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
GM Helaman wrote:

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

That answered my question.

Raul, you want to watch our backs while I uncover this door?

Jorin uses his dagger to try and carefully carve away the outline of the door. It is probably a waste at this point, but he is attempting to not make any more noise than necessary.

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, I can keep us safe."
Raul watches the door and keeps his eye out for danger.
Readied action to charge anything coming through the broken door.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Grand Lodge

After scraping and bashing softly away to break free the plaster you uncover a locked door.

Lantern Lodge

Female Human Druid (2) Menhir Savant

Hadassah gives the group a cursory scan, looking for injuries, Heal: 1d20 ⇒ 20 and uses her wand to make sure everyone is fully healed before we progress on. I will attempt to stop Raul from expending a casting if possible.

Edit Sure... great use of a 20...

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 2 Shield of Faith prepared per standard, so I figured I could do without one and spare a charge on your wand. But do as you please.

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 is 4/8 HP please.

Lantern Lodge

Female Human Druid (2) Menhir Savant

Hadassah points her wand at Raul, then Flinders, healing Raul: 1d8 + 1 ⇒ (3) + 1 = 4 and Flin: 1d8 + 1 ⇒ (2) + 1 = 3 respectively.


The lock looks complicated... much like the one securing the door to this room.

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

Let's look around again to see if there might be a key, lever, or release that will let us through quietly.

perception: 1d20 + 1 ⇒ (16) + 1 = 17

Jorin thinks to himself, I guess we could leave it for later. The door doesn't appear to have been opend in awhile. But I dislike the thought of leaving potential problems behind us as we advance. There could be another entrance we haven't noticed.

If no one locates anything, Flinders you want to give it a go? If not, we can always bust this one down also. It's not like we haen't already made a bunch of noise in 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

Flinders takes off his pack and tries to pick the lock.

Disable Device: 1d20 + 4 ⇒ (1) + 4 = 5

Not very good. I will be out of touch most of the day.

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

Sorry I got nothing to help with opening the 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

If I had my higher-level domain powers, I could rip that sucker out of the wall. For now, I guess failing all else we can just hit it with our weapons like before.

"Agreed. I don't have a problem wrecking this one too. Might have some treasure!" Raul says simply, smiling.


Raul and Jorin seem to be strongest so over to them

Str 1d20 + 3 ⇒ (5) + 3 = 8
Aid Another 1d20 + 3 ⇒ (1) + 3 = 4

As you start hammering away at the door you can hear a lot of commotion and squeaking on the other side of the door.

Perception DC15 AND Knowledge Nature DC15 needed to identify

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 ⇒ (10) + 7 = 17
Knowledge Nature: 1d20 + 3 ⇒ (20) + 3 = 23

What is that? Do you hear it, it sounds like......


Bats... lots of bats.

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

It sounds like there are bats behind this door...a lot of bats. Perhaps we should leave this be for the moment or at least come up with a plan.

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

We can do that. Do you think a flask or two of acid splashing off the ceiling would convince them to flap the other direction?

Jorin pauses while the subject is discussed.

I'm curious what is hidden on the other side, but I'm not going to break it down if most think it is a poor idea.

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

"We can save it for later. I'm not right fond of bats myself." Raul grunts and shifts in his armor.

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

Perhaps Coor or Hadassah have spells to handle hordes of small fying things? Though I agree with Raul, my rapier will not do much to a bat.

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

"I have that may be able to help, I think it might involve fire." Coor looks around the room "hmm, don't think i will burn anything down. Coor smiles

Lantern Lodge

Female Human Druid (2) Menhir Savant

"I suppose a wave of fire would probably solve a bat issue... I am ready and willing if you are set."

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 hands a vial of acid to Flinders.

Use this if it seems needed.

Busting through it is!

GM Helaman, you seem to be indicating it is just a strength check to 'kick-in' the door instead of weapon attacks to bash through. So Jorin will have the horse chopper in hand incase there is something larger on the other side of the door. Then puts a boot in...

strength check: 1d20 + 3 ⇒ (5) + 3 = 8

Hmm... This door is tougher than it looks.

strength check: 1d20 + 3 ⇒ (11) + 3 = 14
strength check: 1d20 + 3 ⇒ (6) + 3 = 9

Lantern Lodge

Female Human Druid (2) Menhir Savant

Hadassah readies herself to cast Burning Hands as appropriate.

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

"Have at it then!"
STR (assist): 1d20 + 3 ⇒ (5) + 3 = 8
STR (assist): 1d20 + 3 ⇒ (8) + 3 = 11
STR (assist): 1d20 + 3 ⇒ (7) + 3 = 10
Maybe I should just take 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

GM, does that knowledge check tell Flinders anything about the qualities of fighting bats?

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 has his burning hands ready as well


Area attacks are best for swarms

I am differing slightly from the module but in a logical manner that fits the spirit rather than the letter

After banging impotently against the door for a few rounds the sound of bats seems to lessen and recede.

After continued attempts you eventually break down the door. You find a room whose floor is covered in guano and the far east wall, like most of the eastern side is gone, apparently allowing the bats to come and go... and it seems that they have gone.

Lantern Lodge

Female Human Druid (2) Menhir Savant

"Well, then.. That isn't such a big deal. No one is even home!"
Glancing about, Hadassah casts 'Detect Magic' and scans the inside of the room for anything of import. Perception: 1d20 + 7 ⇒ (18) + 7 = 25

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

"Left a mess though. Too bad you wizard types don't have a spell for that."


The halfling spots a glint among the guano... which turns out to be an encrusted potion bottle.

Lantern Lodge

Female Human Druid (2) Menhir Savant

"Um... Yeah, potion covered in poo. . . Not very appetizing I don't think."Hadassah moves to a dry clean corner of the room, and casts 'Create Water' repeatedly and scrubs the bottle as clean as possible. Once the bottle is clean, she attempts to identify the potion inside. Spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24.


You are pretty sure its a potion of healing... cure light wounds.

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

"I do have a spell to help clean, Raul but do not have it today I figured my apprentice days of cleaning poo were done." looking over at Hadassah " good find, maybe it is not the kind you drink" wrinkling his nose at the thought of putting his lips on the potion bottle.

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

Is there a door or opening into the north wing of the tower?

Well that was rather anclimet..., anticlim..., antcelm..., disappointing.

Jorin seems a little let down that there was not something to challenge himself against.

Lantern Lodge

Female Human Druid (2) Menhir Savant

"Here, one of you front line types has more need than I for this, I am certain." Hadassah hands the potion to Jorin, explaining what it is.


It seems what you have left is the stairs heading up...

Lantern Lodge

Female Human Druid (2) Menhir Savant

Arizhel guides her trusted steed back to the base of the stairs leading up. "Looks like this is it, guys, lets show them what you are capable of.."

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, let's have a go of it.

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

Agreed, we might as well proceed since everyone and everything knows we are coming. We wouldn't want to disappoint them.

Jorin heads back to the spiral stairs and leads the way 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 falls in after Jorin, keeping a sharp eye out for traps.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

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 casts light on his sword (cleric, forgot I could do that) and forges ahead with Jorin.

Lantern Lodge

Female Human Druid (2) Menhir Savant

Seeing Raul cast light, Hadassah refreshes the light on Jorin's chopper.

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 follow the lead of the Jorin and heads to the stairs, he looks back at the temple of Nethys praying to his God for the power to deal with whatever may be waiting for them.


On annual leave from tomorrow so I will hope to power through a lot of what is left with you

As you head up the stairs, you are confronted with a closed door... but a reek lingers in the air. Fresh blood, likely from the wounded creature, lies on the stairs.

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 checks the door for traps and listens for sounds on the other side.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Lantern Lodge

Female Human Druid (2) Menhir Savant

While Hadassah waits patiently for Flinders to figure out the lock, or for Jorin and Raul to knock in the door she asks, "Is anyone injured? Before we go into a room possibly filled with evil creatures lurking in wait, it might be a good idea to quickly heal any injuries, no matter how minor."


You can't hear anything... and the door appears untrapped - and curiously, not locked from what you can tell.

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 is only down 1 point. I wouldn't bother healing at that.

Jorin steps up in front of the door with his horsechopper at the ready and whispers to the others, We probably made too much noise to surprise anything. Any prep you guys want to do or should we open the door?

If we're ready now? Flinders step to one side of the door and be ready to fling it open. Raul take the other side. Coor and Hadassah stand behind 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

After you, my good man. Flinders says, with a slight grin.

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

"Ready." Raul says, grinning with the joy of Gorum.

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