All's Well that Ends in a Well

Game Master Choon


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Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

I'm assuming that between spells and resting, all of my ability damage is now gone. Are we ready to skip to that point?


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

I'd guess so?


The Man. The Myth. The Mask!

Ok. Because of the sheet amount of ability damage you guys took I'll say it takes two days. One with full LR's and another to heal up the remainder.

Staying with Vance and the Twins is an experience of a while different kind. The the don't sleep and the Twins seem to not understand subtle things like "gentleness" and "quiet". The up side of this is that the place is looking better every time you look around. New walls are covering the evil frescoes, the blood is gone, and Vance even starts burning a light inscence to reduce the Ghast stank.
As to where he gets his stock, he refuses to say, though is somehow related to Archibald.
When they run out of not-delicate work to do in the shop, Vance sets the Twins to taking all the bodies and rubbish from this level and depositing them upstairs. He has a theory that the poo monster will take care of the rest.
At the end of both days you have run out of excuses. Time to go.

Update for the start of level three to come as soon as I get home!


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

how far is it back to town? considering Kayla was never injured in the fight, I was gonna have Kayla slip back to town to find some nice treats for Emily as well as replenish her stock of Chocolate


The Man. The Myth. The Mask!

I'll allow it. It's technically a couple days away, but RP stuff like that is something I like youall having. Let's say you meet a trader on the road who cuts your travel time way down.


The Man. The Myth. The Mask!

You take the stairs down from one of the store rooms after Kayla gets back from her little excursion.

The tunnel opens into a huge cavern, with dozens of rat tunnels along the walls and ceiling. The roof of the cave is too high to see, and bats swarm about in torchlight. The way is rocky, and the PCs hear running water in the cave, somewhere out in the distance. In glowing green letters above the tunnel exit is inscribed,
“Beware of Purple Worms! Spiegel the Arch-Mage.”
1d20 ⇒ 16
This cavern is huge and filled with all types of fungi. Rats clatter along the walls. Several large piles of dung lie about, left by an enormous creature. An underground river roars with sound, winding its way through the cavern and then down deeper into the earth. This cavern is filled with stalactites and stalagmites, but surprisingly no piercers. There is one huge, sheer stone mound in the west of the room and possible exits all around.

Map Updated


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

"Whoooh!
So big!
I never was in such a big cave-meow!"

Then he stops and read the letters.
"Purple Worms-miarch?
Here... Do you think this is true-miii?
Are they not usually found in sandy area, like deserts?"

Know Nature, purple worms down here?: 1d20 + 10 ⇒ (17) + 10 = 27

What scale is that map?


The Man. The Myth. The Mask!

10' squares.

Purple worms are giant scavengers that inhabit the deepest regions of the world, consuming any organic material that they encounter. They are notorious for swallowing their prey whole. It is not uncommon to hear of a group of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira tries to remember if she ever heard of anyone surviving a purple worm in all of the dungeon stories, and if so, how.

Dungeoneering: 1d20 + 12 ⇒ (9) + 12 = 21


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The Man. The Myth. The Mask!

Know Arcana DC 27:
besides their formidable natural defences, Purple Worms aren't particularly magical creatures. Their strongest magic is the ability to find prey no matter the circumstance. Darkvision, Tremorscence, the whole nine yards. Tough as nails with high AC, but no DR or SR. Truckload of HP.

Zadira, the stories don't tell of many survivors, but there surely have been some because somebody has to tell the stories in the first place. That being said, the majority of the stories are tales of being swallowed alive by a monster that burst up from under your feet. Survival is usually a combination of running really fast and staying off the ground. Though staying of the ground isn't a foolproof defense.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla looks ahead into the room, I'll scout ahead, and locate the source of that water sound

with that Kayla slips forward trying to stick to hiding spots as much as possible (probably able to hug the wall to the left)

stealth: 1d20 + 21 ⇒ (20) + 21 = 41

also light steps so she is not really touching the ground. she will also activate her darkvision by burning a Ki point


The Man. The Myth. The Mask!

Kayla, you come to the river at about the halfway point. It runs northwest to southeast and disappears into the earth along the southeast wall. It's impossible to tell for sure whether or not this is the river from the first level but your instincts tell you that it probably is.
It should be easy enough to cross with good prep as it's only a couple dozen feet wide, but it is very swift so getting swept away is probably not a good thing.
1d20 ⇒ 1
On your way back you spot an absolutely enormous worm slowly winding its way toward the party through the dung piles. Apparently your comrade's entrance did not, in fact, go unnoticed, but it is not coming for you so it is probably unaware of you. Or it's just going for the bigger meal. It's hard to say.
It is at least 30 if not 40 feet long and is covered in purple, chitinous plates of armor. It's not in any kind of a hurry and, if you rush back, you can certainly arrive in time to warn your companions.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

I would like to use my re-roll to make you re-roll that d20 and encounter something else please?

Kayla stops for only a moment to take in the creature, she then moves quickly back to the group.

I know where the purple worm is, and it could be coming this way. she whispers as she continues to move toward the stairs.


The Man. The Myth. The Mask!

Your re-roll? 1d20 + 3d6 ⇒ (3) + (2, 6, 1) = 12
Are you sure? ;)


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The Man. The Myth. The Mask!

The worm gets distracted by something or other and goes of hunting rats just as you are heading for the stairs. Also just then, 9 dire rats, herded by the worm, attack! But you make short work of them and breathe a sigh of relief. What luck!


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Ve forgot dry boat. Ve ordered it for dis very thing.

Vuzi indicates the river.


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Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Knowledge Arcana: 1d20 + 7 ⇒ (15) + 7 = 22

Zadira can't think of anything additional, but she advises the party that if they see a purple worm, the safest thing to do is run.

Vuzi wrote:
Ve forgot dry boat. Ve ordered it for dis very thing.

We can probably handle it will spells. I have some for water breathing and to help myself with swimming, so I could attach a rope to the other shore and help everyone across if needed. ... I mean, unless there are river pirahna or something.

Zadira chuckles at her own joke, but then realizes that there might be such a thing in this place, and she suddenly looks much less amused.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

She looks slightly sick at the mention of swimming. "It seems to me we might as well explore this side of the river before we cross.." she will follow along the wall to the left, looking for tunnels/exits.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla is relieved that the worm did not follow, nor attack.

going with the group, Kayla stoops down to check the water current and gauge the distance.

I think I can make it across, it doesn't seem to far. she says, sounding pretty confident.

Also I concur on the run option regarding the worm, I heard they like to eat gnomes.

Light steps allows me to walk across the water


The Man. The Myth. The Mask!

The offshoots off the main cavern here prove to be dead ends.

The current is swift, a real danger for anyone falling in. The narrowest spot you can find without straying into the dung piles where you saw the worm is a merciful 7 feet, but it runs all the way out to just over 12 near the wall, with depths to match (deeper at 7, shallower at 12).


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

"I think we should cross as far upstream as possible, do you think the width or depth is more dangerous?" she says while laboriously stripping off her armor. Seeing Kayla head toward the water she yells out "Hey, take some rope with you, so we can attach a lead line!"


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

"Cats are good jumpers too-meowii!
Let's do this together tiny-purr!
Everything is more fun if you do it together, plus we will have two ropes over the river at once-meew."

Simon tells Emily to wait, produces a rope and takes several steps back because re hurtling himself to the other side with several feet to spare on both sides!
Acrobatic + AF:Tiger + Guidance: 1d20 + 13 + 1 + 1 ⇒ (12) + 13 + 1 + 1 = 27


The Man. The Myth. The Mask!

Both Simon and Emily make it over.

Anyone using the ropes must make a DC 10 acrobatics to not fall in. You may not take ten because of the wetness of the ropes and the stress of the situation.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

I was thinking being in the water using the rope to pull yourself across? Would that still be acrobatics?


The Man. The Myth. The Mask!

That would be Str. DC 14


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe stows her armor in her backpack, holds on to the rope and jumps down into the water, pulling herself across the swiftly moving river...
strength: 1d20 + 4 ⇒ (15) + 4 = 19
...when she reaches the far side, she pulls herself out and begins putting her armor back on.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi grabs on to the rope, and attempts to stay out of the water. "Ve ordered the boat so ve could ride up and down de river not just cross it. Dalkk bless his soul had dat idea."

Acrobatics, Guidance: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira stows any perishable stuff in waterproof bags, then casts Monkey Fish on herself which gives her a swim speed, so she should make it across okay.

She uses prestidigitation to dry everyone off afterward, if they desire it.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe appreciates her armor not rusting.


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The Man. The Myth. The Mask!

*Drops a rust monster into tree next cave... :P*


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Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla, simply skips across the water, she does use the rope a bit for guidance, but still walking on water is sometimes nice.

using light steps ability to cross the water.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Simon nearly drops his dagger as Kayla simply walks across the water, as if that is the most basic thing to do.
"That's ...
This is a cool trick, Kayla-purr!
Does every small-one can do that-miii?"

*** Once everyone is across ***
"Good-purr.
Now where to go next-miii?
Taking a stroll along the cave walls should eventually lead us to the next corridor, yes-miii?
Small-purr and myself can scout ahead and get everyone else once we found something ...
... or we go together-meow.
Splitting up with the worm around seems dangerous."


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Agreed, let's go together. ... Although of course that might mean that the worm could just swallow us all at once.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

*** Back at Vance's ***
As the group prepares their leave, Simon tries to reattach Emilys leather armor back on, which he had taken off her during their training sessions...
... but he clearly has trouble to do so.
In the end, he has to give up.
"Well, Sister, it has finally come-meowi.
You grew out of another set of armor.
Good thing we ordered that new mail for you back then, yes-miii?
Let us hope that nice smith is finished with it, once we get back to town next time.
Sister ... do you listen to what I am saying...?"

The answer to Simons question is a rather obvious 'no', as Kayla just came back with her bags full of mouth-watering smoked fish for the pantheress from her short trip back...
(just noticed the former and didn't want to step over the later but a certain virus killed my chance to response in time)

*** Now ***
"Come small-purr, let's be a couple of steps ahead of the others and have be on the lookout for those pesky traps that seem to be everywhere down here-meow."
Unless Kayla (or someone else) speaks up against that plan, Simon will slip into the darkness ahead together with her-who-can-walk-across-water, staying within short sprint distance to the main group (I'll stay within ~40ft of Emily to not break the Shield Companion spell).
Looking for traps, the worm (!) and other threats, the every curious-catfolk walks deeper into the cave, following the cave walls to their left, not straying to far into the midst.
Proposed path added to the map.


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Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

To answer Simon...

kayla looks a little confused, like this walking across the water was so common she thought everyone can do it. most of those that I grew up with can do that. but I did train to expand on that somewhat. but I won;t say much more than that she adds the last part with a wink like she want to keep some little secrets.

Kayla will take point and not really complain about anyone else that wants to join her.

she will slip into the shadows and again travel with almost no sound at all.

stealth: 1d20 + 21 ⇒ (15) + 21 = 36
perception: 1d20 + 15 ⇒ (6) + 15 = 21


The Man. The Myth. The Mask!

You successfully scout the cavern without alerting the worm to your presence and find only one exit to the south. It's a door in the rock.

Entering you find smashed weapons, torn backpacks, and other worthless adventuring items strewn around a roughly rectangular room. There are three exits, south, east, and west. There is a smear of blood on the western door.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira sees the blood, and so apart from her ability to auto-notice traps, she actually actively looks for them on the western door.

Perception: 1d20 + 20 ⇒ (20) + 20 = 40


The Man. The Myth. The Mask!

The door is both untrapped and unlocked.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

"Through de vest door I guess."

Vu wants to open it?"


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira casts Open on the door, standing well back in case something bitey is on the other side.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Both cats take up position on either side of the door, ready to strike should something come out.


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The Man. The Myth. The Mask!

I misread my directions. You're actually going east
10d20 ⇒ (6, 11, 2, 1, 20, 2, 15, 9, 17, 7) = 90
This room is a kind of barracks, but it's in rough shape and clearly doesn't belong to anything civilized. Vile stew brews in the center of eight bunks. There are broken vessels, empty skins, and a rack of well used torture devices.
There is a door to the south. You can hear a man screaming on the other side and cruel laughter, but can't make out what is said.
Emily is acting off the room, but she can't express what it is. It's urgent and important, but, alas, is lost to the language barrier.
You line up on the door and zadira casts Open.

A man is chained to the back wall and seven orcs stand around him. Several bones are clearly broken and he is nearly out of his mind in pain!
Rubble and debris litter the room along the edges and torches in metal braces light the room dimly.
6d20 ⇒ (1, 8, 8, 16, 20, 6) = 59
Kayla and Simon are up, then the baddies, then the party!
Low-light conditions. The room is square 40' on a side


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Seeing the scene of senseless cruelty causes Simons blood to boil.
He deftly walks into the room and calls out the Ork, kukri pointed at the biggest one.
"Stop that you cruel-greenies-frchh!"
Trying to catch the man's gaze, he adds: "Fear not, humble man, Gozreth has heard your prayers for help-meowi."
He takes on a defensive stance and calls forth nature's protection on himself and Emily.
Shared Barkskin + Combat Expertise + Animal Focus: Tiger for an AC of 27. (20 base, +1 raised Dex, +2 CE, +3 Barkskin)


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Lil'Un?
It is time for some backstabberillery! :-)


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Maybe we should bot Kayla for this turn?


The Man. The Myth. The Mask!

I will today when I get back to my pdf if she doesn't need me to it.


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Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

just got back from picking up my son coming home from Comicon in NYC. Looking at things now


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

with near lightning speed, Kayla slips into the room, slipping through the rubble like it was no hindrance at all, slipping in and out of the shadows of the room.

making her way to what would most likely be the lead Orc, drawing her first blade as she moves up her blade coated in scorpion venom.

strike vs flatfooted: 1d20 + 13 ⇒ (18) + 13 = 31
damage: 1d6 + 4 ⇒ (2) + 4 = 6
sneak: 4d6 ⇒ (5, 4, 4, 5) = 18

crit?: 1d20 + 13 ⇒ (9) + 13 = 22
crit damage: 1d6 + 4 ⇒ (3) + 4 = 7

poison: Huge Scorpion Venom
Type poison (injury); Save Fortitude DC 20
Frequency 1/round for 6 rounds
Effect 1d4 Str damage; Cure 2 consecutive saves


The Man. The Myth. The Mask!

1d20 + 1d4 ⇒ (3) + (1) = 4
Kayla sneaks in and lands a devastating blow on one of the orcs! Before it can even cry out she has it on it's knees and has efficiently removed it's throat!

Just then the world seems to spin before your eyes. Dazzling lights flash from all corners, blinding you. With a hiss and a roar, Grelthe disappears! Across the room, she reappears in front of a huge demon, fully nine feet tall, with the head of a vulture, huge bat wings, talons like razors, and flames licking from his goat legs! The orcs turn towards you and attack, their forms mutating to that of a half jackal, half man! You have apparently arrived at the very end of a monstrous ritual indeed!
3d20 ⇒ (1, 19, 7) = 27
1d8 + 2 ⇒ (1) + 2 = 3
Only three of the monsters reach you with an attack. One of them happens to reach Kayla and gives her a slight gash on the arm. (3 damage)

The other two approach more slowly, their eyes inviting you to relax, just a little, it's ok, nothing's wrong...
Everyone save Grelthe makes two DC 12 will saves vs a gaze attack or fall asleep

Party up!


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Will Save: 1d20 + 7 ⇒ (19) + 7 = 26
Will Save: 1d20 + 7 ⇒ (20) + 7 = 27

Zadira starts shooting at an Orc.

Attack 1: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Damage 1: 1d8 + 5 ⇒ (8) + 5 = 13

Attack 2: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Damage 2: 1d8 + 5 ⇒ (1) + 5 = 6

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