Samnell's Ziggurat of Worms (Inactive)

Game Master Samnell

Map of Unther & Environs

Present battle map

Loot Spreadsheet


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Gay Male Inhuman
Arundel wrote:
That is almost the exact same loot as Trib found in the leather sack of the poor crushed fellow about a month ago, in the room right outside the mold - is that an intentional duplicate cache or a mixup?

That is a mixup. I forgot you found that cache and was moving it somewhere it would be appreciated. Therefore, the only real loot in the new room is the masterwork staff and the heavy metal pedestal.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Arundel looks slightly disappointed after inspecting the staff. "Non-magical, but a nice staff for sure. Anybody want to use it?"

I could use the staff, as it works as a flurry-able weapon, and would give me +3/+3 instead of +2/+2 on my attacks. However, attacking isn't as much my focus, so if someone else could make use of it, by all means take it.


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Thanks, Arundel. It looks like a fine work, indeed, although I don't have use for it at the moment. If no one has, maybe you should yield it, my friend. - says the Dwarf, looking around for other potential hidden passages or caches. His eyes looked as sharp as those of a Falcon.

Perception: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19 Using Falcon aspect


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

While the others admired the Staff and pedestal, Tribim toddled about the room carefully searching for any thing interesting.

Triim will take 20 (27) searching the room (looking for hidden doors)


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

"My fists are all the weapon I need," Amarekashu replied, a proud smile on his face. He kept an eye out as Tribim hunted high and low for secrets. One earth elemental could almost as easily be two...

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


Gay Male Inhuman
Amarekashu the Bronze wrote:

"My fists are all the weapon I need," Amarekashu replied, a proud smile on his face. He kept an eye out as Tribim hunted high and low for secrets. One earth elemental could almost as easily be two...

[dice=Perception]1d20+5

The most thorough search fails to turn up any new discoveries.

You still have other tunnels to play with.


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

'I don't think there is anything here,' Tribim turns smiling to the team, b["Shall we head back to tha magic sliding room?"[/b] He then heads back down the hallway, climbing over the tipped over stone and looks around.


Gay Male Inhuman
Tribim wrote:
'I don't think there is anything here,' Tribim turns smiling to the team, b["Shall we head back to tha magic sliding room?"[/b] He then heads back down the hallway, climbing over the tipped over stone and looks around.

The elevator stood ready to carry the company back to the tunnels and sarcophagus.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

With the area clear, Amarekashu returned to the area above, and looked to see what options remained.

I'm afraid I have a bit of a cold - could someone recap our options for places we haven't been yet?


Gay Male Inhuman
Amarekashu the Bronze wrote:

With the area clear, Amarekashu returned to the area above, and looked to see what options remained.

I'm afraid I have a bit of a cold - could someone recap our options for places we haven't been yet?

I'll get right on it over in Discussion.


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1
Samnell wrote:

With Namtar's strength joining Regin's, the sarcophagus rotated with relative ease all through its stations. As it passed green, the floor heaved and subsided again almost like a breathing thing. A large crack opened across the tunnel.

When the yellow cylinder rose, Tribim conjured his lights and stepped inside. A moment later its doors shut about him and he felt himself falling. The sensation lasted for some time, before coming to a stomach-lurching stop. The doors slid open unbidden, revealing a chamber with heavily carved walls. Everywhere he looked, reliefs of peasants and nobles abased themselves. They paid homage to him as if he were Gilgeam Himself. Hands reached out in adoration. Faces lifted up in elsation. Where they survived, anyway. Many of the reliefs lacked faces, arms, and other pieces. Instead they ended in rough stumps.

Shortly to the south stood an archway blocked by a great, unmarked stone slab. It looked as though he might be able to climb up top and look over the bulk into whatever lay beyond.

Lastly, in easy reach of the cylinder stood a large, round seal fit into the wall with the sign of a fist holding a scepter of seven segments marked in it. The scepter's narrow end pointed toward the floor. Surrounding the seal were abstract designs that evoked flowing wind or water, swirling toward the ceiling.

this is the description of the room outside the elevator, the unmarked tone slab is what we tipped over to get to where we are now. So I am assuming that we have uncovered everything on this level.

Shrugging his shoulders, Tribim waits for the magic room to return, he then climbs in, Returning the scepter to it's original location, After the shaking he joins Amarekashu in the original room. Once the rest of the team arrives, he asks "Well, were to's next?"


Gay Male Inhuman

Big-ass plot recap and stuff in Discussion now.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Leaning on the staff as a walking stick, Arundel ponders the choices available to them in the sarcophagus room. "We could try placing the lantern that Namtar found in that spot there" the elf suggests, pointing at the indigo tunnel.


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar grins, proud to be of help. That seems wise, Master. HE cracks his knuckles and rolls his shoulders, ready for what may happen.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

Amarekashu nodded. It was better than any ideas he had.


Gay Male Inhuman

Namtar hung the lantern with ease. The hanging chain had a hook for it that fit the loop on the top of the lantern perfectly. It didn't even sway much after he took his hands off.

Nothing about the tunnel or the sarcophagus chamber changed.

Updated Sarco-Summary:

Red - lantern missing. Nothing happened on pointing the sarcophagus to it.

Orange - has lantern, not lit. Sacrophagus pointed here on arrival.

Yellow - has lantern, not lit. Pointing here brought up the elevator that led to the level with the eye things, the ice elemental, and the earth elemental. And the mold. You've just left this area to go back up. There's a lever shaped like the Shattered Scepter of Enlil that you use to call the elevator from below if you want it.

Green - has lantern, is lit. Pointing here made the ground shake and sag. Party quickly moved the sarcophagus to point elsewhere.

Blue - has lantern, unlit. Pointing here did nothing. The ceiling is much higher at the end of this tunnel than the others and the party found a skeleton on the floor which appeared to have died from a great fall.

Indigo - lantern restored by party, unlit. Pointing the sarcophagus to Indigo summons another lift. Trib baited it with food and the party sent it back down. It got smooshed when you called the lift back.

Violet - has lantern, unlit. Nothing happens on pointing.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

"Somewhat anti-climatic. Does anyone have anything to light the lanterns with?"


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

'Aye have no oil or fire here, mate, neither I think mah' spells can light any of them up. - says the Dwarf, approaching to look around - 'was expecting 'em lanterns to do something by now. Maybe we should turn the sarcophagus back ta' point at orangey?


Gay Male Inhuman

The party panicked when the green tunnel started the ground shaking and sagging. They've rotated through that once since and it got worse. Another turn may reveal something. Or the skeleton in the blue tunnel fell from a great height, which argues there's something up there to fall from.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

Amarekashu considered. "We should try seeing what other effects we can find, first, before we reset. This must be some kind of lock." He shrugged. "It might not be so easy to climb, but perhaps one of these creates something to climb up?"


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

I can climb, Master.


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

'I forgot to put a flint and steel in my pack.' Tribim checks his pouch and pack, shaking his head. "I forgot to pack a flint and steel." Pointing to the lights, he asks Arundel, "Do you think if we light the lights that their little room may come up?"


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

"It is worth the attempt," Amarekashu replied, frowning as he tried to remember where his own flint and tinder had gone from when he started a cooking fire.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

"It's hard to say - there is obviously some sort of pattern here, and the use of lanterns would indicate that having them lit or not does something, but it's hard to know for sure."

How many adventurers does it take to light a lantern? :D


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Region pulls out his own flint and lights the lantern.


Gay Male Inhuman
Regin Ald wrote:
Region pulls out his own flint and lights the lantern.

The lantern sheds light just as the green one did, but nothing save the light level changed in the tunnel.

Lantern statuses: The Green and Indigo lanterns are now lit. Orange, Yellow, Blue, and Violet remain dark. Where red would be, there is no lantern lit or otherwise.

If Namtar wants to climb the blue tunnel, it's DC 15 to shimmy up the chain. The wall would be harder.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

"We'll have to find the red one, one assumes." Amarekashu looked at the others. "Shall we try climbing, and see what is up?"


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

Tribim looks from Amarekashu to Namtar, shrugging his shoulders. "If that's what were doing lets get on with it." Looking around a little sheepishly, he shuffles his feet, looking down at them. "I'm not a great climber, but if someone can go up the chain and drop a knotted rope I probably could make it."


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar doesn't have to be told twice and scurries up the chain with the rope.


Gay Male Inhuman
Namtar wrote:
Namtar doesn't have to be told twice and scurries up the chain with the rope.

After two false starts, Namtar climbes the chain with ease. He ascends forty feet and finds a ledge there which opens on a thin passage reaching into the shadows. Perhaps seventy feet away, a dim light shows a gigantic human face blocking the corridor, carved of stone and with its mouth open in an angry scream. Strange red, orange, yellow, blue, and violet light glinted in its eyes.

Nearer to him, Namtar saw long scratch marks in the floor, leading all the way to the lip of the ledge.

Climbs:

Climb: 1d20 + 4 ⇒ (7) + 4 = 11 no progress
Climb: 1d20 + 4 ⇒ (9) + 4 = 13 so no risk of fall, dammit
Climb: 1d20 + 4 ⇒ (19) + 4 = 23
Climb: 1d20 + 4 ⇒ (19) + 4 = 23
Perc: 1d20 + 6 ⇒ (15) + 6 = 21


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

Sighing - he really wished Namtar could be convinced he was more valuable alive - Amarekashu watched him climb. "Anything worth coming up for?" he called out once the human was up at the top.


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar peered over the ledge and nods. Aye, Master. There is a large stone face carved at the end of a tunnel. It ooks like it's angry and screaming. Its eyes glow with the same lights from the lanterns. He peers back at the tunnel. There are long scratch marks in the floor leading back to the ledge.


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

'Well that's certainly interesting.' Tribim calls up, "Is there someplace to tie off a knotted rope? And stop calling us Master!"


Gay Male Inhuman
Tribim wrote:
'Well that's certainly interesting.' Tribim calls up, "Is there someplace to tie off a knotted rope? And stop calling us Master!"

There isn't a good spot, except to the chain. Using the two would reduce the Climb DC to 10. Or Namtar can anchor you himself and drag you up by walking down the tunnel.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Can we take 10 on a climb check with a DC of 10?


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Dommer switches to his Monkey aspect, and his ears become clearly prominent, as he becomes hairier as well. The Dwarf, then, proceeds to climb up.

Climb +4

Climb: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
Climb: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
Climb: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
Climb: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21


Gay Male Inhuman
Arundel wrote:
Can we take 10 on a climb check with a DC of 10?

Sure. Anybody who wants to be up there can consider themselves up. You can all see the same scratches Namtar did and the face 70 feet or so down the hall, with its red, orange, yellow, blue, and violet shiny eyes.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

With the rope, Amarekashu climbed up. He looked at the face with a bemused stare. "Well, that cannot be unrelated to the latnerns below. Light them in the same order as the eyes?" He paused, and added, "Once we find the red one, at least."


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

seeing the others climb up the knotted rope, Tribim being a little nervous asks as he climbs up, "Can we tell if this fella fell from there or higher up?"


Gay Male Inhuman
Tribim wrote:
seeing the others climb up the knotted rope, Tribim being a little nervous asks as he climbs up, "Can we tell if this fella fell from there or higher up?"

Sorry, forgot to say that the tunnel is at the top of the shaft. It goes up high enough to have a little headroom past that, then ends without any other interesting bits.


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Sorry I got silents, things have been a bit crazy on my end trying to get everything ready for travels!

Namatar anchors a rope about himself. Masters, I am ready!


Gay Male Inhuman
Namtar wrote:

Sorry I got silents, things have been a bit crazy on my end trying to get everything ready for travels!

Namatar anchors a rope about himself. Masters, I am ready!

And now it's even easier to climb up. Have fun exploring new the tunnel!


Male Catfolk Rogue 1
Vitals:
HP 3/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

'Well may as well get started' Tribim climbs up the knotted rope that Namtar was anchoring. Getting to the top he smiles at Namtar, "Thanks fer the hand, er rope Namtar!" then frowning a little, 'And were not your masters."

He then casts dancing lights and sends them down the tunnel ahead, following along, carefully looking at the hallway.

perception: 1d20 + 7 ⇒ (9) + 7 = 16
Trib will take 10 (8) to climb the knotted rope


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Reginald climbs as well Taking 10 and starts up magical detection once he's up. Casting detect magic


Gay Male Inhuman

Round 1
Tribim's lights floated down the tunnel, revealing more of its straight walls and level floor. As he followed them along, Regin gained the top and cast a divination. The only magic he uncovered belonged to Zummabu's company. Regin knows his spell can't quite get the whole tunnel. He would have to move down a ways to get it all.

Tribim stepped carefully forward as Regin cast, then carefully sorted out the various magical impressions. He came almost to the face without incident, before he took one fateful step and heart a click. He had just enough time to start before the face on the wall came to life. Its eyes blazed brilliant, casting their red, orange, yellow, blue, and violet light through the tunnel.

The coruscating lights bedevil Amarekashu, Dommer, Regin, and Tribim. They grow dizzy and find themselves unable to move. Even as the lights blazed from its eyes, the face's mouth spread wide and emitted a terrible howl that carried the force of a storm with it down the tunnel. The gale whipped the lantern chain and rope and Arundel felt its force gust past him from above even at the foot of the blue shaft. Above or below, all the company could feel the force of the wind growing by the moment.

Rules Stuff:

We have everyone but Arundel up top now. So we need some will saves. DC 13.

Amarekashu: 1d20 + 2 ⇒ (4) + 2 = 6 ow
Dommer: 1d20 + 3 ⇒ (9) + 3 = 12 ow
Namtar: 1d20 + 4 ⇒ (12) + 4 = 16
Regin: 1d20 + 3 ⇒ (3) + 3 = 6 ow
Tribim: 1d20 + 4 ⇒ (8) + 4 = 12 ow

They are paralyzed for this round. They can re-save next round.

So the situation is that Arundel is down at the bottom and fine. Everyone else, except Namtar, is up top. They're in the first 10 feet of the tunnel above, except for Tribim who is 60 feet down it. Arundel and Namtar are able to act, everyone else is paralyzed. (They can re-save next round.) The statue is blowing a strong wind at present, which gives -2 to ranged attacks but otherwise isn't dangerous...yet. It is steadily intensifying though.

I don't think we need formal initiative or a map here, but the rounds are relevant. So Namtar & Arundel are up!


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

GM: I have +2 vs. poison, +4 vs. spells and spell-like abilities and +2 bonus vs. negative levels. Is the effect a spell or SLA? Does any of it count?


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Cold namtar block the lights with his hands or a cloak or something


Gay Male Inhuman
Dommer wrote:

GM: I have +2 vs. poison, +4 vs. spells and spell-like abilities and +2 bonus vs. negative levels. Is the effect a spell or SLA? Does any of it count?

It's a spell and Dommer's bonus is enough to put him over the top. He not entranced by the light and gets to act. Have fun! :)


Gay Male Inhuman
Namtar wrote:
Cold namtar block the lights with his hands or a cloak or something

He would have to go up to them, but his cloak may be big enough to block both. Failing that, blocking one would reduce the save DC for re-saves and he could always try his hand on the other. Namtar is 70 feet away from the face, so he could reach it with a run action. Not normally combat-optimal but no creatures are presently attacking so the downsides aren't relevant.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Prescience: 1d20 ⇒ 20

Confident that he would be able to resist anything waiting for him above, Arundel quickly climbs up to join his friends, looking around to see how he could help.

Will use my prescience roll for the save against the light effect when I get up to the top. I'm assuming that climbing up there takes all my actions this turn, so I can't do anything else. If I have a move action left, use it to draw out my scroll of enlarge person.

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