Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


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>> horn level 1 << -- Way of the Wicked

i would presume another fireball/arc, but its apparent that not all of the fire did as much damage as it was supposed to. the treant is scorched and did take a lot of damage from the attack, but not all.


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Yup, more fire for the tree.
Burning Arc DC18: 9d6 + 9 ⇒ (3, 5, 1, 5, 5, 6, 1, 5, 6) + 9 = 46


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Well, my favorite magic doesn't even work on trees, so what do you expect? Like seriously, the only thing that might help is I can entangle him in vines. He's a TREE. That's like his life. Ugh. Whatever. entangle!

Temperance casts Entangle, trying to put it far enough behind the treant to leave him 5-10 feet from the edge of the effect.


>> horn level 1 << -- Way of the Wicked

reflex vs fire : 1d20 + 5 ⇒ (5) + 5 = 10
reflex vs entangle : 1d20 + 5 ⇒ (13) + 5 = 18

somewhat sad that plant creatures aren't immune to entangle via plants...


>> horn level 1 << -- Way of the Wicked

[r1]: [14: neji], [13: temperance], [7: leo]
[r2]: [19:edwin], [19: forsythe], [17: piety], [17: ash], [14: jurak],

entangle goes off after jurak's turn

the treant moves up 15 ft. and slam's edwin's weapon into the rubble of masonry around the ground. [sunder]

sunder: 1d20 + 21 ⇒ (12) + 21 = 332d6 + 18 ⇒ (4, 6) + 18 = 28
[+1 cutlass = one handed blade: 12 hardness, 15hp. the treant does double damage to objects. he destroys your cutlass, and deals 1 hp of damage to Edwin. ]

neji , temperance and leo are up. temperance has room right now to drop the entangle on jurak.


acting as neji

pfff. go ahead entangle the tree.

neji moves up and casts long arm, having lucern hammer drawn.


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

i'm slow. double move.

[r2]: [19:edwin], [19: forsythe], [17: piety], [17: ash], [14: jurak], [14: neji], [13: temperance], [7: leo]


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

[force mace attacks again ]
spiritual weapon : 1d20 + 9 ⇒ (19) + 9 = 281d8 + 2 ⇒ (3) + 2 = 5

i'll try to sound burst the tree. and move up a bit.
treant vs fort (stun): 1d20 ⇒ 181d8 ⇒ 7
not stunned, but the tree takes a total 12 damage. and i move up 30 ft.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

[ i fly up out of reach and behind him and lob an alchemist fire ]

grenade: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 5 ⇒ (3) + 5 = 8

the fire doesn't seem to phase him at all


>> horn level 1 << -- Way of the Wicked

[r2]: [19:edwin], [17: piety], [14: jurak], [14: neji], [13: temperance], [7: leo]

[r3]: [19: forsythe], [17: ash],


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Holy s#~%! He just destroyed your sword. I can think of no worse thing to do to a swashbuckler.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Yea, only DC 16 on that entangle, so he isn't caught in it.


>> horn level 1 << -- Way of the Wicked

Delaying? Piety? , otherwise Jurak is up . Edwin? do you want to take a move action to go cry to mommy?


M Damphyr male Dhampyr Swashbuckler 6 (hp: 45/45 | AC: 22 | T: 17 | FF: 15 | Fort: +3 | Ref: +12 | Will: +1 | Init: +8 | Perception: +10 | Darkvision, low-light )

Edwin looks kind of astounded well. that is ... ok then. I think I'm done here.

retreat to someone who looks like they have a sword I can use...


>> horn level 1 << -- Way of the Wicked

so the 18 saved vs. entangle. he's still got to move to reach anyone. with no component pouch or anything to sunder. he just swats at Piety for hindering and burning him.

slam, pa: 1d20 + 15 ⇒ (9) + 15 = 242d6 + 18 ⇒ (4, 2) + 18 = 24

[r2]: [14: neji], [13: temperance], [7: leo]

[r3]: [19: forsythe], [17: ash], [19:edwin], [17: piety (delay) ], [14: jurak],


i'll whail on him, with the longarm i shouldn't provoke moving up to reach him.

lucerne: 1d20 + 10 ⇒ (20) + 10 = 301d10 + 6 ⇒ (5) + 6 = 11
confirmation: 1d20 + 10 ⇒ (11) + 10 = 211d10 + 6 ⇒ (10) + 6 = 16

27 dmg.


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

smite good to try and get an AC bonus, and then move up toe to root with the tree, and power attack the f**~er.

+1 longsword: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23
damage: 2d6 + 13 + 6 ⇒ (3, 3) + 13 + 6 = 25
AC 25, 15, 24


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

spiritual weapon: 1d20 + 9 ⇒ (11) + 9 = 201d8 + 2 ⇒ (5) + 2 = 7

whip: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 7 ⇒ (6) + 7 = 13

force misses,
whip deals just 3 damage.


>> horn level 1 << -- Way of the Wicked

tree: 1d20 + 15 ⇒ (4) + 15 = 192d6 + 18 ⇒ (6, 1) + 18 = 25
misses. ok.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

fly up behind to flank.
acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
mithril dagger: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 221d4 + 3 + 3d6 ⇒ (1) + 3 + (3, 5, 6) = 18

[r3]: [19:edwin], [17: piety (delay) ], [14: jurak], [14: neji], [7: leo], [13: temperance (delay)],

[r4]: [19: forsythe], [17: ash],

edwin had retreated behind someone, looking for a weapon to use. anything on Leo or Temperance that could be used as a weapon?


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

mwk composite longbow (+4 str pull), quiver (20 arrows), dagger, longsword, mwk falchion, 3 flasks of alchemist fire,

take the falchion, its slashing. the dagger you can finesse and is slashing . the falchion you can't finesse.

+10 (1d4+3/19-20)


>> horn level 1 << -- Way of the Wicked

piety & temperance want to act again before jurak goes?
he seems on his last legs. pretty abused and burnt up.


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Oh, yea, hai. I closed my browser window again and lost track of time.

I will keep burning this tree until there is no tree left.

DefConc: 1d20 + 15 ⇒ (20) + 15 = 35 need to beat a 19
Burning Arc,DC18 RSv: 9d6 + 9 ⇒ (2, 5, 6, 2, 5, 3, 4, 5, 2) + 9 = 43

Wow, a 20 on my conc check...nailed it


>> horn level 1 << -- Way of the Wicked

reflex: 1d20 + 5 ⇒ (9) + 5 = 14
that should do it

With that he crashes to the rocky forested floor. his twigs snapping, the fire starting to spread better after his passing.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

Well great. So he's got allies that are on their way? at least we've got a few days before they arrive. We can go start exploring the spire a bit before then.


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

That sucks about your sword Edwin. I'll prepare Make Whole tomorrow and see if I can repair it.


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Yea, good job Tempy. You totally f&$&ed that one up by letting the kindling over there summon help. I wonder who this "she" is that's coming to kill us.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Hey, I just wanted to understand what we were dealing with. I didn't know the jerk had some magic tree spell to autosummon his allies. Why didn't you tell me treants could do that?


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Because they can't? He was obviously special. Probably a druid-tree or some crap.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Uh huh. Well you should've given me a chance to question him and learn more about this ally. Now we just know he has an ally, we don't know s&+~ about this "her" and so it's going to be hard to predict/plan for what bad thing is coming our way.


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Erm. Well, I was hoping to interrupt him, but I was too slow. He insta-summoned. What can we do about that? Either way, let's search the tree corpse and see if he was carrying anything interesting. Barring that, I guess we'll just have to be ready for crazy s!#% and you'll have to improvise some great lie.

Maybe we can do something to make it look like we've defeated these bad guys and they'll just leave? Tree boy is toast, so no toting him out to throw them off.


>> horn level 1 << -- Way of the Wicked

examining his body, you find that melded or carved to his trunk there's a bit of wood that looks like brass, or possibly his tree grew over it, a holy symbol to Mitra in the form of the light bringer revering him for the sun. It radiates some magic, but seems to be growing fainter.

spellcraft DC 25:
he had a permanent resist energy cast, the symbol was apparently tied to the effect.


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Detect magic, then spellcraft:
Spellcraft: 1d20 + 14 ⇒ (9) + 14 = 23

This is magical, it's fading. Seems adjuration-y. Probably a holy symbol or something, maybe he was a cleric not a druid.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Detect magic, then spellcraft:
Spellcraft: 1d20 + 11 ⇒ (16) + 11 = 27

Um, I would think of all people YOU would recognize a spell effect meant to protect a target from fire damage. It's a permanent resist energy spell tied to this holy symbol thing. It's fading now because it wouldn't persist past his death. That's why he was so hard to burn.

It doesn't explain why he was able to cast a fancy "call my allies immediately" spell.


>> horn level 1 << -- Way of the Wicked

puzzling on that one, you can probably figure out that treants have Treespeech, allowing them continual speak with plants he probably talked to the trees around him, that are playing telephone and talking to other trees to convey his message.


Well. Lets start exploring I guess.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Yup. Let's explore the crap out of this place.


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Oh. That's how that works? I don't think I read that far into whatever book that was where I learned about Treants. I think it was "Flora Knowledge for the Aspiring Adventurer". Honestly, it was pretty boring. Just pages and pages and pages about stupid plants and what they did and what kind of sunlight and temperature they needed and how you could use them to remedy this or that condition because why would you use magic when you could rub random plant goo all over your junk and blah blah blah. I just skimmed through the ones that could kill me and then burned the book b/c wtfboring.


>> horn level 1 << -- Way of the Wicked

You walk up a wide set of stairs a hundred feet, after clambering over the debris at the base of the Horn. You cautiously ascended the stairs, leaving you at this landing. Ahead you see six arrowslits on both the east and west walls. Forty feet into the passage a solid stone half-wall rises from the ground, which could easily conceal two men.

Perception DC 20:
Closely examining the passage, you can tell that its clearly seen many battles. there are small nicks and traces of long dired blood everywhere in the stonework.


>> horn level 1 << -- Way of the Wicked

the Horn - level 1

the map file was getting too huge =P


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Cool, a new place to explore! Meatshi---Leo, can you run up there hon and make sure everything's clear?


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

Dabu Dabu, Zug Zug.


>> horn level 1 << -- Way of the Wicked

The hall seems clear. Leo jogs forward, ducking down a bit at the low wall. Since he already makes a lot of noise moving at full speed in full plate. He whispers back over message :

I see three doors, and the hall splits off left up ahead.

you wait and observe a bit, and then Ash gets impatient and runs up to him.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

:: let me just check the halls and see if we find anything ::

chugs invisibility extract. pulls ripcord on wings and flies down the halls to check them out. take 10 on stealth: 38. should be enough to scout a bunch of the areas.

1-16 wrote:
This large courtyard is empty, silent, and dark. A fountain still flows with clear water in the otherwise dank and moldy yard. The centerpiece of the fountain resembles the form of Charon on his skiff, ferrying souls to the underworld. The rest of the courtyard is littered with moss and lichen on the stone, dusty webs, and looks pretty uninhabited.

perception: 1d20 + 9 ⇒ (16) + 9 = 25

10 doors adjoin the high ceilinged courtyard

1-27 wrote:
Beyond the courtyard, it looks like it opens up into a massive open hall with vaulted ceilings. Past the ornate archway, six huge columns support the palacial room. Every surface carved in baroque scenes of daemons and their humanoid allies marching together.

perception: 1d20 + 9 ⇒ (11) + 9 = 20

this room is too massive to check with just one check. as is, you don't notice anything out of the ordinary with it or any creatures in it.

1-27A wrote:
A large stone throne decorated with scenes of daemonic victory over angels sits on a dais.

perception: 1d20 + 9 ⇒ (4) + 9 = 13

1-28 wrote:
an empty chamber. a metal rod stil crosses the lip, indicating that some kind of curtain once separated this from the main chamber.

perception: 1d20 + 9 ⇒ (10) + 9 = 19

1-29 wrote:
an empty chamber. the open archway covered by a ragged silk tapestry, so soiled its difficult to make out the great white horse skull that adorns it surrounded by a ring of jagged daemonic iconography that loosely translates "All must ride with the horsemen

perception: 1d20 + 9 ⇒ (3) + 9 = 12

your fly-through of the hall takes is over in 2 minutes, you come back and report what you've seen with 4 minutes remaining on your invisibility.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

::you want me to listen at all of the doors while invisible? and then we can go from start to finish and check the rooms ? ::

you do so, using up the rest of your invisibility. you don't hear anything. I'd suggest just giving a pattern of action and i'll describe the rooms until something occurs and let you know how long each search takes.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Thank you Ash, you prove to be useful as always. Let's do the 3 rooms in the hallway going left to right and then the many rooms in the courtyard, going right to left.


>> horn level 1 << -- Way of the Wicked

i'll go slow, just so its easier to digest.

1-17 Armory wrote:
This chamber looks like it once stored the weapons and armor of the guards of the temple. Now its empty, holding little more than a few broken racks. A door leads back around, likely to some of the arrow slits seen in the longer corridor.
1-18 laboratory wrote:
Broken glassware and alchemical equipment litter the floor, papers, vials, jars, most smashed. On the far side of the room, lying on a stone slab in the center of the chamber is a metal man. a former alchemical golem. its braincase smashed. You recognize that though its damaged, it may yet be repaired.

an image of the Alchemical Golem it strikes you that animating it and having a servant would be great. If you had more servants, you could even take over this place, and post guards, sentries and the like throughout the temple.

1-19 wrote:
The room lies in shambles, what might have once been a desk has moldered after being splintered into pieces. Two doors lead out of the chamber.

some search and knowledge rolls :

forsythe @ k. arcana: 1d20 + 9 ⇒ (2) + 9 = 11
ash @ k. arcana: 1d20 + 12 ⇒ (13) + 12 = 25

forsythe @perception: 1d20 + 12 ⇒ (20) + 12 = 32
ash @perception: 1d20 + 9 ⇒ (11) + 9 = 20

ash @ c. alchemy : 1d20 + 14 ⇒ (11) + 14 = 25

in the laboratory you manage to find some schematics, and three ounces of Stone Salve in an intact glass reservoir.

to fix the alchemical golem:

  • the eye - it single glass lens has been shattered. its possible a make whole would suffice
  • the brain - a brain from a propperly attuned race is needed (human, dwarven, elven, half-orc, or half-elven), a craft (alchemy) 20 check is required to install the brain.
  • the heart cog - it mithril heart cog is missing, likely ransacked. the schematics detail it. 500gp worth of mithril would be enough material, a Craft smith 20 check is required.
  • the reservoir - it needs a new glass reservoir where the four primal agents can mingle and power the golem. it lies broken and shattered, scattered , a make whole will not suffice. Ash finds a spare one among the smashed remains and can replace it.
  • the reagent of fire - 10 doses of alchemist fire
  • the reagent of ice - 10 doses of alchemist's ice
  • the reagent of acid - 10 doses of a potent acid
  • the reagent of electricity - a large supply of lightning elemental essence


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Ash, try to control yourself in here...so much wonderful alchemy to play with...

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

my very own golem! i will hug him and squeeze him and call him george


>> horn level 1 << -- Way of the Wicked

1-2 eastern guardroom:
the chamber is empty, its got a long stone bench built into the north wall and tell-tale broken bits of barrel wood hint that once guards holed up here, ready and provisioned to guard this entryway for prolonged periods. but now there's only emptiness and quiet.

1-20:
whatever this was, its empty now

1-21 the trophy room:
the wall is discolored where trophies long hung, and the plaques beneath the trophies still remain.

  • "Laedrissa the Beautiful who believed she need not honor her promises to us"
  • "Markhan the Golden, the draconic protector of Losewyn. He slept then and now he sleeps forever"
  • "Kallister Feign, an illusionist too clever to keep his head."
  • "Lazarus M. Who mourns for you now?"
  • "King Croc, 23 feet snout to tail, delicious on a spit"
  • “Iris of Ghastenhall, dead from a broken heart and a poison dagger.”
  • “The Great Serpent of Korokunga, slain for its venom”
  • “Lord Jurys Hallifax called the Just hid in his castle and hope we had forgotten. We hadn’t.”
  • “Snorri Five-Axe died on a sixth.”
  • “The ears of Lord Kelerrian. If only he had sense enough to listen.”
  • “Chief Gorgun Sakkathet, invincible in battle, careless in choosing his cup bearer.”
  • “Ergun Nigma, The third scion left in the House of the House Hyrhul, second greatest swordsman in the land, the first to die.”

ash @perception: 1d20 + 9 ⇒ (5) + 9 = 14
forsythe @perception: 1d20 + 12 ⇒ (5) + 12 = 17

Forsythe notices the plaque for Iris of Gastenhall has a small silver ring mounted beneath the name. The same color as the plaque, the ring is easy to miss. The unimpressive piece of jewelry, clearly intended for a very small finger, has a tiny inscription 'IoG' beside an ornate rose. It doesn't radiate magic.

ash @perception: 1d20 + 9 ⇒ (7) + 9 = 16
forsythe @perception: 1d20 + 12 ⇒ (10) + 12 = 22
Edwin: 1d20 + 10 ⇒ (1) + 10 = 11
Neji: 1d20 + 10 ⇒ (20) + 10 = 30

Neji notices something funky with the nameplate for Ergun Nigma. With it pointed out to Ash, he takes about 20 minutes, but eventually figures it out, pulling the plate out, and managing to open a hidden safe. Inside are 55pp, a ruby worth 350gp, and a set of Manacles of Cooperation

1-22 smithy:
This chamber contains a forge in an almost functional state. there are bellows, a forge-fire, and an anvil here all in fine shape, if dusty, and disused. There's a bin for coal, but over the years the coal has gotten wet from leakage through small cracks in the wall and humidity.

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