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

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 don't get this. It doesn't react to a rock, but somehow it can trace a spell back to me and attack me? What kind of evil magic is this?

She waits to make sure the others are okay with the disable plan before trying 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

"Maybe the door only reflects magic? I'm okay with trying to sunder the chain."


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

"Maybe the teleportation trap can only go off so often? We could try having you could mage hand the button, and we could wait until the stone block raises right beneath where Zadira appeared last, and have someone just try to open the door by hand. That way, they wouldn't fall far if they did get teleported? I've only got one featherfall spell left for the day."


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

Sounds good.

If possible, they try the test that Grelthe suggests before the trap is reset all the way, to see if the button and the door are connected.

Then, if someone does get teleported, it is still above the rock and they won't get crushed.


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 will volunteer to be the guinea pig.


The Man. The Myth. The Mask!

You wait for the right time and Grethle steels herself. She takes a breath and grabs the handle!

Nothing happens. It isn't even locked.

This room feels different and smells different. As you look around, you realize that there is no sign of any other creature. This is an untouched room!
There is a deep pool (30 ft. deep) filled with clear water at the center of the room. At the bottom of the pool there is a golden skull with gems set into the eye sockets (1,000 gp value).


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

Tricksy... We keep learning new ways that Rappan Athuk is laying traps for us. But we get the treasure! :)


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

or is it another trap?
I stick my hand in the pool suspiciously.


The Man. The Myth. The Mask!

Is cool, clear, perfect water. In fact, you kinda feel bad about getting your hand grime in 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

Kayla puts the rest of her chocolate away. Hey Z, you got a lotta guts. with that trap and all.

Kayla makes her way into the room with the pool. I can check for traps if you want. Kayla offers, but soon Grel has already stuck her head (or was it her hand?) in the water.

or maybe you can?


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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

"Checking for traps is always a good idea." Says Grelthe as she sips some of the delicious looking water from her hand.


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 nods and looks around, scanning for magical auras.

spellcraft with detect magic: 1d20 + 8 ⇒ (5) + 8 = 13 Meh.

She also looks into the water to see if she can see any submerged exits or signs of aquatic residents.

"I could swim down to get te skull. Or, Zadira, do you haf a spell to lift it out?"


The Man. The Myth. The Mask!

No magic detected.


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

Depends on how heavy it is. If it is heavy, mage hand won't work.

She tries anyway.


The Man. The Myth. The Mask!

The skull doesn't move. Apparently it's not just gold plated.


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 will fill up her canteen with delicious water before anyone jumps in. "It seems a waste to dirty the water, Zadira can you clean up Catarya before she gets in with that prestidoogeewhatsit spell?"
She also detects evil on the skull to be safe.


The Man. The Myth. The Mask!

Survival DC 15:
If mage hand failed to move it, it's probably pretty heavy. Add to that a full 30' of water to swim down and back up with a load and it'll probably take some aquatic skill to retrieve the golden skull.


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 cleans everyone off with Prestidigitation.

Survival: 1d20 + 5 ⇒ (17) + 5 = 22

Catarya's sheet shows she has a swim speed, so that should be good enough, right?

Zadira also fills her canteen with the clear water before Catarya dives in.


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.

And I can breathe underwater.

Catarya slips into the water and swims down to the skull. As she does so her skin tone and clothing shifts to a blue-green color.

Using my terrain chameleon race ability to get +4 to stealth while underwater.

Stealth: 1d20 + 14 + 4 ⇒ (7) + 14 + 4 = 25

She approaches the skull carefully, and examines it and the area around it, taking a couple minutes.

Checking for traps. I will take 20 if nothing interrupts me.

Perception take 20: 20 + 13 = 33

Assuming no traps found:

She tries to pick up the skull and brings it back to the surface. If it is too heavy she will loop a strand of rope through the eyes and bring the ends of the rope up for the group to pull on together.


The Man. The Myth. The Mask!

Catarya isn't attacked. She grabs onto the skull and heaves, but the thing must weigh 60 pounds. It takes her and catarya running a rope up to the surface for you to finally get the thing up. If you didn't have a water breather in your group you feel certain that the skull would have stayed where it was.


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 Catarya's efforts to bring the golden skull up to the surface have proven successful, and admires her for it: Catarya, you are a woman of many unexpected talents.


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.

"Strange tat tis was just left here. Why did tey put it in te pool? Tere was noting protecting it."

Once everything is secured she returns to the hallway.

"Which way now? I tink tere are doors to te 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

Grelthe heartily claps her on the back in recognition of a job well done, and then makes room in her backpack for the skull.


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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

I think the water was the protection, if you ask me.

looking to Cat, Awesome job, I wish I could do that, it would be cool. but I can't, so there's 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

Zadira says I want to disable this trap before we go, so it doesn't kill anyone.

She casts Spider Climb on herself and goes up to the ceiling, investigates to apparatus that drops the rock, and attempts to disable it.

Perception: 1d20 + 16 ⇒ (5) + 16 = 21
Disable Device: 1d20 + 13 ⇒ (15) + 13 = 28

She is SUPER careful, and if it seems too dangerous to try to disable the mechanism for some reason, she tells everyone that she is going to set it off intentionally, and gets them to stand clear. Then she triggers it with mage hand or by hand IF she can do it without risking death herself. (Zadira plans to still be on the ceiling when it falls, not under the rock), and then asks Grelthe to sunder the chain, so it can't reset.


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The Man. The Myth. The Mask!

Zara is successfully able to jam the winch and disable the device.


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

After disabling the trap, the party proceeds down the hall to the west, and unless they encounter something or see something unusual, Zadira casts Open on the door to the north, fervently hoping that her spellcasting would not trigger any more teleportation.


The Man. The Myth. The Mask!

The round room contains a statue at the center, mounted on a dais three steps high. The statue depicts a man in full plate armor, the armor chiseled with evil-looking runes and the helmet decorated with curling ram’s horns.


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

Ehrm, detect evil on the statue?


The Man. The Myth. The Mask!

Nothing


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

Are the runes part of the design of the statue, or are they post construction vandalism?


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

Once the door is open, Kayla slips in, but stays near the door to get a better view of the room.

her feet almost never touching the floor, she moves without a sound.

stealth: 1d20 + 20 ⇒ (20) + 20 = 40
perception: 1d20 + 14 ⇒ (4) + 14 = 18

she is also using her light steps ability to prevent setting off any pressure plates or other such devious devices


The Man. The Myth. The Mask!

The runes are a part of the statue.


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... what a stealth roll, Kayla! You might as well be invisible. :)


The Man. The Myth. The Mask!

After much investigation, the room turns out to be completely empty and non-magical and unremarkable except for the creepy artwork. It's kind of a let down, actually...

You move on south and come to a door on your left.

This room has obviously been used recently by some unsavory characters, for there are freshly gnawed bones scattered about the floor, a broken iron cooking pot in one corner, and scorch marks where a campfire was built directly on the stone floor. There is a large ventilation grill in the northern part of the room’s eastern wall, an iron grate three feet in diameter.

Kayla, I'll allow you to use that roll in this 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

The grill is in the wall part, not the ceiling part, correct?


The Man. The Myth. The Mask!

Correct


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

using the previous rolls...

Kayla slips into the room practically unseen and unheard she looks for some sort of enemy that may be lurking in the shadows.


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 looks around and quietly follows Kayla, scanning for trouble.

Perception: 1d10 + 13 ⇒ (5) + 13 = 18
Stealth: 1d10 + 14 ⇒ (7) + 14 = 21


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 waits outside the room, knowing that she isn't as good as her friends at stealth and not wanting to mess up their efforts. She waits for them to call her, or come back out to tell her what they found.


The Man. The Myth. The Mask!

The room is empty, but not long ago it was inhabited. You can hear echoing conversion coming from the grate, but it's impossible to identify what is said or who is saying it.


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.

How big is the air shaft on the other side of the grate? Is it crawl-able?


The Man. The Myth. The Mask!

No. It also has a metal grate installed in front of it. You can see nothing but utter blackness inside.


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 will stay back (as her armor is not quiet) until her friends give her the all-clear.


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 gets anxious waiting and pokes her head around the corner slowly.
Are there other doors out of this room along the east wall?


The Man. The Myth. The Mask!

Yes. Sorry, they may be hard to spot on the map. One is directly across from the entrance and the other is in the south east corner


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.

"Te area looks clear," says Catarya quietly. "But someting lives here. Let's not linger in case tey come back and catch us by surprise."

"Let's try tese doors."

Think I prefer the north one first.


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 north door.


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 scoots up next to the center/north door with her flail & shield ready.


1 person marked this as a favorite.
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 moved people into the room I think I got things right.

Kayla quietly slips up next to the door to be opened.

need another stealth check?
stealth again just in case: 1d20 + 20 ⇒ (16) + 20 = 36

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