Rulla "Ren" Krumpt |
No but the RSS feeds still work, so I've been able to check for updates that way.
Ren slides over and examines the door for traps and listens to hear if anything is behind it.
Perception on door: 1d20 + 6 ⇒ (13) + 6 = 19
+1 for trapfinding to see if there is a trap.
Arkon the Thunderer |
Ah good to see it wasn't my PC
"I'd prefer to cover the open doorways before we open another door, at least we can hear if the door is opened. Plus I would prefer to cover sections and move out from that so.. by that method we should goto the right doorway."
Arkon moves towards the doorway but waits to see what the rest of the group decides
If they agree he moves through the doorway scouting
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
GM Wasted |
Sounds reasonable so I'm going to assume we go with Arkon's plan. Ren, the door does not appear to be trapped.
Arkon, the right hallway continues on for a long while. Eventually, you can see it opens up into a room that has a shallow pool of water in the middle. The room has an opening on the other side that continues deeper into the complex. Do you continue?
Lackspell |
Unfortunately, Lackspell doesn't have any points in Know History :(
Lackspell stares at the statue for a while, wondering at its significance, then shrugs slightly and moves over near the door to watch quietly as Ren works on it.
EDIT: Just re-read the post describing the statue
With a faintly puzzled look, Lackspell reaches out and touches the weapon in the hands of the statue. Upon confirming that it is a separate thing and not just part of the statue he will tug gently at it to see if it can be removed...
GM Wasted |
Arkon, if you didn't have darkvision, you probably would have missed this. In the shadows of the room, you spot two creatures. They are blackened, bat-winged fiend's heads with tentacles dangling from their chins and scalps, fanged mouths agape. They notice you as you enter, and they react!
Bad Guy Intiative: 1d20 + 1 ⇒ (7) + 1 = 8
It's too late and I'm too tired to collect all your initiatives right now so please roll for me :)
Ren, they do not notice you.
Praetor Ryswell |
Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Chrona Agni |
Init: 1d20 + 3 ⇒ (19) + 3 = 22
For all us Darkness impaired, on her action Chrona will move her Dancing Lights into the room.
Arkon the Thunderer |
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Gah! Winged beasts!
Umm Chrona Ifrit have Darvision.. 60ft
Lackspell |
Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Lackspell stands at the back of the group, gaping in astonishment at the flying monstrosities.
By the gods! What are those things? Could they be some sort of undead?
So, another Knowledge skill the Alchemist doesn't have :)
He is still carrying his lit sunrod, so Lackspell is also contributing some light to the proceedings.
GM Wasted |
They're most likely not undead, Lackspell. In fact, if anyone has Knowledge Planes you can roll to identify the creature as a free action. Also, the room isn't completely dark; the creatures were just hanging out in the shadows. Arkon's Perception JUST beat their Stealth, so the darkvision thing was just a flavor description.
Varak Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
- Initiative
- Ren
- Chrona
- Varak
- Praetor
- Lackspell
- Bad Guys
- Arkon
You're up Ren! You can see them just fine.
Rulla "Ren" Krumpt |
Ren draws dagger and shortsword, and then tosses a dagger at one of the heads from the shadows.
Dagger vs. flatfooted: 1d20 + 6 ⇒ (13) + 6 = 19
Damage + Sneak Attack: 1d4 + 1d6 ⇒ (1) + (6) = 7
Chrona Agni |
Chrona springs into action stepping through the doorway and fire erupting from her hands.
will move so I get both in the cone.
Burning Hands, Ref DC 14: 2d4 ⇒ (1, 1) = 2 sigh
Praetor Ryswell |
Praetor holds back a gasp when the creatures come into view. His surprise fades quickly, and he charges the nearest with his greatsword.
"Light take you!"
Greatsword, Charge: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16
Varak Suur |
Believing his earlier spell to have likely faded, Varak would again call to his deity. He would continue to channel the holy power, looking to guide his allies in both accuracy and bravery.
Cast Bless again. +1 to hit and against fear
Lackspell |
Fortitude: 1d20 + 5 ⇒ (10) + 5 = 15
Gritting his teeth against the pain of the creature's shrieking, Lackspell takes aim with his crossbow and looses a bolt at the floating horror.
Crossbow: 1d20 + 5 ⇒ (18) + 5 = 23
Bolt: 1d8 + 1 ⇒ (3) + 1 = 4
damn - when I first typed the damage roll out I put 1d20+1 rather than 1d8+1. 12 points of damage would have been better :)
Arkon the Thunderer |
Fort Arkon: 1d20 + 6 ⇒ (13) + 6 = 19
Fort Orz: 1d20 + 6 ⇒ (14) + 6 = 20
"Flank and attack Orz" pointing at the remaining creature
Handle Animal Flank: 1d20 + 9 ⇒ (7) + 9 = 16
Orz moves around it and strikes with a Talon
Orz attack Talon+Bless: 1d20 + 7 ⇒ (9) + 7 = 16
Orz attack Damage: 1d6 ⇒ 3
Arkon uses his elemental strike Acid to enhance his weapon and then he moves into attack the creature
Arkon attack Scimitar+Bless+Flank: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Scimitar+Acid Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Rulla "Ren" Krumpt |
Ren draws her cold iron dagger as she slides in next to Orz and attacks the creature flanking with Arkon.
Short Sword + Flanking + Bless: 1d20 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11
Damage + Sneak Attack: 1d6 + 1d6 ⇒ (5) + (3) = 8
Chrona Agni |
Chrona will attempt to flank as well. If unable, -2
Longsword, Scorching, Flank, Bless: 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15
Damage, Scorching: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Varak Suur |
"Wicked creatures. It seems this place is home to some truly vile things other than goblins," the reptile priest would remark, looking over the strange creatures. He had no idea what they were, but hoped they wouldn't encounter more.
Lackspell |
Lackspell looks equal parts fascinated and horrified as he stares at the fallen monsters.
It is curious. I do not know what these creatures are, but they are like nothing I have ever heard of associating with goblins. I wonder if they were allies of the goblins or if they just happened to be here.
Arkon the Thunderer |
Kn Nature: 1d20 + 5 ⇒ (1) + 5 = 6
Arkon examines the creature...
This creature is not a natural creature .. it's something I'm not familiar with."
Chrona Agni |
Chrona will continue to move out of this room, continuing down the path.
Arkon the Thunderer |
Arkon follows Chrona keeping his scimitar in hand and his Orz primed and ready to scratch
Chrona Agni |
Ops, misses a post.
As Chrona walks by the creatures she looks at them in a more relaxed light.
Knowledge (planes): 1d20 + 4 ⇒ (1) + 4 = 5
Rulla "Ren" Krumpt |
Whatever they are, I don't like them. Just looking at them makes me want to be sick
Ren waits for the group to start in the direction of one of the entrences then slips ahead into the shadows to scout for the group.
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
GM Wasted |
As you continue forward, you see that the path leads to stairs leading up, but beyond the first few steps, the ceiling has completely collapsed. It's possible you could dig through but it would take hours, perhaps days, of toil.
Where might you like to go check out next? Going back, there are doors to your right and a path to your left.
Arkon the Thunderer |
"If i'm not turned around the path left is back towards the entrance and keeping with my plan to not leave areas behind us.. so I say follow the path left.."
If all are in agreement he continues forward down the path to the left
"Orz quietly"
Handle Animal: 1d20 + 9 ⇒ (13) + 9 = 22
Orz Stealth: 1d20 + 11 ⇒ (6) + 11 = 17
and moves quietly himself
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Lackspell |
As usual, Lackspell will follow as quietly as he is able at the back of the group.
Stealth: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Varak Suur |
Not the most stealthy of his group, but happy to take the lead and be the target for the group to safely counter attack, Varak would press on out in the open. Keeping his eyes peeled for enemies, he'd re-apply his scale blessing for whatever enemies might be lurking.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Rulla "Ren" Krumpt |
Ok, I'm confused. There was only one exit from the pool room and it led to the blocked stairs.So we went back to the statue room that has three passages and a door out of it. The left path leads back to the store room, or did we go through the path behind the statue? Because there were not side passages here in this hall between the statue and store room before.
My map here if anyone sees where I went wrong.
GM Wasted |
I'll clear up the confusion (part of it is my fault, bit of insomnia so I didn't write clearly up there); the path you are on will lead back to the storeroom. However, there is a path to the "east" (assuming the statue room is "north" and the storeroom is "south"). If I did not make a mention of that route before, it was an error on my part.
Rulla "Ren" Krumpt |
Ok, I was worried the walls were changing on us.
When there is light Ren heads Down the first left passage that has not been explored yet staying in the shadows as much as possible.
Stealth: 1d20 + 9 ⇒ (17) + 9 = 26
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Chrona Agni |
Chrona takes up the back, following once the stealthy members have already entered the new area and keeping their backs safe as the group moves through the tunnels.
Arkon the Thunderer |
Arkon follows Ren as does Orz..
Quietly Orz
Handle Animal: 1d20 + 9 ⇒ (12) + 9 = 21
Orz Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
and moves quietly himself
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
GM Wasted |
The tunnel widen s here into what appears to have once been a small shrine, for to the northeast, steps lead up to a platform of gray stone. Sitting atop the platform is an ancient altar, little more than a jagged block of black marble with a shallow con cavity on top of it. This basin is filled with what appears to be filthy water.
There are doors to the southeast.