Dungeon Playtest. (Inactive)

Game Master Chyrone

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Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Waiting for the others to report in.
*Smiles for another reason*


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

"Derr.. North.. Yes.. Let's go North," Carlaya happily skips along with Charis and Tae.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

"North eh?" mumbles Grog as he uncorks a wonky looking bottle and takes a deep swig. He walks along with Carlaya, swaying slightly, although his eyes manage to keep alert.
Perception, Negative Level: 1d20 + 13 - 1 ⇒ (15) + 13 - 1 = 27


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

GM rolls:

1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 7 ⇒ (3) + 7 = 10
1d20 + 7 ⇒ (15) + 7 = 22

Charis moves to the entrance of the hallway, but she doesn't see anything observing it. Cautiously, she creeps forward, towards a door at the end.

A big lock hangs over it, which she starts working on.
Can i get 2 willsaves please. One for now and 1 for related.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Oh boy, Will Saves! I should have taken Iron Will on this character.

"Thank Abaddar, it's just a lock. How I miss mundane traps." She takes out her tools and starts working.

Will Save: 1d20 + 6 ⇒ (8) + 6 = 14

Something feels funny about this whole thing, though...

Will Save: 1d20 + 6 ⇒ (16) + 6 = 22


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Charis, despite working hard, doesn't seem to get it open.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

"Eh, kin ye nae open it?" asks Grog, "Mebbe we'd better smash it down?"


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Wait, give me a sec."
Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (2) + 12 + 2 - 1 = 15

"Smash it down. I'm not getting anywhere on this."


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

The lock won't open, and Charis lets Grog take a swing.

Grog, a will save if you please?


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Will: 1d20 + 4 ⇒ (2) + 4 = 6 +3 Vs spells and Spell like effects. +2 Vs mind affecting.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Grog makes a mighty bash at the door with all his might, but it won't budge the least bit.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

This thing's got to be an illusion.
As he bounced off Grog assumes the Door is immaculately constructed and mumbles, "Eh? Wot! Dwarven made. Wot's it doin' ere?"


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"I guess. Why would crazy cult actually lock something? The last room we saw was filled with tentacles."

Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (13) + 12 + 2 - 1 = 26
Will Save: 1d20 + 6 ⇒ (5) + 6 = 11
"Damn this lock's tough."

Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (5) + 12 + 2 - 1 = 18
Will Save: 1d20 + 6 ⇒ (6) + 6 = 12
"Am I even trying? Let me try again."

Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (18) + 12 + 2 - 1 = 31
Will Save: 1d20 + 6 ⇒ (20) + 6 = 26
"Okay, I think I got it. Wait a minute..."


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Sorry for the lack of post the last couple of days.

Charis comes to the conclusion the lock is a clear fake, as she clearly would have picked it otherwise.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Aaannnd...this lock isn't real. How long have spent with this? I must be going insane down here."

"Let's just see what's behind this door, eh?" She quietly pushes it open...

Perception, Heroism, Neg Level, Wis: 1d20 + 13 + 2 - 1 - 2 ⇒ (7) + 13 + 2 - 1 - 2 = 19
Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (12) + 12 + 2 - 1 = 25
+3 vs traps
Stealth, Heroism, Neg Level: 1d20 + 8 + 2 - 1 ⇒ (18) + 8 + 2 - 1 = 27


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Amazingly, the door doesn't open.

But the willsave from before was for the door.

It too, is a fake, and now nothing more than a mere curtain.

Anyone got any prepping to do?


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Well, this feels like an ambush..." The Maiden feels like casting Invisibility on herself...


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Anyone following Charis, roll a will save to disbelief the door. You get a +4 bonus from her likely declaring it as such.

Charis:

When you enter, you see a welcoming party of 4 robed humans, brandishing swords.


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

will save: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10

"Nice trick, that invisibility bit... but why the caution if you can't even get the door open?" Tae asks quietly, probably not aware it's really a curtain yet.


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

Will save, not likely: 1d20 - 1 ⇒ (15) - 1 = 14
Carlaya pokes at the door with her bow, testing it. "Is that thing real or what?" Not sure if I made the DC


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Four of them! Swords! More robes..." The Maiden calls to her allies. "Prepare yourself!"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

The four cultists now are aware of Charis' presense.
==================

Init:

Carlaya: 1d20 + 6 ⇒ (16) + 6 = 22
Charis: 1d20 + 3 ⇒ (4) + 3 = 7
Ed Earl: 1d20 + 4 ⇒ (2) + 4 = 6
Ol Grog: 1d20 + 1 ⇒ (10) + 1 = 11
Renee: 1d20 + 9 ⇒ (16) + 9 = 25
Tae: 1d20 + 8 ⇒ (19) + 8 = 27

Cultists: 1d20 + 2 ⇒ (11) + 2 = 13


====================
Cultists, round 1

Carlaya, Renee & Tae
---------------
Cultists
---------------
Charis, Ed Earl & Old Grog


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor

will save, disbelief: 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28

"Ah, je comprends... C'est nes pas une porte."

Renee is about to move through the illusionary door, but stops when he sees Charis in front of him, and the enemies around. Quickly he fires one shot at cyan, straight ahead of him.

Swift: Judgement - Justice
Longbow, PBS, DA, judgement: 1d20 + 11 + 1 - 2 + 2 ⇒ (3) + 11 + 1 - 2 + 2 = 15
damage, PBS, DA: 1d8 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Doesn't one have to walk through the illusion to see what is behind it?


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

"What are you all talking about... it's a door and it's closed... cultists? are you seeing things?"


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor

I would say Renee moved past the door, but just didn't enter Charis' square. Or moved there and back, not wanting to be in the front line. In both cases he would interact with the door, and it wouldn't bother him after disbelieving?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

The green line is where the door is. If it weren't too clear before, sorry.
I thought illusions are still visible, but you'd know it's a fake and walk through it unharmed.


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

"Yeah, you said it, Tae. What's going on here? I think Grog's boozing is getting to me too..."
Will: 1d20 - 1 ⇒ (3) - 1 = 2


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

"Eh boozing's as normal as breathin' fer meh!" belched Grog as he wiped the froth away with his sleeve. Hand on his hammer, Grog carefully puts his mug of ale down and demands, "Now wot's dis about cultists eh?"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Renee steps through after Charis, but makes an immediate turn around, when he saw them.

Tae (seemingly?) puts his hand against the door to check it, and it seems like a plain door to him.

Carlaya's just hanging back, rolling will in advance, it seems?
----------------
The four cultists advance upon Charis, while simultaniously chanting a mantra.

"The wicked world must end. The gatekeeper must come. All opposition must be crushed."

Blue steps 5ft closer.
Sword vs ff: 1d20 + 6 ⇒ (16) + 6 = 22 Dmg, SA, SMITE!: 1d6 + 2 + 2d6 + 2d6 ⇒ (5) + 2 + (5, 5) + (6, 4) = 27
Will Charis for 1/2 smite: 1d20 + 6 ⇒ (18) + 6 = 24

Cyan comes closer.
Sword vs ff: 1d20 + 6 ⇒ (12) + 6 = 18 Dmg, SA, SMITE!: 1d6 + 2 + 2d6 + 2d6 ⇒ (2) + 2 + (1, 2) + (1, 4) = 12
Will Charis for 1/2 smite: 1d20 + 6 ⇒ (18) + 6 = 24

Green advances too.
Sword vs ff: 1d20 + 6 ⇒ (6) + 6 = 12 Dmg, SA, SMITE!: 1d6 + 2 + 2d6 + 2d6 ⇒ (6) + 2 + (3, 1) + (2, 4) = 18
, a miss, a relief, after 2 vicious strikes.

Red comes up last.
Sword vs ff: 1d20 + 6 ⇒ (3) + 6 = 9 Dmg, SA, SMITE!: 1d6 + 2 + 2d6 + 2d6 ⇒ (3) + 2 + (2, 2) + (2, 5) = 16
, which turns another miss as well.
---------------------
Charis, Ed Earl & Old Grog


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

I have Uncanny Dodge, so they can't catch me flatfooted unless they're level 11 Rogues or higher. My AC remains at 19, so only the 1st attacker hit me.

"Getting out of here!" Charis fully retreats.

Acrobatics vs Red CMD: 1d20 + 12 ⇒ (14) + 12 = 26
Acrobatics vs Blue CMD: 1d20 + 12 ⇒ (2) + 12 = 14
Acrobatics vs Green CMD: 1d20 + 12 ⇒ (9) + 12 = 21
Acrobatics vs Cyan CMD: 1d20 + 12 ⇒ (3) + 12 = 15
Charis's AC is 4 higher due to Mobility...Yeesh those are bad rolls.

"Don't tell me you didn't hear that chanting! I didn't sprout these sword wounds for nothing!"

Assuming she's still alive, The Maiden draws her whip.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Good to mention.

Blue and Cyan take AoO, (CMD 16)
1d20 + 6 ⇒ (9) + 6 = 15 1d6 + 2 ⇒ (4) + 2 = 6
1d20 + 6 ⇒ (19) + 6 = 25 1d6 + 2 ⇒ (6) + 2 = 8

Red doesn't get one from the 1st square, but makes a swing when she moves at Renee's square.
1d20 + 6 ⇒ (19) + 6 = 25 1d6 + 2 ⇒ (3) + 2 = 5
Charis gets swiped for some dmg, but she is in the clear now.

Ed Earl & Old Grog


"S-s-sword wounds?" Ed draws his greatsword, almost by instinct. "Haha! I can help out here! No more killer tentacles or magic spells- just an old fashioned sword fight!"

Then he notices everyone in the way. "Everyone but me and Grog, back up! Let them come to us!"

Ed Earl prepares to attack the first enemy who gets in range.

Greatsword Readied Action:

+1 greatsword, Negative Level, Power Attack, Vital Strike: 1d20 + 14 - 1 - 2 ⇒ (16) + 14 - 1 - 2 = 27
Damage: 4d6 + 14 ⇒ (4, 2, 5, 3) + 14 = 28


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

I'm assuming that Grog can now see past the illusion?
The wall shimmers and becomes transparent before Grog's eyes revealing the quartet of cultists intent on murdering them! Growing very angry, Grog shrikes, "Bah! #$*&?!!" and smashes his hammer down repeatedly on the nearest one, causing Tae to duck!

Free action Rage!
Full attack red: rage, power attack, negative level, soft cover

Primary: 1d20 + 15 + 2 - 2 - 1 - 4 ⇒ (12) + 15 + 2 - 2 - 1 - 4 = 22Damage: 2d6 + 1 + 6 + 6 ⇒ (1, 1) + 1 + 6 + 6 = 15
Iterative: 1d20 + 15 - 5 + 2 - 2 - 1 - 4 ⇒ (10) + 15 - 5 + 2 - 2 - 1 - 4 = 15Damage: 2d6 + 1 + 6 + 6 ⇒ (5, 4) + 1 + 6 + 6 = 22

If Grog needs to roll a will save still: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

In discussion. This is an illusory wall, this prevents seeing through it. Something else?


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Theres huge table variation on how illusions work because the rules are badly written. Grog will back up a bit and pick his nose until he can see something to smashed.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

The boys stand ready to dish out some ass-whooping when the enemy comes towards them.....and they will...

===========================

Cultists, round 2

Carlaya, Renee & Tae
---------------
Cultists
---------------
Charis, Ed Earl & Old Grog


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor

"Mademoiselle Charis, was there anything beyond the door why we should go there?" Renee inquires, standing by the door with little intention to through alone.

"I fear anyone going through will be expecting a heavy beating."

And just the thought of standing next to a group of hostiles makes Renee back off, and pray for Desna's favor.

move and cast Divine Favor

Could we lure the enemies out from the door somehow? Going there is going to be a suicide


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"There was something in there beside the four crazy guys with swords, but I didn't get that good a look before they started trying to eliminate me or whatever."


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Carlaya: "Erm, people's going to pop through a wall??"

She moves back to stand side by side with Renee, prepping a shot.

Tae moves along with her, taking cover behind the mentally impaired woman.
This leaves the firing platoon at the start of the corridor and the two heavy Hitters to take the brunt of whatever comes forth.
-----------------
Cultists

All four start chanting.
-----------------
Charis, Ed Earl & Old Grog


"Are you sure this thing is real?"
Ed pulls his acid flask and hurls it through the wall.
"Well, I'll be..."

I'm drawing and throwing his flask of acid at the illusory wall. It deals 1 point of acid splash damage to the 4 swordsmen.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I'm unsure how that'll work, but alright.

Ed Earl sees the flask go into the wall.
"Huh?"
Will to disbelieve: 1d20 + 3 ⇒ (16) + 3 = 19

"What? A weapon absorbing wall?"

Concentration blue: 1d20 + 6 ⇒ (19) + 6 = 25
Concentration cyan: 1d20 + 6 ⇒ (4) + 6 = 10
Concentration green: 1d20 + 6 ⇒ (20) + 6 = 26
Concentration red: 1d20 + 6 ⇒ (2) + 6 = 8

Behind it though, 2 of them are unfortunate enough to lose focus.

Charis & Old Grog


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

This wall is going to kill us faster than the crazy swordsmen. I made my will save before, can I see through the wall?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Illusory wall says you can. It's still there but it has become translucent to you, so yes.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

The Maiden watches the party stare down at a wall. "Oh boy, this is gonna take a bit. Something tells me that chanting isn't good."

She steps out from behind the corner and fires an arrow at the green-clad cultist.

Shortbow +1, Luck: 1d20 + 8 + 3 ⇒ (15) + 8 + 3 = 26
Damage: 1d8 + 1 + 3 ⇒ (3) + 1 + 3 = 7

"Don't make me come down there!"


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Will, negative level, rage Vs mind affecting: 1d20 + 8 - 1 + 2 ⇒ (12) + 8 - 1 + 2 = 21

Grog's knuckles crack as he grips his hammer waiting for something to pop out. Whatever it was, was going to get it!

Readied action smash the first enemy to come within range, using power attack. With luck he'll get an app too.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

From what i understand, you'd only need to roll for it when interacting with an illusion. You could otherwise be staring at a pretty set of bricks. ^^
You'd pass with that, if you feel like inspecting it by touch.

Focus green, DC 18: 1d20 + 6 ⇒ (7) + 6 = 13
Green's casting is interrupted, when Charis' arrow hits him in the arm.
===============================

Cultists, round 3

Carlaya, Renee & Tae
---------------
Cultists
Green (-7)
---------------
Charis, Ed Earl & Old Grog


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae sees several items go through the wall seemingly and so walks up to it and tries to touch it...

will save: 1d20 + 4 ⇒ (6) + 4 = 10

but I'm pretty sure that means he's still positive it's there and a solid wall, lol


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

Will save: 1d20 - 1 ⇒ (11) - 1 = 10
Carlaya readies another set of arrows for anything other than a brick wall that may appear ahead.


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor
Xeram wrote:
Illusory wall says you can. It's still there but it has become translucent to you, so yes.

Now I'm confused (and nobody cast that spell...). I understood from the discussion that you can't see through the door. But if the door is translucent, then Renee will of course be shooting...

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