All's Well that Ends in a Well, V.2 (Inactive)

Game Master Choon


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The Man. The Myth. The Mask!

If you ready an attack, go ahead and roll anything related to that attack so I can resolve more quickly. :)


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

No, I was going to ready an intimidate/diplomacy, unless Catarya doesn't kill the thing.


The Man. The Myth. The Mask!

Right. I was more referencing Catarya's attack.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Catarya strikes at the skeleton with the pommel of her dagger.

Taking a -4 for using the dagger as an improvised weapon to deal bludgeoning damage. Not sure what the damage would be exactly. The Warpriest ability to make the sacred weapon damage 1d6 might still apply. If not, roll whatever you think it ought to be.

dagger pommel: 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27
dagger pommel damage: 1d6 + 1d8 ⇒ (5) + (6) = 11

I think an improvised weapon only crits on a 20.


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

If the last skeleton falls...
... then Grelthe will turn to the bandits once more, and try to convince them to lay down arms.
"You saw how easily we felled these Undead creatures. Your leader and companions lie here dead or dying, the only ones that survive are those who were smart enough to drop their weapons and leave when we gave them the chance. How smart are you? Do you dare to challenge us? Or are you willing to drop your weapons and leave, never to return, in order to save your own lives?"

Should I roll diplomacy or intimidate for that? Or do I choose?


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Haha sorry about the flanking, Catarya. I love using the butt of your dagger! :D

Melkar stares at the others assembled blankly as Grelthe works her magic.

@Grelthe: That sounded more like Diplomacy to me but I could read it either way. If I were the GM in this case, I would say that your choice of skill roll would determine the tone of those words.

intimidate Aid Another: 1d20 + 10 ⇒ (2) + 10 = 12 Only +4 if it's diplomacy so subtract 6 from that.


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 thought it sounded intimidating, but you could always roll both, since it kind of is both, and let the GM mix it up. :) Can't help because I already went this round, but good luck. Hope we don't have to kill them.


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

Ok, if I can pick I'll go with intimidate since Melkar can help, but I'll roll both so the GM can choose:

Intimidate: 1d20 + 12 ⇒ (16) + 12 = 28 plus whatever benefit from Melkar's aid, if he made the check
Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31


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 could just kill them and then there would be no question on what skill to use...I think that would be evil though


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

Yeah, better wait and kill them as soon as they refuse. Give it a couple of minutes. :)


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Dang... with those rolls you could have made them our minions! :)


The Man. The Myth. The Mask!

The thugs look at each other for a moment and make a break for it. They're out of the room before their weapons have finished clattering to the floor.


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

Wow, Grelthe. Remind me to never get on your bad side. :)

Zadira starts methodically searching the room (working slowly, and being very careful for once).

Perception: 1d20 + 10 ⇒ (20) + 10 = 30 <--+2 if it involves environmental hazards or stonework or undead, and those hazard/stonework ones stack.


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 grins tuskily and comments "I guess they were smart."
She then checks the weapons they left lying on the ground, specifically for any well-made ones (masterwork), and/or a dagger for herself.


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 sheaths her blade. well that was easy. almost a shame I wasted some of my best stuff on them.

Moving on to assist Zadira in her searching, as keeping her from falling into pits.

perception: 1d20 + 12 ⇒ (6) + 12 = 18


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

"You certainly have a way with words, my dear," gushes Melkar as the others flee before her.

He calls to Zadira, "I'll start on this end. There's got to be some useful stuff in here- let's collect it all!"

perception AA: 1d20 + 9 ⇒ (8) + 9 = 17


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"They chose to fight against te undead, instead of te living. Tis at least gets tem some credit."

"But efen if you were a bandit, why would you lif down here? Tere has to be someting here."

Catarya joins in the search.

perception: 1d20 + 11 ⇒ (15) + 11 = 26

I will take 20 for a 31 if we are spending long enough in here.


The Man. The Myth. The Mask!

The bandits have, of course, accumulated some spoils by robbing merchants on the surface, although as a small band they have not been wildly successful. In addition to their weapons, the chainmail worn by the leader, the bandits have a total of 175 gold pieces stashed away in one of the barrels that support the table.

other lootz:

x7 comp. longbow (str +1)
x4 studded leather
x4 short swords
80 arrows
leather armor
rapier
dagger
shortbow
1d4 ⇒ 1 sp, 2d4 ⇒ (1, 4) = 5 cp


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 Detect Magic (if she didn't already have it up) to see if anything is magical. She also restocks her arrows.

She divides the gold out to everyone: 35 gold each, keeps the 1 silver and 5 copper to divide out later if they get more, and asks if anyone else wants anything before they move on.


The Man. The Myth. The Mask!

Magica Nada.
is my best impression of someone typing in Spanish


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 grabs the dagger for herself. "We should either take these weapons or destroy them, so they can't use them to hurt others again. The bows might be worth reselling in town?"

If no one claims the rapier or short swords, Grelthe will attempt to sunder them with her flail. She is strong, but there is a volume limit of what she can carry. If the group thinks the longbows are worth reselling she will unstring them and bind them together to make them easier to carry.


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

Yeah, the bows are probably worth enough that we want to carry them if we can.

Maybe you should roll to sunder everything, and then if someone posts that they want something, we retcon that you didn't sunder that one... but at least all the rolls are done?

Zadira leaves Detect Magic up, and while Grelthe is busy, goes to stand by the door the skeletons came through (assuming it is still open, correct?). What does she see?


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

Wasn't sure if I should roll it, since they aren't moving and don't have a CMD, I assume I don't need to roll to hit. And if I take long enough I will smash them to bits eventually anyway.

damage rolls:
rapier damage: 1d8 + 4 ⇒ (4) + 4 = 8
shortsword damage: 1d8 + 4 ⇒ (3) + 4 = 7
shortsword damage: 1d8 + 4 ⇒ (3) + 4 = 7
shortsword damage: 1d8 + 4 ⇒ (5) + 4 = 9
shortsword damage: 1d8 + 4 ⇒ (5) + 4 = 9


The Man. The Myth. The Mask!

Grelthe goes to work on the blades and they are all eventually broken.


The Man. The Myth. The Mask!

Beyond the door is a hall.

There is also a secret door youall find opposite the obvious one that leads into some kind of room.


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

"Hmm. I'd say we investigate the area the skeletons came from first, just to make sure there aren't more of them."


The Man. The Myth. The Mask!

Youall spend the better part of ten minutes walking down a long, zig-zag tunnel. You expect a monster around every corner, but there is nothing save two off shoots to the left near the end.
Map updated


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar withdraws a handful of arrows from the supply, cramming them into his quiver. He accepts his share of the gold with a distracted nod. "That is an excellent question. Why WOULD anyone choose to live down here? There must be some powerful draw."

As they follow the twisty path, he keeps expecting danger around every turn. "Maybe it was the other way back there? Oh well, nothing to it but press onward."

When the doors appear, he has a look at them for signs of traps.

perception: 1d20 + 9 ⇒ (17) + 9 = 26


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

So, I think the only door we saw (so far) was the secret door in the room... you could check that for traps, or check the first door we see down one of these hallways.

Zadira, after mapping out the long winding hallway, tells the group that she thinks that the last hallway might meet up with the pit tunnel, and starts walking down that hallway to find out.

Moved the group up to the beginning of that hallway.


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 spends some time checking the secret door but soon discovers she is alone. and she rushes to catch up.

as the wander the long hall, she seems to mention the secret door about every few minutes. kind of wondering why they decided to not go through and she also seems to mention a lot about pit traps near secret doors.

yeah she was interested in the secret door cause she likes secret doors


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 was actually talking about Melkar's perception roll... sorry for not being clear. But don't worry... we're definitely going back to the secret door after we check out these hallways and see if there is a skeleton nest. When we get back to it, you can examine it to your heart's content. :)


The Man. The Myth. The Mask!

1d20 ⇒ 17
The door squeaks loudly as you open it and revels the end pint of that tunnel Zadira so nicely found when you first entered this pit.


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

Oh... there *was* a door over on this side. Weird. Okay, sorry for my confusion. Cool. Well, at least we know where all of that stuff meets up.

Once she has mapped how the tunnel meets up, she moves to the weird indentation in the wall, which seems weird to just be isolated like this. Zadira wonders if there is a secret passage back up to the wolf door or if the alcove contains a trap, so she specifically checks the alcove for both.

Perception to check for traps: 1d20 + 14 ⇒ (17) + 14 = 31
Perception to check for hidden doors: 1d20 + 12 ⇒ (10) + 12 = 22


The Man. The Myth. The Mask!

Sure enough, pit trap. It's promptly disabled. Being in a wall like that was probably a lure for the overly curious.


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

Okay, we go and check out the other hallway we passed to the North then (where I put the party).

I'm not trying to rush this... just so far this is mainly mapping stuff without a lot of options (other than backtrack). If there is actually a real choice or a foe, I will wait for the others to have a say.


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

Looking at Zadira's map, it seems this hallway might connect with the secret door we left behind eventually. "If we don't see anything of interest down this hallway, perhaps it would be best to sneak up on whatever may be inside?"


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. I just want to see if the hallway itself goes somewhere. It if turns into doors and it looks safer from the other way, we can easily go the other way, now that we have it all mapped.


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

ok a little confused on the descriptions and the map. what is beyond that pit we just found? is there a door there?


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

No... no way past the pit unless my check didn't find it. I only found a trap. If you want to check for secret doors there, feel free. The trap is disabled. ... Also added a note where the door was that connected the tunnels to the "hand" door at the entrance. We went there first, and have just been moving back north.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Yes that's the door I meant to examine. I'm down for going back to the secret door if we don't happen to come back around to it from this direction.

"Ah yes, the 'hand' door. That's good news- it means we are close to the entrance again in case we need to leave in a hurry."


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

True. It would be difficult to retreat down the really long winding hallway. Honestly, I wonder why someone even built that. Maybe to get around some of the traps? Seems like a lot of effort.


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

Sooo... is there anything of interest down this hallway, or no?
Perception: 1d20 + 5 ⇒ (19) + 5 = 24


The Man. The Myth. The Mask!

Busy Sunday for me. Update could be as late as 6 hrs from now.


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 reaches out to stop Grelthe before they proceed down the hall.

So, Grelthe... what did you do before you decided to face Rappan Athuk?

She turns to the others.

In fact, what did all of you do? We're adventuring together, but I realize that I just don't know a lot about everyone. We've had some fun times. I mean, remember when Kayla landed in the middle of the table when we first met? And then there were the fish pastries, and the snake roast, and the bed bridge, and fishing for slime... and by the way, scaring those bandits was *epic*... but we usually talk strategy. So tell me about yourselves a little bit. Something non-dungeony. ;)


The Man. The Myth. The Mask!

The door opens on an empty hall that ends in another easily found secret door. This opens on a T intersection. Both rooms are completely empty. The southern one leads further south while the northern one has exits both west and south-west.

perception DC 15:
There is a barely noticeable cube of slime that measures at least 10' to a side sitting motionless about 40' away in the narrow exit to the south west! It is clearly waiting for food to wander it's way.

nothing to see here:

init cube: 1d20 - 5 ⇒ (14) - 5 = 9
init Grelthe: 1d20 + 4 ⇒ (13) + 4 = 17
init Zadira: 1d20 + 5 ⇒ (9) + 5 = 14
init Catarya: 1d20 + 5 ⇒ (15) + 5 = 20
init Kayla: 1d20 + 4 ⇒ (1) + 4 = 5
init Melkar: 1d20 + 6 ⇒ (9) + 6 = 15


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

The half-orc shuffles her feet awkwardly - you get the sense she is not accustomed to talking about herself: "Hmmm, not too much to tell, really. I've sailed quite a bit, and travelled quite a bit to host the Great Games to honor Kurgess, the Strongman. Are you familiar with the Ironbound Isles? That's where I'm from. Most recently I was working in service to the woman-King White Estrid, but I missed the sea. So I went on vacation, joined up with a whaling ship and here I am!"

GM, looking at the map I am assuming you meant East, not West?


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

(small edit to previous backstory: She came here for the Carnival of Kurgess, held on Widowmaker Isle every 2 years)

Grelthe notices the cube of 'slime' (previous roll) and warns the rest. "It's a good thing we have another way around. This area to the South doesn't look like it meets up with where we were earlier - shall we investigate?"


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

Nope, I haven't heard of the Ironbound Isles. Are they pretty? And is Queen Estrid expecting you back then?

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

Zadira notices the slime too, and responds to Grelthe. We could go around, but we shouldn't leave a hazard like that for people to run into, should we? Think it is as easy to burn as that other slime stuff? Looks different, but might burn just as well.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Earlier:

"I too was te sailor. I sailed up and down te Garund coast. But too many pirates 'round here. I am sick of tem."

Now:

"I don't much care if bandits run into te slime. Or skeletons or blood birds or any oter tings tat might lif down here."


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

So, you came here to get away from pirates?

_____

Well, okay, but what about honest adventurers such as ourselves?

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Community / Forums / Online Campaigns / Play-by-Post / GM Choon presents All's Well that Ends in a Well: A Rappan Athuk Deathtrap, Table 2 All Messageboards

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