Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Greetings Reth for an other world. While i appreciate the gesture of what you call "good faith" know that trust is earned and that we each have our own goals and the resulting oppositions that can come along with it. I'll fill you in real quick. currently we are after a problem that is spelled like this: We are currently after a mystery men who is empowering evil goblin with some magic stuff. That magic stuff is somewhat connected with the energies of the abyss and is mutating the goblin when they survive exposure to it. There are also a few political and influence plot but right now these aren't a concern of yours.

she takes a long look at him again

Try to bring your god's influence here on this world and you and i are going to have a problem. Appart of that you can tag along untill you figure what what you want to do and how, should you choose, to go back to your home. Like Lock said i am Arsil, and Elven Archaeologist of sorts.


Male Shifter Cleric 4 - Herald Caller

Reth nods to Arsil, "That is fair. If the Silver Flame is not in one's heart he'll not have a convert I was sent here for a reason and no doubt one day I shall be sent back, for now I will aid you".


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Locke nods his head knowing that what Arsil says is true. Then suggests the next route, "Shall we see if there is a way down, we are also trying to lay our previous companions to rest, perhaps finding goblin tunnels in the process."


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Fine you can tag along. Equal share of the cash for all and distribution of magic according to need. You get to voice your idea and opinions but no more than that. You can leave when you want. Cross me and it's game over she says giving the newcomer a few seconds

Agree lock. On top of that i wounder if the large goblin was guarding something. she concludes getting to work


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"She is more of the practical one in the group." He simply states before following her through the door. Stating in lighter tones as they move, "Yes let us hope treasure and not something more nasty than that giant goblin."


Through the door the duo goes, looking for a way down and their fallen companions. Further in you can see an archway that likely had the portal Reth came through. Quick investigation finds a staircase down made of stone.

Detect Magic:
You can see a faint aura of Conjuration still upon the archway.

Down the staircase finds you in a 5 foot wide tunnel and almost 6 feet tall. It appears to be dust covered and has not been used recently. Cobwebs are ahead and if not caught with a torch or something will likely start to cover your hair, face, and body. The roar happens again and you can all feel vibrations through the ground, walls and ceiling.

Perception DC 18:
You are sure the vibrations are coming from something very large moving, likely hitting a wall where ever it may be. Ahead you can see in the dim light of the 'light' spell that 30 feet ahead the tunnel leads into a larger cave.

Perception DC 22:
You can see a cleverly hidden doorway along the tunnel.


Male Shifter Cleric 4 - Herald Caller

Detect Magic

Perception 1d20 + 3 ⇒ (7) + 3 = 10

"There is a faint aura of conjuration still upon these stairs, what it would seem brought me here. What that roar is I cannot ascertain". Reths' voice echoes oddly behind his mask as he speaks. He strings his bow and notch's an arrow to be prepared for whatever lies ahead.

DM:
Is my 1st level Reth gonna be ok for the encounters ahead or should I bump him up a few levels?


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

We shall know soon enought. Reth what is your prefered mode of combat ? she says taking a short sword out and taking point as the party moves forward


Male Shifter Cleric 4 - Herald Caller

Reth answers Arsil, "Ranged. I summon the aid of my God through his Heralds to battle those who would threaten me, shall I summon them now?"


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

We are in no combat situation now. I just wanted to know so that we prepare accordingly. she replied


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

In a hushed tone he says, "Ahead it seems to open up into a cave of sorts. Something very large is moving over there. Hello, look a secret door." He begins to search for a lever. "Should I push or let you Arsil?" He quietly asks.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Let me take that risk she says pulling the lever weapon in hand after casting a light spell on it


Light spell on Locke's shield and on Arsil's sword.

Locke finds the lever and points it out to Arsil before taking a step back. Arsil pulls the lever and the door slides back only an inch. Using her shoulder she forces the door into the room. Inside there lining the walls standing skeletons with armor, shields, and weapons. A good dozen skeletons stand guarding the room and another stone door is opposite the door you came in through. There is writing on the stone in the floor before you.

Linguistics DC 12 with knowing Draconic otherwise DC 22:
In an obscure dialect of Draconic it says, 'Speak to your master before you enter, remember who is the master of all'.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Linguistics DC 12: 1d20 + 8 ⇒ (10) + 8 = 18

Arsil stops read aloud the the writing on the stone :

It says: Speak to your master before you enter, remember who is the master of all'

she pause for a few seconds

Hum a worded key spell trap i take it. Anyone has got any observations about the text that can help narrow it down ?

based on the obscure dialect of draconic can arsil make any guess (kn arcana/local/history/religion/planes) where and when it was / is employed in so as to derived to a clue about that "master" is reference


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

k arcane : 1d20 + 6 ⇒ (9) + 6 = 15
k history : 1d20 + 6 ⇒ (19) + 6 = 25
k planes : 1d20 + 6 ⇒ (15) + 6 = 21
k religion : 1d20 + 6 ⇒ (8) + 6 = 14

Locke thinks long on the subject, thinking of the language Draconic and who they would think is master of all... Then he speaks up, "There are the dragon gods, Tiamut, Bahumut, and Io. Do we think these are goodly or evil folks?"


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

KN Arcana: 1d20 + 10 ⇒ (15) + 10 = 25
KN dungeon: 1d20 + 9 ⇒ (10) + 9 = 19
KN History: 1d20 + 6 ⇒ (17) + 6 = 23
KN Local: 1d20 + 6 ⇒ (8) + 6 = 14
KN Religion: 1d20 + 6 ⇒ (2) + 6 = 8
KN Plane: 1d20 + 9 ⇒ (7) + 9 = 16

Benevolent dragon while inherently superior to many other creature don't necessarily consider them self master over others. On a general basis evil overlord like to have their dominion reassured anything the want. Neutral beeing seems more semselves as in master and students. The second part of the sentence pushes me toward Tiamath if we are staying with the dragon theme. tough i would like to point out that there are a few civilisations and pold arcane group that in ancient time spoke ancien draconic


Male Shifter Cleric 4 - Herald Caller

Knowledge Religion 1d20 + 4 ⇒ (8) + 4 = 12

Reth listens to the interaction of his two new comrades but has little input. "In my experience, utilizing the remains of the living to guard something is in itself an evil act. Whether Dragons believe themselves beyond such things I suppose is another matter entirely. I can summon a Herald to aid us in crossing the threshold if we do not believe we can bypass it safely".


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Please save it for a later time we are in no immediate danger she replied


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"Yes I agree with your assessments Arsil. If that big thing crushes this way then summon that herald, it can be a distraction for our escape." Locke says.


Arsil:

The symbol on the skeletal warrirors armor appears to be a draconic symbol for a death dragon god. Though the only one you can think of at the time would be Tiamut.

You remember a rumor about draconic cultists in the area but you will find out if it was true or not. Though you know there was cultists of all sorts in this region from the past. Many dealing with the black arts but all were dealing with high magic. You know some where worshipers of dragons, demons, and other profane powers.

Looking at the walls you can tell that these rooms were built a long time ago. Possibly even before the time of the ghost attached to Mirage's sword. The walls, ceiling,doors and floor are made up of stone. You think you are somewhere between 100 to 50 feet deep in the ground.

You may look at the other spoilers below.

The skeleton warriors stand still and yet seem ready to act as well. There does not seem to be any tarnish on the edge of their bladed weapons.

Detect Magic, Arcana DC 16:
The spell that is in place over the doorway is faint abjuration.

Detect Magic, Arcana DC 21:

The spell effect that is in place is an alarm spell.


Male Shifter Cleric 4 - Herald Caller

Reth holds in the back awaiting movement from his new companions.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

So here is the gist of this thing. First of all this is a deep underground passage. And it is very old. Considering all the clues that i have been given. What is puzzeling is that there she points to an area is an alarm spell. And we all know that it doesn't last long. So either some one is using this failicy currently or this was placed using some form of permanent magic

she looks around for dust and other clues that would indicate passage trough these room

This trap itself is simple. Fail to answer and it trigeres a silent or a loud alarm andMr Skelly over here activate and bash his skull inside out she says noding to Reth

Now you might not see it but some of the runes where and here she points to a few were also use with the symbology of death. So our answer is most probably:

She walks forward and annonce

הערעאַבאָוץ

DM:
Old Draconic for Tiamut Dragon God of Death.
as she walk toward the door


There is a decent film of dust in the area and the door was rather hard to open.

Arsil walks through the room to the far door without any movement from the skeletons.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

She motion to the rest of the party to Côme forward. Reminding then to speak the proper "password" as she triés to Get the new set of doors opened


Arsil does not see any lever or handle on the door.

If you know Draconic it is a mere DC 5 Linguistics check to say the words correctly. If you don't it will be a DC 10 Linguistics check. That is to copy the words Arsil spoke.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Locke walks forward speaking in Draconic the password that he heard Arsil say, "הערעאַבאָוץ" Auto-succeed the check.

Still his scimitar and shield at the ready for any movement or threat. Once next to Arsil he asks, "Do you need help pushing the door?"

If so he tries to help with a str check. str: 1d20 + 1 ⇒ (17) + 1 = 18


Male Shifter Cleric 4 - Herald Caller

Reth attempts to do the same speaking in the odd tongue as Arsil and Locke did stepping where they stepped.


Str check DC 16 to open the door...:
Beyond the door is obviously a burial mound for a leader of some kind. There is a 10 ft. x 10 ft. section of the chamber before your group, then a large throne with a skeletal figure sitting on it. On either side of the throne and behind it are piles and piles of gold coins cover the last 10 feet of the chamber. Light is emitting from the throne and the piles.

Perception DC 15 in the chamber:
There are quite a few items that glow as if magical in the piles of gold. There is a large faded rune on the floor.

Arsil, if you get the Perception DC 15:
The large rune on the floor is the death symbol that was on the skeleton's armor.

Perception DC 18 in the chamber:
Another secret door appears to be on the right side of the room. As you move towards the throne the skeletal hand slowly begins to move, you were barely able to see it.

[spoiler=Detect Magic, in the chamber]You can see there are quite a few auras coming from the pile of gold, also the most powerful aura is coming from the throne. [/ooc]


Male Shifter Cleric 4 - Herald Caller

Linguistics 1d20 ⇒ 12

Reth manages to garble the language well enough to get by despite only hearing the phrase twice before.

Perception 1d20 + 3 ⇒ (11) + 3 = 14

Reth looks at the skeletons and does not notice anything further about the chamber with a fearsome looking group so close by.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

With a quick utterance and a flash of light from behind his shield, his eyes glow blue as he looks around, behind Arsil, in the new chamber.

perception: 1d20 + 7 ⇒ (14) + 7 = 21

As Arsil goes forward to investigate he quickly shouts out, "Stop! The skeletal figure's hand moved, either undead, or something weird with the magical throne. Either way I don't think we should approach. At least unless we are all prepared."

Then after looking in the room for a bit of time he points out something else, "To the right appears to be another hidden door, and I am sure you saw the rune on the floor."


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

I most certainly did Lock it is the same as Mr Skelly, the one we talked about
she says raising a hand in the air

גרעעטינגס קנעכט פון די דראַגאָן גאָט

Translation:
greetings servent of the dragon god


The boney hand does not move anymore. There is also no response from the corpse or anywhere in the room.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Arsil we point to the new secret door and walk toward it. once there she will look for the means to open it


Male Shifter Cleric 4 - Herald Caller

Reth asks the Silver Flame for Guidance and follows after Arsil and speaks the same words she does.

Linguistics 1d20 + 1 ⇒ (9) + 1 = 10


The trio go to the secret door keeping close to the wall. Once there it appears that there is no latch or handle. Perhaps another push? DC 15


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

DC 15 Push: 1d20 + 6 ⇒ (4) + 6 = 10 As arsil tries to push the door in she motions the other to help out and puck their "back" in it


Male Shifter Cleric 4 - Herald Caller

Reth tries to help, 1d20 ⇒ 4


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Locke helps out as well. He then whispers, "The door might be stuck lets try it again together on 3, 1... 2... 3!"

str: 1d20 + 1 ⇒ (9) + 1 = 10
str: 1d20 + 1 ⇒ (3) + 1 = 4 Oh man... I don't even help... I sure hope that undead thing doesn't get us while we push this door in... or as we try...

Extra tries...:
str, if we need a third try...: 1d20 + 1 ⇒ (2) + 1 = 3
str, if we need a 'x' try...: 1d20 + 1 ⇒ (2) + 1 = 3
str, if we need a 'x' try...: 1d20 + 1 ⇒ (15) + 1 = 16
str, if we need a 'x' try...: 1d20 + 1 ⇒ (2) + 1 = 3
str, if we need a 'x' try...: 1d20 + 1 ⇒ (10) + 1 = 11
str, if we need a 'x' try...: 1d20 + 1 ⇒ (1) + 1 = 2
str, if we need a 'x' try...: 1d20 + 1 ⇒ (6) + 1 = 7


Male Shifter Cleric 4 - Herald Caller

Reth tries to push again.

Strength 1d20 ⇒ 13


Eventually, especially since you are not rushed, between the three of you get the door to open into the secret room.

It is a simple 10x10 foot room. As the door opens the two torches ignite and begin to slowly burn bright. There are Draconic markings all over every inch of any surface in the room. Another skeleton sits in the far corner, it wears a tunic that should have turned to dust by now, and the skull is Draconic in nature. On the far wall an oval dominates, it's line begins to glow as you enter the room.

Detect magic:
the skeleton does not emit magic but the simple tunic does. A magical dagger is within as well. The wall opposite where you entered is magical, an oval similar to a portal.

Linguistics DC 12 (-2 for each language you know: celestial, Draconic, sylvan):
It takes you about an hour to go over the entire room to understand the message. Every 5 over cuts the time in half. The message is simple enough but the dead Draconican wanted to make sure you knew what to do. He did not have inate magic and could not work the door like the priests. Take the dagger on his corpse and activate the oval by putting the dagger's blade point against the center of the oval. Then expend some magic onto the dagger. The priests used light. Once active the oval will allow a corpse or living body through. Please put my corpse through to be brought back. You may go first but it is more complicated to augment the living, at least correctly.

Linguistics DC 20 with knowing Draconic, +5 without:
You can read the instructions on how to make the 'life giver' work. You can ressurect a humanoid as the spell. With a living creature you may augment them. +2 to an ability score of your choice. If you want any other bonus you will need to sacrifice a magical item.


Male Shifter Cleric 4 - Herald Caller

As the new acquaintances finally enter the room Reth casts Detect Magic and attempts to red the script. Draconic motif continues, this does not bode well....

Linguistics DC 101d20 + 5 ⇒ (14) + 5 = 19

Linguistics DC 251d20 + 5 ⇒ (6) + 5 = 11

"This seems to be a ritual but I am not understanding all of its deeper mysteries... certainly it appears to be a way out"


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Locke walks into the room as well watching the corpse first to see if it will move then at all the words.

Linguistics: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 Wow, great rolling for me so far!!!

After about 15 minutes of analyzing the scrawl on the floor, walls, and ceiling he offers up his theory, "The draconian there in the corner got locked up in here. He is at least 6 feet tall to write on the ceiling and strong enough to etch it into the stone. He wants us to put his corpse into the oval over there to bring him back to life. I believe it could but besides the simple instructions he or she gave I would not know how to work it. Sorry what was your name again, and what do you mean a way out?"


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Linguistic DC 14: 1d20 + 8 ⇒ (6) + 8 = 14 to read the text

I Concur with Lock. I think that if i can take the time i can even understand that rituel to Augment the living as well. This is rather a very portent magic "item". Now why is is here and are there any other consequences remains to be seen. After all we are in the sacred chamber dedicated to the Dragon of Death. Do we really want to revive any dead things we find with instructions ?


Male Shifter Cleric 4 - Herald Caller

Reth's eyes alight with understanding, "I see now, I thought that the magic might provide a portal out of here. What this is, is a ritual for a way to bring this being back to life, a way out from death so to speak".

"Any dealings with Dragons are dangerous on my homeworld but those same rules may not apply here..."


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"No, dealings with dragons can be very dangerous here as well. Especially the chromatic ones let alone the dragon god of death. Shall we come back after we find our allies be they dead or lost?" He asks thinking of those who fell.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

it is the wiser course. she points at the skeleton He has been dead for a while. I am sure he can wait for a while longer. Lets go find what is left of our allies. What other passage haventt' we explored yet

Bluff to passe secret message DC 15: 1d20 + 5 ⇒ (2) + 5 = 7 Failed/ So passing the wrong message to lock

There is more to this place and this ritual. but i need more time to figure it out she says mostly to herself


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

He shrugs, barely visible in his armor, then he nods. Locke waits to follow Arsil, remembering he will need to mimic what she says.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Arsil will backtrack. Saying the exacte same thing for password and will head down an other un explored corridor


Male Shifter Cleric 4 - Herald Caller

Reth will mimic the language of Arsil Cast Guidance.

Linguistics 1d20 + 3 ⇒ (10) + 3 = 13


Success!

The trio heads out of the draconic crypt and continues down the hallway. After another 30 feet the tunnel ends and opens up into a larger cave of sorts. You can tell it used to be a room for the floor goes out about 15 feet before it appears to be missing. At the door, the light spell just shows nothing.

Do you venture out?

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