GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


6,101 to 6,150 of 7,002 << first < prev | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | next > last >>

GM Blood:

Perception Aarakess Halcorn: 1d20 + 11 ⇒ (8) + 11 = 19
Perception Skorhald: 1d20 + 10 ⇒ (17) + 10 = 27
Perception Justin D'Rite: 1d20 - 1 ⇒ (19) - 1 = 18
Perception Kilthan Hammerstone: 1d20 + 10 ⇒ (14) + 10 = 24
Perception Rohara: 1d20 + 4 ⇒ (20) + 4 = 24

Initiative Kilthan Hammerstone - Below Ground: 1d20 + 4 ⇒ (9) + 4 = 13
Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Skorhald Warsong: 1d20 + 1 ⇒ (12) + 1 = 13
Initiative Justin D'Rite: 1d20 + 0 ⇒ (16) + 0 = 16
Initiative Rohara Acharya: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Monster: 1d20 ⇒ 7

As Justin and Aarakess approach the first pillar to examine it a group of three strange creature drop from the ceiling in an ambush. Rohara calls out to alert you of the creature's locations as they drop down.

Kilthan, your spell is still on, but this will be the last fight for it

The creatures have six purple tentacles that support a bulbous alien eye dripping with viscous slime. Rarely blinking, the star shaped pupil moves rapidly about, scanning the area. Two longer tentacles end in razor sharp claws and undulate hypnotically in the air around it.

Everyone will need to make three Will Saves DC 18 or be slowed. Remember the difficult terrain that can affect your movement as well as the slow here.


Everything is difficult terrain

Quote:

Round 1

Initiative Order - Rohara, Justin, Aarakess, Kilthan Skorhald, Creatures

Wierd Creatures AC 18 T 12 FF 16 CMD 22


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Round 1 Justin

83/86 hp 4/7Loh 1/3 smite -- Shield and Expeditious retreat active 1/8 chance to not be slowed coming up

slow:
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Will: 1d20 + 7 ⇒ (7) + 7 = 141d20 + 7 ⇒ (9) + 7 = 161d20 + 7 ⇒ (11) + 7 = 18

Justin delays as the world slows down for this condition to be fixed.

Maybe two hastes to get to haste and have 'insurance' against another slow

"Aara and Skornald, I think we need two spells to speed up to our normal combat speed."


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Will: 1d20 + 10 ⇒ (17) + 10 = 27

Seeing her companions slow down, Aarakess calls upon her patron to negate the effect.

Cast: Haste
-->should negate the slow and haste anyone, such as Aarakess, who makes their save


Three will saves Aarakess


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Will (Kilthan): 1d20 + 4 ⇒ (20) + 4 = 24
Will (Kilthan): 1d20 + 4 ⇒ (9) + 4 = 13
Will (Kilthan): 1d20 + 4 ⇒ (5) + 4 = 9

Will (Jagdbach): 1d20 + 3 ⇒ (9) + 3 = 12
Will (Jagdbach): 1d20 + 3 ⇒ (15) + 3 = 18
Will (Jagdbach): 1d20 + 3 ⇒ (10) + 3 = 13

Kilthan and Jagdbach both blink as the world seems to speed up around them...


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

((Save 1 vs Slow 1d20 + 11 ⇒ (11) + 11 = 22 (Success), Save 2 vs Slow 1d20 + 11 ⇒ (15) + 11 = 26 (Success, Woot!), and Save 3 vs Slow 1d20 + 11 ⇒ (7) + 11 = 18 (Success, Awesome!) ))

The spells seems to slide off of the cleric as if she had some sort of divine protection. She moves forward to give protections to those along the front lines and asks, "Lady Luck, I ask for your blessings."

Move to P-6 (under Justin), cast Bless.
(Note: Rohara can use Saving Shield to give adjacent allies a +2 sheild bonus. Which would be Justin and Jagdbach (along the front lines)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Ah, I missed that it was 3 saves.

Will Save 2: 1d20 + 10 ⇒ (2) + 10 = 12

Will Save 3: 1d20 + 10 ⇒ (1) + 10 = 11

Nice, still casting Haste.

Would have probably had high rolls if I had rolled before. C'est la vie.


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

Will: 1d20 + 6 ⇒ (14) + 6 = 20
Will: 1d20 + 6 ⇒ (1) + 6 = 7
Will: 1d20 + 6 ⇒ (13) + 6 = 19


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

Skorhald begins chanting, granting you focus in battle and weaving his words into a spell that further speeds up the party.

Vile creatures slowing magic mire,
Dropping down in from hiddin high,
My magic speed and words inspire,
Now its time for you to die!

Move action perform, cast haste, charge arcane strike just in case. With two hastes we should all be lights-out to end this quick.

Status:

HP:73/73; AC: 16/12/15; F+5, R+8, W+6;
Current Effects:
Inspire Confidence, Haste, Feather Step

Performance Rounds: 13/21
Current Performance: Inspire Confidence; Lingering: None
Performances Available: (move action) bladethirst, distraction, fascinate, inspire competence +3, inspire courage +2, rallying cry.

Bard Spells Known (CL 7th; concentration +9):
3rd (3/day)—good hope, haste, invisibility sphere (2 Cast)
2nd (5/day)—bladed dash, gallant inspiration, rage, silence (DC 15)
1st (5/day)—ear-piercing scream (DC 14), feather step (DC 14), grease (DC 14), saving finale (DC 14), vanish (2 cast)
0 (at will)—daze (DC 13), detect magic, mage hand, mending, message, prestidigitation (DC 13)

Situational Modifiers:
Dwarven Hatred+1 on attack rolls against goblinoid and orc humanoids.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Stonecunning +11 Perc on Stonework and automatic chance to detect stone traps and secret doors.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next round if you fail.

Moving forward (assuming we survive) Skorhald can re-featherstep the fighters and has a third level (haste) in reserve for if/when we fight the big guy. I also have Gallant Inspiration so if you miss a crucial attack, call out for it. Ditto Saving Finale. If we can buff, I can throw Rage on there and have silences for enemy caster types... In short, I'm fairly loaded for the day still.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Round1 Justin hammers the tentacled monster hard. His first attack hits vitals.
Full attack -- haste exp retreat shield
pa/damage: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 361d12 + 17 ⇒ (12) + 17 = 291d6 ⇒ 5
iterative: 1d20 + 16 - 8 ⇒ (5) + 16 - 8 = 131d12 + 17 ⇒ (2) + 17 = 191d6 ⇒ 4
haste bonus: 1d20 + 16 - 3 ⇒ (1) + 16 - 3 = 141d12 + 17 ⇒ (12) + 17 = 291d6 ⇒ 5
conf/xtra: 1d20 + 16 ⇒ (6) + 16 = 222d12 + 34 ⇒ (3, 7) + 34 = 44


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Nice roll Justin.


Justin takes one swing and fells the strange creature Since that is your first attack, I will move you over to the next creature since you should still have feather step on.


Rohara cast bless, Aarakess and Skorhald cast haste, Justin chopped up one creature, Kilthan/Jag left to go


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Are these Aberrations? Just wondering, FA.

Knowledge (Dungeoneering): 1d20 + 12 ⇒ (1) + 12 = 13 Possibly +2, if it's an aberration


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Just to not hold this up...

Kilthan rushes forward, axe in hand as the world slows back down to normal speed... and then chuckles as things slow down even more.... "I think I like this.", he says with a smile, as he plants a foot and lashes out with his axe.

Sadly, no way to get a full attack to take full use of the haste, but hey.

Attack modifiers: Haste +1, Bless +1, Inspire +2
Waraxe (PA): 1d20 + 10 + 1 + 2 + 1 ⇒ (12) + 10 + 1 + 2 + 1 = 26 Maybe +2 FA
Damage Modifiers: Inspire +2
Damage: 1d10 + 11 + 2 ⇒ (7) + 11 + 2 = 20 Maybe +2 FA

Feeling the blade sink in, he calls back, in Dwarven, "Jagdbach, kill."

Jadgbach shakes his head as waves of magic wash over him, then perks up when his two-foot orders him into battle. His eyes narrow and he snarls as he rushes forward, even though his internal reserves are spent.

Attack modifiers: Haste +1, Bless +1, Inspire +2
Bite: 1d20 + 8 + 1 + 2 + 1 ⇒ (1) + 8 + 1 + 2 + 1 = 13 Maybe +2 FA
Damage Modifiers: Inspire +2
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Maybe +2 FA

Status:

Kilthan:
HP: 94/94
AC: 25/15/22
Move: Move to Q6 while drawing axe
Standard: Power Attack vs. 2

Jagdbach:
HP: 70/70
AC: 24/14/20
Move: Move to O5
Standard: Bite vs. 2

Edit: Added Status


Yes its an aberration, but you didn't roll high enough to know


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

know ab: 1d20 + 9 ⇒ (8) + 9 = 17


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Knowledge(dungeoneering): 1d20 + 8 ⇒ (19) + 8 = 27 <-- I might know what it is.


PICTURE

Aarakess:
These aberrations are known as Octopins. These strange creatures use their claws to tear open wounds and like to use both claws to rip those wounds open even more. Electricity does not hurt them, and their gaze can slow opponents. Their sight is so good they can see in the dark, see through illusory magic, and even see through solid objects!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess calls out.

More freakin' aberrations. These are Octopins. They like to rip people apart with their claws. Illusions are practically useless against them. Their gaze can slow people, so aim for the eyes if you cannot kill them. The are rumored to be able to see through solid objects.

Oh, and they are not harmed by lightning.

GM Blood:

Now, if they can see through solid objects, how can they see us? Shouldn't they just be looking through us like we are invisible? Lol.


Kilthan brings his axe down, leaving a gash on the octopin.

Octopin #2 attacks Justin after moving over to him and misses, while #3 attacks Jagdbach and lands one of its claws leaving a nasty wound 15 damage

Claw #1 Octopin #2 vs Justin: 1d20 + 8 ⇒ (5) + 8 = 13 *Hit*
Damage: 1d8 + 8 ⇒ (2) + 8 = 10

Claw #1 Octopin #2 vs Jag: 1d20 + 8 ⇒ (19) + 8 = 27 *Hit*
Damage: 1d8 + 8 ⇒ (7) + 8 = 15

Claw #2 Octopin #2 vs Jag: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 8 ⇒ (7) + 8 = 15


Everything is difficult terrain

Quote:

Round 2

Initiative Order - Rohara, Justin, Aarakess, Kilthan Skorhald, Creatures

Octopin AC 18 T 12 FF 16 CMD 22


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

Skorhald maintains his chant as he moves ten feet to the west, directly behind Justin. With an effort of will he charges his dorn-dergar with arcane power and swings down at the creature in front of Kilthan.

Move 10', SA=Arcane Strike, FA=Continue performance, attack.

Dorn-Dergar PA AS IC: 1d20 + 13 ⇒ (17) + 13 = 30 (+6 BAB, +5 STR, +2 IC, -2 PA, +1Enh, +1 haste)

Damage: 1d10 + 18 ⇒ (6) + 18 = 24

Status:

HP:73/73; AC: 16/12/15; F+5, R+8, W+6;
Current Effects:
Inspire Confidence, Haste, Feather Step

Performance Rounds: 12/21
Current Performance: Inspire Confidence; Lingering: None
Performances Available: (move action) bladethirst, distraction, fascinate, inspire competence +3, inspire courage +2, rallying cry.

Bard Spells Known (CL 7th; concentration +9):
3rd (3/day)—good hope, haste, invisibility sphere (2 Cast)
2nd (5/day)—bladed dash, gallant inspiration, rage, silence (DC 15)
1st (5/day)—ear-piercing scream (DC 14), feather step (DC 14), grease (DC 14), saving finale (DC 14), vanish (2 cast)
0 (at will)—daze (DC 13), detect magic, mage hand, mending, message, prestidigitation (DC 13)

Situational Modifiers:
Dwarven Hatred+1 on attack rolls against goblinoid and orc humanoids.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Stonecunning +11 Perc on Stonework and automatic chance to detect stone traps and secret doors.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next round if you fail.


Skorhald wounds one of the Octopins!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Jagdbach went to O5 last round to set up flanking this round? (After Kilthan's 5-foot step?


Justin is in O5 already, and wouldn't get you anywhere close to flanking this round if you are in Q6. Do you mean O3? I ended up moving Jag to P4 since it would still allow him to attack.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin rd2

Justin swings the deadly axe.

pa/damage: 1d20 + 18 ⇒ (18) + 18 = 361d12 + 19 ⇒ (5) + 19 = 241d6 ⇒ 6
iterative: 1d20 + 18 - 8 ⇒ (1) + 18 - 8 = 111d12 + 19 ⇒ (9) + 19 = 281d6 ⇒ 4
haste: 1d20 + 18 - 3 ⇒ (14) + 18 - 3 = 291d12 + 19 ⇒ (5) + 19 = 241d6 ⇒ 5
bite: 1d20 + 17 - 8 ⇒ (18) + 17 - 8 = 271d3 + 6 + 3 ⇒ (2) + 6 + 3 = 11


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Round 2
Aarakess focuses her dwelvish eyes on the less injured tentacle monster and makes even its alien mind realize that before the might of the Palizard, it is doomed.

Evil Eye Hex: -4 AC for 4 rounds, DC20 WIll reduces to 1 round
Move: Cackle

--> Targeting less injured of the two octopins.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Round 2

Rohara quickly sees that the group seems to be on the offensive and doing well this time. She concentrates a moment and without further word she disappears from where she was just standing only to reappear mere moments later on the other side of the Octopins.

Hoping that her presence opposite those they are attacking creates a distraction enough so that her companions can strike out at the aberrations.

Use Dimensional Hop (15 feet used. Was at P-6 (see movement form last round) teleported to P-3)

Enjoy the flanking... and technically Rohara goes first every round this combat


Without indicating which one Justin was attacking, I'll assume the one in front of him, #3


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Apparently I meant O4... The numbers were covered by the black box last time and I counted the squares containg the letters as row #1 when expressing movement. It would have allowed Kilthan to flank with a 5' step (before the Octopin that attacked Jagdbach stepped into that space).

Anyhow, since basically a full round of actions have happened, I'll just act from current positions.

Also, Rohara since you can't take any actions, you're not threatening this round


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan plants a foot and lashes out with his axe and shield.

Attack modifiers: Haste +1, Bless +1, Inspire +2, FE +2

Waraxe (PA): 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (16) + 10 + 1 + 1 + 2 + 2 = 32 for 1d10 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17

Waraxe (PA,haste): 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (5) + 10 + 1 + 1 + 2 + 2 = 21 for 1d10 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18

Klar (PA): 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (18) + 10 + 1 + 1 + 2 + 2 = 34 for 1d6 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13

Waraxe (PA,iterative): 1d20 + 5 + 1 + 1 + 2 + 2 ⇒ (10) + 5 + 1 + 1 + 2 + 2 = 21 for 1d10 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20

Klar (PA,iterative): 1d20 + 5 + 1 + 1 + 2 + 2 ⇒ (16) + 5 + 1 + 1 + 2 + 2 = 27 for 1d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12

80 points, not bad.


Kilthan begins chopping away at the Octopin hitting it twice with his waraxe before slamming his shield into it killing the strange looking creature. Stepping closer to the one Justin hit seconds before, he slices a deep cut into it before slamming his shield killing the remaining one as well.

Combat Over

You cautiously approach the pillars with the symbols on them, wary after the last one exploded into a bath of acid, but these carved symbols are only that and do no more. You investigate the doors to the north and it seems to be locked, barred from the other side to be exact.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin helps the mop up after the battle. Confronted with the door, Justin continues to use his wands to renew his magical speed and protection when the doors are unlocked. First he waits to see if they can be unlocked magically or with tools before using his axe.
UMD Exp Retreat/Shield: 1d20 + 17 ⇒ (8) + 17 = 251d20 + 17 ⇒ (13) + 17 = 30

"That wasn't so bad, we need to find out what is behind these doors."

Updated charges on wand - shield at 31 exp ret @14


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

As his inspiration and magic dwindle, Skorhald approaches the doors examining the symbols and seeing if any of his tools might help to get the doors open. "Well faught, lads! Lets move on and finish this. Let me check out the door, and before we move on, some preparation as it is always hard to work around here"

Skorhald examines the door to see if a disable device will help get it open. Before trying, however, he casts feather step on himself and Justin.

Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22


Disable Device will not work as it is barred on the other side


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan says, "Sadly this key won't undo a bar... If we could address the bar, we might be able to weaken.. Which might let us smash it down.... Still, I can't help but wonder if there's another way in.... Unless Rohara can do that teleport thing and open it for us? "


The only choices you can see is bashing it down, casting knock, or using magic to get to the other side


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Rohara calls upon one of her blessings that grants the ability to detect magical auras and looks about the room. More specifically the doors, but she will look about the entire room.

"I do have a blessings from Desna that can grant someone increased strength or another to teleport short distances," Rohara comments as she continues to look about the room.

Cast Detect Magic


No magic in this room


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin notes two scrolls of knock need to purchased for later. He speaks to Rohara: "Get to the other side and immediately unbar the door. Take as many as you can."


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

The dwarf laughs out loud as people seem perplexed by the barred door."Seems to me that Ole' Pappy's door knocker was made for things like this, If'n ye want me to take it down, T'will be down in short order..."

The dorn-dergar is admantite, with a +18 to damage it should come down fairly quick.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin and Kilthan have axes too. Con we may give up surprise. Pro we keep DDoor in reserve.

"Well, let's do it quick. We want to keep tactical surprise."
Justin readies his axe.

"Any enlarges left??"


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

First the dwarf makes sure that he and Justin still step lightly, then begins. Stepping up to the door, the grizzled dwarf spins the adamantite ball and swings away, with an aside to Kilthan "Ole Pappy would be proud of this, eh lad?" As he does he begins chanting an old war march in Dwarven for inspiration.

First, refresh Feather Step on Justin and self. Then move action Inspire Courage, standard action break door.

Door Knock: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d10 + 18 ⇒ (7) + 18 = 25


Skorhald sends his dorn-derger in a half dozen times before the sturdy barred door finally comes apart revealing the room beyond.

As look through the remains of the double doors, the natural cavern yields to worked stone with a tentacle pattern. This round room is 30 feet across, with an exit to your left and a ceiling 40 feet high.

In the center of this tall domed chamber is a large brain, carved from a single block of purple-veined white marble. Its veins seem to pulsate with every breath you take, as if aware of your presence. Four stone benches are arrayed around the room, each with a pair of iron manacles bolted to the top.

Map is updated. Once out of the natural cavern it will no longer be difficult terrain.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess looks into the room at the brain and attempts to determine what it is.
Knowledge(arcana): 1d20 + 14 ⇒ (8) + 14 = 22 [ooc]<-- +8 dungeoneering, +14 religion, +12 planes

At the same time she decides that some buffs are probably appropriate.

Cast Enlarge Person on Justin w/rod of extend <-- lasts 16 minutes
Cast Enlarge Person on Skorhald w/rod of extend <-- lasts 16 minutes

Cast Freedom of Movement on Justin - 80 minutes duration

Ok Justin, we need to find the bad guys, I cannot do that much more. You should be much more difficult to catch or slow down now.


With detect magic there are a number of schools involved, but the strongest one is enchantment. Aarakess is unsure what it could be outside the room without studying it up close.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin looks for evil auras. The pillar is his immediate focus.


While definitely creepy, Justin doesn't detect any evil auras.

1 to 50 of 7,002 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Blood's Age Of Worms (Group 2) All Messageboards

Want to post a reply? Sign in.