards... perhaps to revisit later?

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

"Let's not have this Halfling put us to shame, Jorin! Again, to the task!"

STR (assist): 1d20 + 3 ⇒ (2) + 3 = 5
STR (assist): 1d20 + 3 ⇒ (13) + 3 = 16
STR (assist): 1d20 + 3 ⇒ (12) + 3 = 15

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 returns to mighty swings at the door.

2nd power attack: 1d20 + 3 ⇒ (5) + 3 = 8 and damage: 1d8 + 7 ⇒ (7) + 7 = 14

3rd power attack: 1d20 + 3 ⇒ (20) + 3 = 23 and damage: 1d8 + 7 ⇒ (6) + 7 = 13
confirm critical threat: 1d20 + 3 ⇒ (2) + 3 = 5 Not sure if a 5 confirms on a door or not. If it does, here is the extra damage for this 3rd hit. extra damage in addition to the 13 base: 2d8 + 14 ⇒ (3, 7) + 14 = 24

4th power attack: 1d20 + 3 ⇒ (7) + 3 = 10 and damage: 1d8 + 7 ⇒ (3) + 7 = 10


The door slams open with a mighty boom!

Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the enter of the room.

Two humanoid skeletons, wreathed in auras of eternal flame, inhabit this room; their jaws open in soundless screams as they raise their weapons and attack.

-Initatives-
Flinders + 2 1d20 + 2 ⇒ (10) + 2 = 12
Jorin + 2 1d20 + 2 ⇒ (5) + 2 = 7
Coor + 2 1d20 + 2 ⇒ (2) + 2 = 4
Raul + 2 1d20 + 2 ⇒ (9) + 2 = 11
Haddassah +3 1d20 + 3 ⇒ (6) + 3 = 9

Skeletons + 6 1d20 + 6 ⇒ (3) + 6 = 9

Map is up. Skeletons are in squares C4 and 5

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

Can't see the map. Might be time to try Box or something.


Spot check... who has never been able to view the map since day 1 and who is having issues now?

Lantern Lodge

Female Human Druid (2) Menhir Savant

I have had off and on issues with the map.

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

I have also been off & on with it. Gotten the last several, though not always at the first link posted.

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

Ditto

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

On and off, sometimes they work on my ipad and sometimes on my PC but never both at the same time.


Try this everyone and report in.

http://sdrv.ms/Ulp3sl

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

Works for me.

Raul surges into the room and takes a heavy slice at the first skeleton.
Greatsword: 1d20 + 2 ⇒ (9) + 2 = 11, Ferocious/Destructive/P.Attack: 2d6 + 4 + 3 + 1 + 1 ⇒ (4, 4) + 4 + 3 + 1 + 1 = 17

Move to D4, standard Big Swing.

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 see that one both on iPad and PC

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

Works for me

Flinders shrugs off his pack and moves into the room, swinging his rapier at one the skeletons.

Move to D3 and attack S1 with rapier

Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 ⇒ 5

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

"Not like that, Flinders! Sweep the leg!" Raul cries out as he sees the failed thrust.


Their burning auras scorches the priest. One of them also scorches Flinders (S1). I don't see a fort/reflex save for the aura...

S1 Aura 1d6 ⇒ 2
S2 Aura 1d6 ⇒ 6

Both Skeletons attack Raul.

S1
1d20 + 0 ⇒ (12) + 0 = 12
1d6 ⇒ 5
S2
1d20 + 0 ⇒ (11) + 0 = 11
1d6 ⇒ 3

Lantern Lodge

Female Human Druid (2) Menhir Savant

Wish I had K.Religion so I could CLW them.. Am I the Priest?

Hadassah attempts to guide the dog with her knees into position to heal Ride: 1d20 ⇒ 16 the priest Or if priest is me into position to heal Raul.

If Needed (Fort): 1d20 + 3 ⇒ (12) + 3 = 15
If Needed (Reflex): 1d20 + 3 ⇒ (10) + 3 = 13

Cure Light Wounds (Wand): 1d8 + 1 ⇒ (8) + 1 = 9 to heal the poor target who took 6

1/50 CLW


Raul took 8, he is in the aura area of both

Lantern Lodge

Female Human Druid (2) Menhir Savant

Ok, healing Raul, trying to stay outside aura if possible.

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

The map link worked for me the first 2 times but after that I it was always the second one you posted. This last one worked fine.
Bother being so low on initiative. I may have to take improved initiative soon. On Jorin's turn...

Damned undying things, crunch them up!

Hate stupid skeletons. But at least I already have out the warhammer. It is more effective on these blighters.

Jorin tries to avoid it, but knows he is probably going to get singed. He moves in to smash skeletons anyway. Jorin advances to D6 and as part of his move action draws his buckler. So his AC is 1 better for the moment.

std attack: 1d20 + 4 ⇒ (17) + 4 = 21 and damage: 1d8 + 3 ⇒ (3) + 3 = 6

if saves are needed
fort: 1d20 + 4 ⇒ (14) + 4 = 18
refl: 1d20 + 2 ⇒ (4) + 2 = 6

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 moving to G3, tosses a ball of Acid at S1 "Let's hope this does something."

Acid Splash(Ranged Touch) 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19

Acid Damage 1d3 + 1 ⇒ (3) + 1 = 4

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

@ Jorin, don't know if it helps, but don't forget the shield we picked up, that you are carrying.

Flin will make another swing at the skeleton, while trying to ascertain any information he may know about these undead. Humming a tune all the while.

Expend one round of luck 3/6 left. Make attack. Take a five foot step up.

Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Knowledge Dungeon: 1d20 + 7 ⇒ (15) + 7 = 22
Know. Religion: 1d20 + 3 ⇒ (6) + 3 = 9

Edit- Forgot to add +1 to Knowledge rolls from luck bonus.

Grand Lodge

Between Flinders and coor joining forces and Jorins attack, the skeletons go down... exploding as they do so.

S1
1d6 ⇒ 4
S2
1d6 ⇒ 1
DC11 saves please for half if you are within 5 ft of each

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

Ninja'd. oh well

Ref. S1: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Ref. S2: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17

Half of 1=0 ? Flin at 4/8 HP.

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
Flinders Offendurr wrote:
@ Jorin, don't know if it helps, but don't forget the shield we picked up, that you are carrying. ...

Yeah, I did forget about that. I should have used that one. {sigh} Blame it on holiday amnesia.

Chuckling over the smashed up skeletons, Jorin turns about and steps over to the open doorway to make sure nothing is trying to sneak up on us from the south room.

Lantern Lodge

Female Human Druid (2) Menhir Savant

Hadassah casts 'Detect Magic', and inspects the skeletons for anything of note as Jorin moves to keep the rear guarded.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

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 recovers his pack and joins the others in searching the room.

Take a Ten or Twenty depending on time

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

Reflex save 1: 1d20 + 2 ⇒ (4) + 2 = 6
Reflex save 2: 1d20 + 2 ⇒ (13) + 2 = 15
Reflex save 3: 1d20 + 2 ⇒ (8) + 2 = 10
Reflex save 4: 1d20 + 2 ⇒ (10) + 2 = 12
vs 2, 6, 4, 1, so 2+3 dmg, then 9 heal, then 4+1 dmg = net 5

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

If Jorin doesn't see anything immediatly coming out to eat us. he will take a few moments to retrive the polearm since he is more comfortable with it.

He will then move to the mid point so he can cover both the broken door to the stairwell and the open doorway to the south part of the room.


The room is old and dusty apart from scorch marks on the floor where the skeletons apparently stood.

Anyone able to make a DC10 Knowledge check (which is the limit of what can be done untrained) can identify this as a shrine or temple to Nethys, the God of Magic and focused on both his aspects of protection and destruction with an altar at either end of the room.

The altars still contain their silver altar services, worth 100 gp altogether, as well as two silver holy symbols of Nethys. In addition, a divine scroll rests atop each altar: a scroll of shatter on the black altar, and a scroll of shield other on the white altar.

There are writings on the walls that are are quotes from Nethys’s holy book.

Perception checks pls

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

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

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

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

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

A divine scroll of shield?
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

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

perception: 1d20 + 1 ⇒ (20) + 1 = 21

Good grief, I might have actually seen something for once!


Flinders and Jorin see a place where on the south west wall where it isn't right... it appears to have been plastered over. Knowing the layout as you do, it could conceal a door. I shouldn't take much to scrape the plaster away.

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

I you told us, I can't find it. Does the central staircase continue up past this level.

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

I think it does indeed have one more level.

Lantern Lodge

Female Human Druid (2) Menhir Savant

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Hadassah looks around the room, checking to see if anyone needs healing before continuing on.


The central stair case goes up. Likely another 2 levels.

Jorin, Sorry, I don't understand you - I said you and flinders found a door on the level you are on now

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 channels the power of his prepared "shield of faith" spell, healing himself.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

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