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SeanDM's Leverage
Game Master Mur

Heroic-Level Eberron Campaign
Starting at 2nd lvl


Gameplay

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(Male Human Fighter 2)

Thringorn will attempt to claim a sword, using intimidation if necessary. He will also spend 2 surges to regain full hp.

I will stay up front if I get one of those swords. I know how to put it to good use!

HP: 42/42 Temp HP: 0/0 Surges: 8/10 AP: 0/1

(Female Eladrin Bard 2)

Orla sings a quiet song of unexpected victories and freedom found again. Song of Rest (Orla and each ally spending a healing surge add +5 to HP regained) She will not claim a sword unless all the rest of the group has one, but she does try to rummage up some rocks.

Current HP 7 & 6 healing surges left (7 each). Orla will spend two healing surges, bringing her to 26 (out of 29) HP -- or is that +5 per surge for the Song of Rest?

HP: 26/29 Surges: 4/8 AP: 0/1


It should read +5 Per surge. So, you'd be at full hp.

Thringorn is easily able to claim a sword.
Rallnik doesn't mind fighting with whatever he finds, so the sword is all yours Orla.

(Female Eladrin Bard 2)

Orla looks thoughtfully at Rallnik. "Are you sure? I mean, yes, a sword is handy for me, but most of the time I'm just as effective with only words."

She looks over at the Thringorn and Alester. "Have we tried breaking those cuffs with swords?"

HP: 29/29 Surges: 4/8 AP: 0/1


Orla, your passive insight tells you that Rallnik was trying to be nice/chivalrous, but gladly accepts the blade -- He's a fighter and the longsword will be a big help in his hands
Rallnik tests the weight of the blade and grins "Thank you, miss."

Breaking the cuffs with a sword:
You determined before it would be too loud at the time. Now, after combat... if guards are coming, a few extra sword swings won't be noticed.
The cuffs have an AC of 8 (miss by more than 5 or roll a natural 1 on your to hit, and you hit the shackled person). Most metal manacles have about 45hp. So, you would guess it would take anywhere from 5-10 turns (on average) depending on the person using Savi's sword. The other longswords might not last or be able to cut through the cuffs.

Armed
Longswords: Rallnik, Thanis, Thringorn, Alester
Savi with her magic sword
Orla with her voice and Zvia with rocks.

(Female Genasi - Cindersoul Swordmage 2)

I will use 1 healing surge plus Orla's bonus to get up to almost full.

I really want out of these cuffs, but I think that we need to get out of here before anyone else comes down to check on us or the tardy guards.

I remember coming in that way (I point to the exit heading up.)...shall we make a run for it? The more of us, the more likely we can overpower anyone else we meet. Once we're outside of these walls we should break into groups and spread out.

Swords up front?

I look to the others but do not wait for confirmation. I begin preparations -- tucking in and tightening anything loose. My hair dances around my shoulders, alive with energy.

HP: 35/37, Surges: 9/11(-1), AP: 1/1

(Male Human Fighter 2)

Thringorn makes sure the cell door and food trap door are both close and locked, then stretches his head from side to side and heads out in front of the group and towards the exit. Not sure if we need to declare movement at this point but he will head to the top edge of the map and then motion for the others to follow.

Come on comrades, we must not delay!


The group proceeds towards the exit. The five swords in front. Most of you think you remember the way out.
I need to know the single-file marching order...
Thanis has an okay AC and he's not weakened, he'd volunteer for #1 or #2 in line; Rallnik not so much... he'd like #5ish; Niri will be somewhere with Orla and Zvia (I'd assume 6,7,8?), the rest of the escapees will trail behind unless you want them elsewhere.

The hall narrows to a tight passage and then a spiral stair that only goes up. You know this leads to a guard room, one level above, and your Karrnathi soldiers tell you that if you're going to meet resistance, that's where it will be -- a choke point for prison-breaks. You hope that you only have to face the "easy" skeletons from before and not a true karrnathi skeletal warrior.

You remember that the spiral stairs let out in the center of the room, where you can easily be flanked as you come up. The first guy up will likely be subject to several attacks.

After that will be another set of stairs up to the ground floor, another guard room with choke point, then it's an exterior door to the open courtyard, and a final side gate to freedom... and then of course it's just desolate terrian for as far as you can see...
Castle Bones is a good sized keep. Along the route you'll be taking, you do remember seeing other doors and halls at the guard posts. You will be welcome to try these other paths... but they might just lead deeper into Castle Bones.

Other thoughts:
You need to be single file on the stairs. Stairs are difficult terrain (cost two movement squares).
Remember that enemies get a 1 Opportunity Attack PER PLAYER (in 3.0/3.5 you only got 1 attack per turn, now you get one on each opponent).
You can move through friends' squares, you can't move through enemy squares... you can Bull Rush them, thogh and try to push them away.

(Male Human Fighter 2)

Thringorn, will want to stay with Alester since he trusts him more than anyone else in the group. Thringorn is not afraid of leading the group up and out, although he will B-Line for the exit and not want to linger and explore other routes. He will basically move with Alester to freedom or until we run into the next encounter.

(Female Githzerai Seeker 2)

Before we head up, I gently toss one of my rocks to Orla. "Don't spend it all in one place."

I'm happy to let the people with swords go first.

HP: 28/28 Surges: 6/7 AP: 1/1

(Female Eladrin Bard 2)

Orla catches the rock and pockets it with a grin, then gets in line. (I'm assuming she'll get position #6.)

Can an acrobatics roll still get you through a square without provoking an Opportunity Attack?

(Male Human Blackguard Level 2)

The soldier is Alester takes over and he starts barking orders at the group. Proably a little too harshly on some but he has missed the thrill of combat for so long he is having trouble containing his anger.

"Thringorn, behind me, then Thanis follwing then Savi, Orla and then Zvia. Everyone one else follow behind and be as quiet as possible. If we work together, most of us can make it out of here."

(Male Human Fighter 2)

Thringorn will back up Alester, and although doesn't take too kindly to being barked at, he respects Alester as an older, fellow combatant and will not hesitate to follow the gameplan in order to get the party moving.

Alright mate, I got your back! Let's get moving everyone, be quiet and be ready!

(Female Eladrin Bard 2)

Orla slips into the position Alester orders, nervous but ready.


Alester's Thranish knight training kicks in and he gets the group in order. He's got some natural leadership from bossing squires around, but it's his intimidating look that gets most of the group in line. Those nearest him see the dragonmark on his right arm glow slightly as he barks orders... and a few of the prisoners jump into position for fear of what might come next.

Marching Order: Alester, Thringorn, Thanis, Savi, Rallnik, Orla, Zvia, Niri, the rest.
This will also be your initiative count, since those behind on the stairs can't do much till the ones in front act.

Alester, as you make the final turn of the spiral stairs, you see that the skeletal guards have in fact set a trap for you! Five of them ring the landing, and a 6th waits against the far wall (he's holding a lever on the wall... waiting to throw some sort of switch).
The room itself is mostly bare. There are two shallow closets, one of the north wall, one on the south, and a small table in the southern corner. But nothing else furnishes this room, not even chairs (skeletons don't need to rest).

Some Useful Tactical Information:

The stairs are difficult terrain. Many of you will have to take several moves to get into the room.
If someone ends up prone on the stairs, you will have to make an Acrobatics Check (DC 14) or you too will fall prone as you try to step over them.

Bull Rush - Standard Action (Str vs Fort) Success = you push the target one square and you shift into his square.

Going Through an Enemy Square - Acrobatics Check (DC 20). Succeed and you can flip/tumble through an enemies square. You will provoke an Opportunity Attack.

Remember, unless you move out of the stairs square, you will be blocking everyone behind you (since the stairs are spiral, no one past the openning has line of effect/sight into the room).

If you try to pass someone on the squares it costs an extra sqaure of movement, because it is a tight squeeze.

Be aware, the skeletons can Bull Rush you back into the stairs' openning, and if you have no where to go you will fall prone on the stairs creating more issues for everyone else (see above).

Finally, each skeleton will get an OA on EACH of your turns. (You get 1 OA per creature's turn - regardless of how many creatures go. This also means that if you're surrounded by skeletons and they all move away from you triggering an OA, you get 1 on EACH skeleton).


Two of the skeletons lash out at Alester the second he shows his head, delivering terrible blows (you're not very sneaky... they know you're coming)
Skeleton Attack vs Alester:
S1 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 vs AC, **HIT** 1d8 + 4 ⇒ (2) + 4 = 6 dam.
s2 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 vs AC, **HIT** 1d8 + 4 ⇒ (6) + 4 = 10 dam.

The other skeletons hold their actions...

Special Map Notes:

The map is in two sections:
On the Left: a normal top-down view. Nothing strange.
On the Right: a sideview of the stairs. You must move from green# to green# sequentially. Once you're at green1 you will be at D4 on the normal map and can move normally.
Alester starts at green2. He needs 2 squares of movement to get to green1 (D4), but then he is on level ground and can move normally. Thringorn starts at green3, requires 4 squares of movement to get to green1 (D4)... and so on.
If you're at green2 you can see the room and can attack targets nearby (you can also be attacked -- and those in the room will get a +2 bonus as if you're prone!).

If you move from green2 to green1, the skeletons will attack you (OA) because you are moving through their threat-zone (and no, you cannot shift on the stairs -- unless you're able to shift more than one square of movement).

Total Damage to PLAYERS:
Alester: 16

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Enemy Defenses:

Assuming the same type of skeletons...
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Map Notes:

The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.

======================================================================
INITIATIVE -- bold shows who's turn it is
Skeletons
1:
2:
Alester: weakened (1/2 dam)
Thringorn: weakened (1/2 dam)

Thanis
Savi: weakened (1/2 dam)
Rallnik: weakened (1/2 dam)
Orla
Zvia
Nirifanya
Rallnik's men (A-D) (all weakened)
Thanis's men (E-H), (E is not weakened, the rest are)
======================================================================
Alester and Thringorn, you're up!

<<map>>
NOTE! Alester is actually at green2 on the side map... he was accidentally shown at D4... he needs to move UP 2 squares to get to D4

(Male Human Fighter 2)

I am assuming Alester is moving into the room and acting first however for format sake I will go ahead and take my turn and then alter slightly if necessary. Can I tell if any of these are "minions"? I wasn't sure what sort of skill check was involved but I will make a perception in case that is possible. Thringorn will move to D3 which I think I can do with movement 6. He will then use his Longsword 2-handed on Skeleton 3, he will mark him as well.

Cleave vs. AC
1d20 + 8 ⇒ (9) + 8 = 17

Damage to Skeleton 3 (halved)
1d8 + 5 ⇒ (3) + 5 = 8 = 4

Cleave Damage to Skeleton 1 (halved)
4 = 2

Perception Check on minions
1d20 + 1 ⇒ (4) + 1 = 5

HP: 42/42 Temp HP: 0/0 Surges: 8/10 AP: 0/1

(Male Human Blackguard Level 2)

When the blades of the skeletons pierces his skin, blood starts to poor out of him but Alester starts to finally feel alive again.

I wills use my second wind to gain my healing surge which will give me 8 HP and +2 to AC

Minor action I will use Shroud of Concealement and gain partial concelament (+2 to AC I beleive)and 5 Temp hit points

Move Action: I will move up to D4 to prepare to attack! I know I will get OA but hoping my AC boosts will help!

Current HP 32 - 16 (from previous attack) + 8 (second wind) and + 5 Temp = Current HP 24 + 5 Temp

I will be using my action point to use my Vengeance Strike as well on Skeleton 1

Attack Roll1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

I need this to be a hit so I will use my Heroic action which gives me a +4 and doesn't require an action

Damage roll1d8 + 5 + 8 ⇒ (3) + 5 + 8 = 16 Sigh ...havled is 8 HP of damage on skeleton

Current HP: 24 Temp 5 AP 0/1 Surges 9/12


Shadows wrap about Alester as he charges up the steps...

Three things:
1) @Alester, you can keep moving once you're at the top. The 5 skeletons are going to OA you. But once that's happened, you can't trigger another OA from them this turn. It might be advantageous to move further, since you've only used 2 squares of movement to get to D4, and you won't be so badly flanked if you keep moving.
2) @Thringorn, you can actually move to D2 if you want, you've got the movement, you will still be able to hit S1 an S3, and you won't be flanked anymore (like you are at D3).
3) Remember that the skeletons get new/fresh OAs for EACH characters turns. So, while they will get their full OAs on Alester, they will also get them on Thrin, Thanis, Savi, ... and everyone else that shows their heads. They get 1 per EACH of your turns.

Opportunity Attacks and Vocab:

A turn = "your turn" is your set of actions that you get to take when your initiative comes up.
A round = once everyone has taken a turn.

Most defender classes have interrupts, like Savi's Shielding Power.
Everyone gets ONE Interrupt per ROUND (use it, and you have to wait till your next TURN before it refreshes).

Everyone gets ONE opportunity attack(OA) per enemy TURN. So if you are facing 5 enemies, you can have an OA on each of thier turns. But if one of those enemies triggers an OA multiple times in a round, you only get to him them once on their turn

eg, In this case of the stairs.
Alester runs up, each skeleton will get an OA on him, even if he runs in circles around the skeletons, casting ranged spells, and trying to open locks (all of these trigger OAs), each skeleton will only be able to attack him one time. They get 1 OA on Alester's TURN.
However, when it's Thringorns turn, each skeleton will again be allowed to OA him when he shows up on the steps. And OA again on Thanis's turn, on Savi's turn, on Rallnik's, ...

Oh, two other things:
Minion Testing: Unfortunately, there's no way to tell if something is a minion or not. Once you hit it, you'll know. But, not before hand.
Partial Concealment means that your enemies have a -2 on all attacks to hit you, I just give you a +2 to all defenses... it's the same math, and generally easier on my notes :) And it does stack with your +2 to defenses from the Second Wind.

skeletons coming up...

(Male Human Fighter 2)

OK, thanks for the clarification. I will move to D2 instead to gain the better position. I wasn't sure exactly on the movement since our icons were offset to see the numbers on the map.


Opportunity Attacks on Alester (Current AC::15)
S1: 1d20 + 6 ⇒ (15) + 6 = 21 **HIT** 1d8 + 4 ⇒ (2) + 4 = 6
S2: 1d20 + 6 ⇒ (6) + 6 = 12 miss
S3: 1d20 + 6 ⇒ (10) + 6 = 16 **HIT** 1d8 + 4 ⇒ (6) + 4 = 10
S4: 1d20 + 6 ⇒ (6) + 6 = 12 miss
S5: 1d20 + 6 ⇒ (12) + 6 = 18 **HIT** 1d8 + 4 ⇒ (4) + 4 = 8

Opportunity Attacks on Thringorn (Current AC::12)
S1: 1d20 + 6 ⇒ (1) + 6 = 7 miss
S2: 1d20 + 6 ⇒ (20) + 6 = 26 CRIT! 8 + 4 = 12
S3: 1d20 + 6 ⇒ (14) + 6 = 20 **HIT** 1d8 + 4 ⇒ (2) + 4 = 6
S4: 1d20 + 6 ⇒ (5) + 6 = 11 miss
S5: 1d20 + 6 ⇒ (8) + 6 = 14 **HIT** 1d8 + 4 ⇒ (3) + 4 = 7

Total damage to players:
Alester: 24 (the 5 temp means only 19 dam)
Thringorn: 25

I'm assuming Alester will move away from the center of the death storm, since he's down to 5hp... he just needs to pick a spot.

Thanis goes next. As he climbs the stairs, each of the skeletons will get another Opportunity Attack. PLUS, 2 more skeletons act on his turn (they had readied actions to attack when the third enemy appears... two more skeletons have readied actions...). Thanis charges the openning and uses his halfelven ability to slide further into the room... The skeletons hack him to within an inch of his life.

Attacks vs Thanis:

S3: (readied action attack) 1d20 + 6 + 2 - 2 ⇒ (6) + 6 + 2 - 2 = 12, miss
S4: (readied action attack) 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18, HIT

5 OAs vs Thanis:
1d20 + 6 ⇒ (9) + 6 = 15 miss, 1d20 + 6 ⇒ (18) + 6 = 24 HIT, 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13 miss, 1d20 + 6 ⇒ (12) + 6 = 18 HIT, 1d20 + 6 ⇒ (12) + 6 = 18 HIT

4 HITS
Damage: 4d8 + 16 ⇒ (1, 4, 3, 6) + 16 = 30 - YIKES!


Good news: S3 attacks him, meaning Thringorn, you get a free Basic Melee attack vs your mark, S3.
Bad news: Thanis has 3 hp left.
Better news: Thanis has one action left and he uses it to bull rush S2: 1d20 + 4 ⇒ (20) + 4 = 24 vs Fort. Success, S2 is moved from the openning.


@Savi:
Your passive perception is good enough to note there are several small holes in the stonework of the stairs. They appear to be nozzles to traps -- it's probably the trap that S6 is standing next to. There is one in each of the green# "squares" on the stairs.

On his turn, Rallnik will just move as far as he can. He'll be able to get 2 squares into the room and he'll try to help flank with anyone. He doesn't have enough moves to attack... so he'll just move.

Updated Special Map Notes:

Savi is at Green5
Rallnik is at Green6
Orla at Green7
Zvia at Green8
Niri at Green9
NPC allies are down the hall, behind Niri

On the sideview of the stairs. You must move from green# to green# sequentially. Once you're at green1 you will be at D4 on the normal map and can move normally.
If you're at green2 you can see the room and can attack targets nearby (you can also be attacked -- and those in the room will get a +2 bonus as if you're prone!).

If you move from green2 to green1, the skeletons will attack you (OA) because you are moving through their threat-zone (and no, you cannot shift on the stairs -- unless you're able to shift more than one square of movement).

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Enemy Defenses:

Assuming the same type of skeletons...
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Map Notes:

The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.

======================================================================
INITIATIVE -- bold shows who's turn it is
Skeletons
1:
2: Marked by Thanis
Alester: weakened (1/2 dam), 2nd Wind (+2 def), Shroud of Concealment (+2 def), Bloodied! (near dead) - can move further!
Thringorn: weakened (1/2 dam), Bloodied! has an attack vs S3!
Thanis: Bloodied! (near dead)
3: Marked by Thringorn
4:
Savi: weakened (1/2 dam)
Rallnik: weakened (1/2 dam)
Orla
Zvia

Nirifanya
Rallnik's men (A-D) (all weakened)
Thanis's men (E-H), (E is not weakened, the rest are)
5:
6:
======================================================================
Savi, Orla, and Zvia, you're up!
Alester, you can keep moving, you have 4 squares leftover.
Thringorn, you have a free basic melee attack vs S3.

<<map>>

(Male Human Fighter 2)

AOO vs. Skeleton 3
1d20 + 8 ⇒ (11) + 8 = 19

damage (halved)
1d8 + 5 ⇒ (4) + 5 = 9= 4

HP: 17/42 Temp HP: 0/0 Surges: 8/10 AP: 0/1

(Female Genasi - Cindersoul Swordmage 2)

I turn back to those behind me.
Something is wrong with these stones. Do you see these holes in the workings of the stairs? Nothing good will come out of this. Move quickly before they are sprung!

Okay, so I didn't read my note before I initially posted so it seems weird that I tell everyone else to run up the stairs and then I stop. Savi would have warned everyone. It is your choice if you rush past me or down.

I carefully climb the stairs, trying to ready myself for the coming attacks (and wishing I had my armor). I stop (S2) and lean as far back against the wall as possible and focus on the first skeletons I can see.

Aegis of Shielding on S5 (vs. Ref)
Sword Burst on S1 1d20 + 7 ⇒ (19) + 7 = 26 Sweet!
on S3 1d20 + 7 ⇒ (17) + 7 = 24 Woot!
on S4 1d20 + 7 ⇒ (1) + 7 = 8 poo.
on S5 1d20 + 7 ⇒ (9) + 7 = 16 Yeah!
Damage S1,3,5
1d6 + 6 ⇒ (1) + 6 = 7

And with my mighty damage of 3...they all run away?


After Savi calls out, the rest of you on the stairs now notice little nozzles set in the stonework of the walls of the stairwell. They appear to be the working ends of some trap... probably the other end of the lever that S6 is standing at.

And S5 is now marked by Savi.
Savi, since you stopped in green2, and your spell was a close burst, you do not draw any OAs from the skeletons.

(Female Eladrin Bard 2)

I'm trying to figure out what movement options are available for Orla. I count 5 squares to green2. That means I need 10 squares of movement to get there, and with speed 6, it's going to take two move actions. Running doesn't help, that would only get me 8 squares of movement, right? Is there any way to use Acrobatics to move more quickly through difficult terrain?

The other thing: can I share green2 with Savi? Can green3 at least see D4 (and therefor Alester)?


Orla wrote:
I count 5 squares to green2. That means I need 10 squares of movement to get there, and with speed 6, it's going to take two move actions. Running doesn't help, that would only get me 8 squares of movement, right?

Correct on all counts. If you do a double run move, that would get you 16 squares of movement... but if you double move you do grant combat advantage and take a big penalty to attacks (-5) until the start of your next turn (if that matters).

Orla wrote:
Is there any way to use Acrobatics to move more quickly through difficult terrain?

"Officially"? No. But, Acrobatics does allow you to move over terrain that would normally be impossible, and it does allow you to jump OVER enemies... So, it would seem a Hard DC Acrobatics Check would allow you some bonus on movement... Some sort of parkour move up the stairs... I like the sound of that!

Ruling: (trained only) We'll make it like an Athletics Check Long Jump... Acrobatics Check divided by 10 = the number of squares you gain of normal movement up/down stairs. This check is made as part of a normal move.

Orla wrote:
Can I share green2 with Savi? Can green3 at least see D4 (and therefor Alester)?

Can you share a square? No.

Can green3 see D4? Yes. Each green# can only see the adjacent green#, but green1 is a special square, and yes, green3 can see it (it's got superior cover, but that only matters if you're attacking).
BUT! I'm not sure if Alester is going to stay in that square... it seems awefully dangerous, and he does have extra movement to spare.

(Female Eladrin Bard 2)

In a burst of Elven grace, Orla parkours her way up the stairs.

Acrobatics: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7 Unfortunately, the stairs are slipperier than they look, and it takes all of Orla's grace not to faceplant on the way up.

It takes Orla two move actions to reach green3, where she stops. If the bloodied Alester is still visible from there, she will utter a Majestic Word, allowing him a healing surge +5, and sliding him to C4. Unless another position would be better?

HP: 29/29 Surges: 4/8 AP: 0/1

(Male Human Blackguard Level 2)

I will move to E2 which hopefully keep me alive for a few more seconds...


Alester, I had forgotten Orla's shifty power... It's probably better to stay where you're at and wait for her to heal and push you. You'll get more hp, and still be in a safe location.
Alester, spend a HS and you get that +5, and you're now at C4

Orla somehow makes it up the stairs... though just barely ;)
And her words of encouragement keep Alester conscious a little longer.

Rallnik rushed out of the stairs and the remaining 4 skeletons by the openning swing at him as he runs past.

Attacks vs Rallnik:

OAs: 1) 1d20 + 6 ⇒ (1) + 6 = 7 miss, 2) 1d20 + 6 ⇒ (17) + 6 = 23 *hit*, 3) 1d20 + 6 ⇒ (2) + 6 = 8 miss, 4) 1d20 + 6 ⇒ (18) + 6 = 24 *hit*

2 hits for: 2d8 + 4 + 4 ⇒ (7, 8) + 4 + 4 = 23 damage.


Rallnik takes 23 damage, he's bloodied but still has 16hp left.

Updated Special Map Notes:

Savi is at Green2
Orla at Green3
Zvia at Green8
Niri at Green9
NPC allies are down the hall, behind Niri

On the sideview of the stairs. You must move from green# to green# sequentially. Once you're at green1 you will be at D4 on the normal map and can move normally.
If you're at green2 you can see the room and can attack targets nearby (you can also be attacked -- and those in the room will get a +2 bonus as if you're prone!).
If you're at green3 you can see D4 only (and it that square has cover from you)

If you move from green2 to green1, the skeletons will attack you (OA) because you are moving through their threat-zone (and no, you cannot shift on the stairs -- unless you're able to shift more than one square of movement).

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Enemy Defenses:

Assuming the same type of skeletons...
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Map Notes:

The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.

======================================================================
INITIATIVE -- bold shows who's turn it is
Skeletons
1:
2:
Alester: weakened (1/2 dam), 2nd Wind (+2 def), Shroud of Concealment (+2 def), Bloodied! see the note above about spending a HS
Thringorn: weakened (1/2 dam), Bloodied!
Thanis: Bloodied! (near dead)
3: Marked by Thringorn
4:
Savi: weakened (1/2 dam)
Rallnik: weakened (1/2 dam), Bloodied!
Orla
Zvia
Nirifanya
Rallnik's men (A-D) (all weakened)
Thanis's men (E-H), (E is not weakened, the rest are)
5:
6:
======================================================================
Zvia, you're up!

<<map>>

(Female Githzerai Seeker 2)

I want to make a perception check to see if I notice anything useful about those holes in the stairs.

1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22


Nice Perception check!
They are the output nozzles of some sort of trap. They appear that they will spray something on the people in the stairwell. You're pretty sure it will be some sort of magic effect (so perhaps necrotic damage, which would make sense since skeletons are resistent to necrotic damage).
S6 is stationed at south wall near a lever. On his turn, he will probably activate that trap, and then something will happen to some or all of the people on the stairs... depending on the trap:
- Worst case: the trap hits everyone in the stairwell and has some persistent effect.
- Best case: the trap only hits random people in the stairwell and does instant damage, but doesn't have a lasting effect beyond that.


Lol. I think the sight of the traps has frozen Zvia in her tracks.

In truth, you can tell that Nirifanya is anxious to get up the steps. Not just because of the traps, but because he believes he will be able to make contact with his nature powers once he's out of the dungeon...

PS. Zvia, the perception check is free in this case, so you can still take a turn if you wish.

(Female Githzerai Seeker 2)

"Nirifanya, we can't stay in these stairs!" I run back down the stairs into the dungeon hall, past Nirifanya if he doesn't head down too. I keep an eye open to see where the gas nozzles stop...


Zvia, you're just off the map, one square behind where Nirifanya started, and you are free and clear of the trap.
"No! I need to get upstairs... " Niri go charging up the stairs, but has to stop short when he gets to Orla. He tells Orla as he runs up behind her, "Get me a clear line to that room and I can asks for the spirits' help to keep us alive!"
The rest of the NPCs see Zvia come back down and wonder what to do next. They wait in the hall with her.
Finally, the last of the skeletons attack. One pulls a level on the wall and a spray of necrotic energy shoots into the stairs (It targets at most 4 random squares with a slowing attack - this trap can activate each round!). Another tries to push Alester down into the stairs, but Alester is not easily moved! The rest just swing away with their blades. Savi is easily able to defender herself, but Thanis is not so lucky. The half-elf Karrnathi soldier gets run through, and he drops to the ground, dying.

Skeleton's turn:
5: Attacks Savi with "prone" advantage: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 vs AC, *miss*
6: Activates the trap: It targets Squares: 1d9 ⇒ 7 and 1d9 ⇒ 2 and 1d9 ⇒ 3 and 1d9 ⇒ 5 (each square can only hit once):
Attack vs Savi: 1d20 + 5 ⇒ (20) + 5 = 25 vs REF, !CRIT! 4 + 2 = 6 and YOU ARE SLOWED! (your move speed is now 2, save ends).
Attack vs Orla: 1d20 + 5 ⇒ (2) + 5 = 7 vs REF, *miss*

---new round---
1: Shift to get a better angle and then BULL RUSHES Alester back into the stairs hole: 1d20 + 3 ⇒ (9) + 3 = 12 vs FORT, *miss*
2: Attacks Thanis: 1d20 + 6 ⇒ (14) + 6 = 20 vs AC, *HIT* for: 1d8 + 4 ⇒ (2) + 4 = 6

Updated Special Map Notes w/ positions and move costs:

Savi is at Green2
Orla at Green3
Zvia is off the stairs (adjacent to green9)
Niri at Green4
NPC allies are down the hall, behind Zvia
On the sideview of the stairs. You must move from green# to green# sequentially. Once you're at green1 you will be at D4 on the normal map and can move normally. It costs 2 moves to enter ANY green# square, 3 moves if you are moving through an ally.
If you're at green2 you can see the room and can attack targets nearby (you can also be attacked -- and those in the room will get a +2 bonus as if you're prone!).
If you're at green3 you can see D4 only (and it that square has cover from you)
Otherwise you can only see adjacent green#s
If you move from green2 to green1, the skeletons will attack you (OA) because you are moving through their threat-zone (and no, you cannot shift on the stairs -- unless you're able to shift more than one square of movement).

Total Damage to PLAYERS:
Savi: 6 necrotic damage and you're slowed.

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Enemy Defenses:

Assuming the same type of skeletons...
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Map Notes:

The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.
The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.

======================================================================
INITIATIVE -- bold shows who's turn it is
Skeletons
1:
2:
Alester: weakened (1/2 dam), 2nd Wind (+2 def), Shroud of Concealment (+2 def), Bloodied!
Thringorn: weakened (1/2 dam), Bloodied!

Thanis: (dying)
3: Marked by Thringorn
4:
Savi: weakened (1/2 dam), SLOWED (se)
Rallnik: weakened (1/2 dam), Bloodied!
Orla
Zvia
Nirifanya
Rallnik's men (A-D) (all weakened)
Thanis's men (E-H), (E is not weakened, the rest are)
5:
6:
======================================================================
Alester and Thringorn, you're up!
<<map>> I had to use MSPaint to update the map... so the quality isn't great in some squares, but it works


Notes on Dying and Saving Throws:

ALL Saving Throws are made at the END of your turn (unless you have some special feat/power that says otherwise). You make a d20 roll: 10 or above and you succeed. There are no modifiers to this unless you have a special feat/power. This means that most times you have to suffer the effects of whatever has happened to you at least once.
eg. Savi is slowed. On her turn, she will have a speed of 2. At the end of her turn she can roll a save. If she makes it (10 or higher), next turn she moves full speed, otherwise she's still slowed.

DYING
When you drop to negative hp, you are "dying". On your turn, you get no actions. You make a saving throw at the end of your turn. If you succeed, no harm befalls you. If you fail (1-9), you have earned 1 FAILED DEATH SAVE. If you earn 3 of these, you die-die. If you roll a natural 20 on your death save, you come back.
At any point, if someone casts a heal on you, you are considered to have 0hp before the heal takes effect (it doesn't matter how negative you were prior).


In the initiative blocks above, the code (se) = Save Ends.

(Male Human Fighter 2)

Thringorn will use Unstoppable (minor) to get some temp hp.

2d6 + 3 ⇒ (6, 6) + 3 = 15

Thringorn will then shift to E2 and attack S3.

Wicked Strike

1d20 + 6 ⇒ (17) + 6 = 23

Damage (halved)
1d8 + 5 + 3 ⇒ (2) + 5 + 3 = 10 = 5

HP: 17/42 Temp HP: 15/15 Surges: 8/10 AP: 0/1


Thringorn strikes a solid blow on the skeleton, and even though he is hampered by his magic restraints, the skeleton is still gravely (hehehe) wounded.


S3 is Bloodied.
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of S4), attack vs REF for 1d6 + 2 ⇒ (1) + 2 = 3 necrotic damage.
Thringorn: 1d20 + 5 ⇒ (20) + 5 = 25 *HIT* for 3 damage
Rallnik: 1d20 + 5 ⇒ (2) + 5 = 7 miss
Alester: 1d20 + 5 ⇒ (7) + 5 = 12 miss
Savi: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9 miss


Orla can feel the explosion of necrotic energy, but she is just outside of the range of it.


Thrin, you lose 3 of your temp hp.
Alester, you're up.

(Male Human Blackguard Level 2)

Alester finally wipes all the blood of his forhead and can see waht he is doing!

You will never take me alive! My anger will consume me first!

I will use Ferocious Strike on the skeleton at B3 1d20 + 5 ⇒ (16) + 5 = 21 I hope that is a hit!

Dmg roll 1d8 + 5 ⇒ (2) + 5 = 7 halved rounded down is 3 Dmg...gosh I hate these shackles..

[occ]Spending a surge so plus 8..[/ooc]

Current HP 5 + 8 = 13 Surges 8/12 Ap 0/1


Alester, you also get 5 more HP from Orla's power (HS+5).

Savi, you're the first one to hear a slight... cracking noise. Like someone cracking their knuckles... just it's way too loud and way too much. And you swear you hear a groan coming from Thanis (Thanis is making death saves, he should NOT be making noises).

Everyone Free: Perception or Int Check, Alester and Thringorn get a +2 on either if the want them.

Meanwhile, two of the skeletons attack, but Thringorn and Savi are too skilled to be hit. Then Rallnick shifts over to try and gain a better position and drives his blade into Alester's target.

Skeleton's Turn
S3 sword vs Thringorn: 1d20 + 6 ⇒ (2) + 6 = 8 vs AC, miss!
S4 sword vs Savi: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 vs AC, miss!



Rallnick: Move Action to Shift, Minor Action to use fighter power to gain some temp hp, Standard Action to attack S1 and Mark it!
POWER STRIKE vs S1: 1d20 + 7 ⇒ (15) + 7 = 22 vs AC, 1d8 + 1d8 + 6 ⇒ (5) + (3) + 6 = 14/2 == 7


Rallnik and Alester's tag team is enough to Bloody their target. This causes the now familiar necrotic burst from the skeleton... most of you are able to dodge its effects.
S1 is Bloodied -- Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of S1), attack vs REF for 1d6 + 2 ⇒ (3) + 2 = 5 necrotic damage.
Thringorn: 1d20 + 5 ⇒ (5) + 5 = 10, miss!
Rallnik: 1d20 + 5 ⇒ (10) + 5 = 15, HIT! for 5 damage, his temp hp absorb it.
Alester: 1d20 + 5 ⇒ (2) + 5 = 7, miss!
Savi: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11, miss!

Once again, Orla can feel the explosion of necrotic energy, but she is just a bit outside of the range of it.

Updated Special Map Notes w/ positions and move costs:

Savi is at Green2
Orla at Green3
Zvia is off the stairs (adjacent to green9)
Niri at Green4
NPC allies are down the hall, behind Zvia

On the sideview of the stairs. You must move from green# to green# sequentially. Once you're at green1 you will be at D4 on the normal map and can move normally. It costs 2 moves to enter ANY green# square, 3 moves if you are moving through an ally.
If you're at green2 you can see the room and can attack targets nearby (you can also be attacked -- and those in the room will get a +2 bonus as if you're prone!).
If you're at green3 you can see D4 only (and it that square has cover from you)
Otherwise you can only see adjacent green#s

If you move from green2 to green1, the skeletons will attack you (OA) because you are moving through their threat-zone (and no, you cannot shift on the stairs -- unless you're able to shift more than one square of movement).

Total Damage to PLAYERS:
none

Current Player Status:

Alester: chains broken, still cuffed (WEAKENED)
Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs
Savi-Kai: suffering imprisonment effects (lose 1 Healing Surge per day); chains broken, still cuffed (WEAKENED).
Thringorn: chains broken, still cuffed (WEAKENED)
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day); completely free of chains and cuffs.
**Imprisonment effects last till you reach 2 milestones.

Enemy Defenses:

Assuming the same type of skeletons...
Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Map Notes:

The exit to the West. There are two other doors to this room (North and East)
Stairs squares are difficult terrain.
If someone is prone on the stairs, you need to make a DC14 Acrobatics Check to step over them, or you fall prone too and end your movement.

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.

======================================================================
INITIATIVE -- bold shows who's turn it is
Skeletons
1: Marked by Rallnik, Bloodied!
2:
Alester: weakened (1/2 dam), Bloodied?
Thringorn: weakened (1/2 dam), Bloodied!
Thanis: Dying (making death saves, and strange noises...??)
3: Marked by Thringorn, Bloodied!
4:
Rallnik: weakened (1/2 dam), Bloodied!
Savi: weakened (1/2 dam)
Orla
Zvia

Nirifanya
Rallnik's men (A-D) (all weakened)
Thanis's men (E-H), (E is not weakened, the rest are)
5:
6:
======================================================================
Savi, you're up! Then Orla and Zvia

<<map>>

(Male Human Fighter 2)

Free Perception Check on Thanis' status

1d20 + 1 + 3 ⇒ (14) + 1 + 3 = 18

Oops, it should have been +2 instead of +3 so it should be 17 total

HP: 17/42 Temp HP: 12/15 Surges: 8/10 AP: 0/1

(Female Genasi - Cindersoul Swordmage 2)

Free INT check on Thanis, baby!
1d20 + 5 ⇒ (5) + 5 = 10 oh, he's a ZOMBIE...RUN!!!!!

My hair dances about my shoulders as I focus power through my sword and strike out at the group around me.

Sword Burst on S3 1d20 + 6 ⇒ (20) + 6 = 26
on S4 1d20 + 6 ⇒ (19) + 6 = 25
on S5 1d20 + 6 ⇒ (1) + 6 = 7

Damage1d6 + 6 ⇒ (4) + 6 = 10
Crit Fire Damage 1d6 ⇒ 3
S3 takes 15 halved to 7
S4 takes 10 halved to 5

I move away from the stairs (D5), pulling my sword into a defensive position to guard against the coming attacks.

Save vs. slow1d20 ⇒ 13

Savi's stats
HP: 29/37, Surges: 9/11(-1), AP: 1/1


Savi, you were slowed (move speed of 2) so you're only able to get to the top of the stairs. From Greeen2, you still have to enter the Green1 square, which is difficult terrain (move cost of 2). BUT! you are now on level ground and able to move freely or Shift next turn.

Thringorn:
You see that the wound on Thanis is slowly closing itself... a thick blackish-green liquid is slowly healing the blade cut.
PS. Check the bold info at the bottom of this post -- I think you get a free shot on S3

Savi:
You don't remember anything from your Int Check.

The skeletons at the edge of the stairs try to swings at Savi-Kai as she moves up the steps. She gets distracted for a moment trying to remember something about Thanis's body... and a blade is sunk deep into her (I think she's bloodied now).
Opportunity Attacks vs Savi (AC of 21):
S3: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7, miss!
S4: 1d20 + 6 ⇒ (7) + 6 = 13, miss!
S5: 1d20 + 6 ⇒ (17) + 6 = 23, WOW, lucky HIT, for 1d8 + 4 ⇒ (8) + 4 = 12 damage... ouch

Total Damage to PLAYERS:
Savi: 12

Thringorn! Your marked target just attacked Savi, I'm pretty sure you get a free attack on the guy b/c of your fighter power.

Orla and Zvia, you're up!
Same <<MAP>>. Except, Savi is now fully in the room at D4/Green1

(Male Human Fighter 2)

AOO on S3 (due to mark)

1d20 + 8 ⇒ (17) + 8 = 25

Damage

1d8 + 5 ⇒ (7) + 5 = 12 = 6

"Thanis is stabilizing but he still needs help," Thringorn says to the group.

HP: 17/42 Temp HP: 12/15 Surges: 8/10 AP: 0/1


Thrin takes a massive swing and cuts his target in half. A final burst of necrotic energy singals the skeleton's end.

S3 is Dead.
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3 of S4), attack vs REF for 1d6 + 2 ⇒ (1) + 2 = 3 necrotic damage.
Thringorn: 1d20 + 5 ⇒ (2) + 5 = 7, miss!
Rallnik: 1d20 + 5 ⇒ (2) + 5 = 7, miss!
Alester: 1d20 + 5 ⇒ (13) + 5 = 18, **HIT** for 3 necrotic damage.
Savi: 1d20 + 5 ⇒ (3) + 5 = 8, miss!


Orla is still safe.


Alester, you're hit for 3 damage, but see the note several posts up, you were supposed to have 5 more hp from Orla's heal, so you're still better off... :)
Orla and Zvia, you're up.
E3 is a free and clear square now.

(Female Eladrin Bard 2)

Free perception check: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19

I'm presuming I don't get any more information on Thanis than Thringorn did... Unless she can make an Arcana roll to figure out what is going on with him?

Orla moves up the stairs just far enough to get visibility into the room (ie Green 2) and then takes a Fey Step to B6. I think that combination takes two move actions, sigh. If possible she will take Thanis's sword this turn, but I'm guessing she'll have to wait until next turn.


Orla, click on Thrin's spoiler note a few posts above, and go ahead and make a free Arcana check too.

(Female Eladrin Bard 2)

Free Arcana check: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27 I know EVERYTHING!!!!


:)

Orla:

You saw from your perception check that there is a thick blackish-green liquid slowly stitching up the blade cut on Thanis.

Your Arcana tells you:
It's definitely not natural. You can sense a bit of necrotic energy coming from the liquid...
You pretty sure this isn't an effect of the skeletons or the room or the dungeon.

Your solid arcana roll also triggers a memory you had from a few days ago, soon after Thanis arrived in the cell and you all started sharing stories. You heard several rumors from the men coming into the cell (<<This is a link to that post>> click on the spoiler to see the rumors).

You remember it being mentioned from his men that Thanis was experiemented on. Perhaps this oozing liquid has something to do with those experiements?!

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