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

Game Master Choon


1,251 to 1,300 of 1,761 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>

The Man. The Myth. The Mask!

This room is empty. Upon further inspection you find a message scrawled in chalk on back wall of room: “Dam it is alive. Have to sleep, or die.”


The Man. The Myth. The Mask!

Kayla and Zadira: you notice a secret door to the north of the other two.


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

Dam ... you think a literal dam, or a spelling error? And, err... does anyone have the sleep spell?

This seems like a cryptic hint that we need to do something, but not sure what the Dam part means. And could be wrong about the sleep part... maybe it is some curse that keeps you awake. Also, why did we skip the door just to the south of the statue room? Should we go back and get that one?


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 stares at the words and scratches her head. I too am not sure of the meaning. I do not have the sleep spell though.

oh yeah, I didn't even see that room, but you're right. Maybe after we finish exploring this area we can go back to 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.

"Someting tat kills you unless you sleep? Some creature tat the one tat wrote tis tried to kill?"

Catarya shakes her head.

"I don know. But I cannot cast te sleep spell."

I'm cool to move on.


The Man. The Myth. The Mask!

You have already explored that room. It was empty. I forgot to reveal it.
Map updated. Let me know if you want to go through the south or north (secret) 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

Hmm. Zadira thinks they might be missing something, but she casts Open on the secret/north door (from where she is).


The Man. The Myth. The Mask!

I misread the map, the northern secret door is actually the grate that you heard noises from. Opening southern door.

Zadira opens the door and a rough voice says, Hey! Who did that!

Inits!:

init gnolls: 1d20 + 0 ⇒ (4) + 0 = 4
init Grelthe: 1d20 + 4 ⇒ (14) + 4 = 18
init Zadira: 1d20 + 5 ⇒ (8) + 5 = 13
init Catarya: 1d20 + 5 ⇒ (1) + 5 = 6
init Kayla: 1d20 + 4 ⇒ (6) + 4 = 10
init Melkar: 1d20 + 6 ⇒ (5) + 6 = 11

Party up!


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 readies up at the side of the door, and at the sound of a voice, she pokes her head inside. Seeing furry hunched humanoids...
Kn. Local: 1d20 + 5 ⇒ (6) + 5 = 11
...she recognizes them as gnolls, and shouts out a warning to her companions before running in, positioning herself between the gnolls and the door, and starts singing. Raging Song w/ Precise Strike (not sharing this round, will start next round once we're all in position)
Perform: 1d20 + 8 ⇒ (11) + 8 = 19 (singing pretty darn well, in fact.)

She stands her ground, waiting until one of them comes within range to attack. Also as a swift action change my teamwork feat.


The Man. The Myth. The Mask!

Kn: Local


The Man. The Myth. The Mask!

Kn:local Dc 11:
These are gnolls. Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures’ behaviors.

Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.


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 Local: 1d20 + 4 ⇒ (7) + 4 = 11

Zadira hears Grelthe's warning, so she moves in and shoots at the bad things. Shooting at the one I outlined in Yellow

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


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.

A natural 1 for initiative and I'm still faster than them! :)

"De desert dogs. I haf seen tem before."

Catarya rushes forwards, pulling a normal dagger out and hurling it at the nearest gnoll.

They should still be flat-footed so sneak attack applies.

Thrown Dagger (vs Red) -2 defensive: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31 Oboy oboy!
thrown dagger damage (+2d8 sneak): 1d8 + 2 + 2d8 ⇒ (7) + 2 + (2, 8) = 19
Crit?: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
crit damage: 1d8 + 2 ⇒ (7) + 2 = 9

The dagger strikes the gnoll in the neck, and blood spurts.

I certainly hope 28 damage is enough to take down the gnoll. :)


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

Assuming Cat attacked the red one...

Kayla springs to action flipping through the air toward a gnoll. drawing her blades in mid-air

know local: 1d20 + 6 ⇒ (15) + 6 = 21

acrobatics: 1d20 + 13 ⇒ (6) + 13 = 19

attack: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d4 + 4 ⇒ (3) + 4 = 7
sneak: 3d6 ⇒ (3, 5, 2) = 10

that is 17 damage on yellow if a hit


The Man. The Myth. The Mask!

3d20 ⇒ (6, 4, 17) = 27
kayla damage: 1d8 + 3 ⇒ (1) + 3 = 4

Two gnolls fall before they have a chance to react, one to Catarya and the other to Kayla. The remaining three charge! Catarya and Grethle avoid the crude but deadly spears. Kayla gets a cool new scar!

Gnolls are now in melee with the three above. Will update map in the morning.
Party up!


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.

I think I want to see where everyone ends up before I move. I may be able to tumble and provide flanks for multiple people.


The Man. The Myth. The Mask!

Map updated


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 shoots at the purple one.

Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


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 sings about how the mighty hero Merisiel slew her foes by striking particularly vital areas... sharing her precise strike feat with anyone who accepts her song.

And then she shoves her way between two of the gnolls (green and purple), bearing the brunt of the assault to set up flanking, then attacks the one that charged her (green).

Attack w/ outflank: 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26
damage w/ precise strike: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (4) = 11


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.

"Good shot, Grelt!"

Catarya holds her ground, and slashes one way and the other with her daggers.

If Green is still alive, attacking him until he goes down; remaining attacks go against blue. No sneak attack or flank against blue. Not bothering with the song this round. Doing off-hand attack first because I figure if green isn't dead he's close to it. Won't bother fighting defensively this turn either.

Off-hand Mwk TWF dagger: 1d20 + 11 ⇒ (4) + 11 = 15 ...If vs. green, +2 flank for a 17.
Mwk dagger damage: 1d8 + 5 ⇒ (2) + 5 = 7
Sneak damage if vs. green: 2d8 ⇒ (4, 2) = 6

Main hand +1 dagger: 1d20 + 11 ⇒ (4) + 11 = 15 ...If vs. green, +2 flank for a 17.
+1 dagger damage: 1d8 + 9 ⇒ (8) + 9 = 17
Sneak damage if vs. green: 2d8 ⇒ (1, 3) = 4


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 circles around her opponent (purple) striking with both of her blades.

attack 1 w/ flank: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
attack 2 w/ flank: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

damage 1: 1d4 + 4 + 3d6 ⇒ (4) + 4 + (6, 4, 3) = 21
damage 2: 1d4 + 2 + 3d6 ⇒ (3) + 2 + (6, 1, 6) = 18


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

Outflank gives everyone +4 to flanking, btw.


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
Grelthe wrote:
Outflank gives everyone +4 to flanking, btw.

thanks, so Kayla's attack rolls are all +2 more


The Man. The Myth. The Mask!

Merry Christmas, everyone!

The party quickly and efficiently dismembers the remaining targets. A few seconds later a few more Gnolls peek in from the hall, but flee when they see what you did to their kin.

On the gnolls you find a total of gold pieces: 5d10 ⇒ (3, 3, 10, 10, 3) = 29 and a small box of 5 sapphires worth about 100g each.

You find the other den a little ways back from where you came and loot that room too (included above) One adjoining room in empty, but the door to the other room is trapped, which is promising!

Map updated.


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

Bloody gnolls... disgusting evil creatures. Grelthe shows her digust by spitting into a corner while she waits for the trapmasters to do their thing.


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, somewhat reluctantly because of her recent being-crushed-to-death experience, decides to disable the trap.

Disable Device: 1d20 + 13 ⇒ (16) + 13 = 29


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 takes out her tools and tries to assist.

Disable Device Aid: 1d20 + 14 ⇒ (6) + 14 = 20


The Man. The Myth. The Mask!

This room is comfortably furnished with a bed, chairs, a small table,
and a locked wooden chest.
Inside is an odd looking man. He wears a helmet fashioned to look like an array of curling tentacles, and the irises of his eyes are a strange yellow color. You only get time to notice that before he attacks!

Inits!:

init snake: 1d20 ⇒ 18
init Grelthe: 1d20 + 4 ⇒ (2) + 4 = 6
init Zadira: 1d20 + 5 ⇒ (3) + 5 = 8
init Catarya: 1d20 + 5 ⇒ (20) + 5 = 25
init Kayla: 1d20 + 4 ⇒ (15) + 4 = 19
init Melkar: 1d20 + 6 ⇒ (20) + 6 = 26

Catary and Kayla go first. No map needed. This'll be over quick.


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.

Can I reach one side of him with a 5' step and then Kayla reaches the other side of him with another 5' step? If so, we can attack twice.

Assuming I can only attack once though:

"You take tat side!" Catarya calls to Kayla.

Catarya rushes to one side of the creature, and waits for Kayla to be in position. Then she strikes with a dagger.

Move action, then ready an attack for when I am flanking with Kayla.

+1 Dagger: 1d20 + 13 ⇒ (6) + 13 = 19
Dagger damage: 1d8 + 8 + 2d8 ⇒ (5) + 8 + (7, 3) = 23


The Man. The Myth. The Mask!

Ya, he's about 10 feet away. One attack.


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

Detect Evil on him?


The Man. The Myth. The Mask!

He doesn't ping. He's clearly evil though by how he's screaming for your blood just 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

Kayla flips very acrobatically to catch this guy unawares (i.e flanking)

attack with flank: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
damage: 1d4 + 4 ⇒ (2) + 4 = 6
sneak: 3d6 ⇒ (5, 4, 1) = 10


The Man. The Myth. The Mask!

Crap. Paizo are my post. Re-writing.


The Man. The Myth. The Mask!

One, Two, Dead is the crazy man. In addition to his +1 light mace, his locked wooden chest contains 3 potions of cure light wounds and 200 gp, the gold stored in a nicely embroidered bag (10 gp).

On the other side of the room you find a door. The walls of this next room are covered in bizarre pictures and symbols, hastily splashed on with messy, slashing brush-strokes. The words are in the Common tongue, but they make no sense whatsoever.

After that parade of crazy and your first accrual sign of activity from the cult of Orcus you come to a corridor that has three iron doors along its southern wall, each with a small barred window in the center of the door.

A:
Empty, although there is a scattering of straw on the floor.

B:
Empty, also with some straw scattered about.

C:
This cell has straw on the floor like the others, but there is also another dart trap directly across from the little barred window. (DC 20 to detect and disable)
if you fail by 5+ and are looking through the window, attack +1 of your not: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d3 ⇒ 3
Under one of the flagstones of the floor of this small cell, there is a cache of items: 200 gp, a holy symbol, a vial of holy water, and an ornate mirror in a gold frame (100 gp).


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

While Grelthe was busy considering whether this crazy man lunging at them was evil or not, Catarya & Kayla quickly dispatched him. She comments "What a strange hat. Should someone check if it is magic or anything? Perhaps it's what drove him insane."
After checking the items on his body and in the chest, she will hand a potion each to Kayla & Zadira. "Who wants the last potion? Catarya and I can heal ourselves, and I already have a wand of cure light wounds. I could just stick it in the pack for later? But if no one else is interested in this mace, it would be an upgrade for me."

I am not sure if Zadira or I am carrying the party moneys. I have been adding it to my list of party items just in case?


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 accepts the potion with a nod of gratitude.

tucking it away she moves to ensure 'Z' stays out of trouble.

upon discovery of the three doors, Kayla moves to check each for traps.

perception: 1d20 + 14 ⇒ (15) + 14 = 29
disable: 1d20 + 15 ⇒ (14) + 15 = 29

That door has a trap, but I took care of it she says indicating door "C".


The Man. The Myth. The Mask!

After clearing that little hurdle the party continues around the loop to the west and comes to two doors in the right wall.

Map very updated.


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

You can carry the party money, Grelthe. Feel free. :) Make sure you get the treasure that Kayla just found too. :)

Keep the mace, Grelthe. Upgrades are good.

Zadira casts Open on the next door.


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.

Kayla could use the mace too with weapon finesse.


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 got the gold and sapphires from the gnoll den recorded as well as the recent crazy man loot, if that's what you meant. Kayla, dost thou wanteth thy magic mace? It's actually about equivalent with what I'm already using.


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

no thanks with the mace it is not the right size for me


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 bunches up next to the door with her new mace ready to attack.


The Man. The Myth. The Mask!

The door opens on... nothing. As does the next one. The third room in contains a mass of webs and two easily slain giant spiders. After pushing through that, you come to yet another empty room!

perception DC15:
There are three secret panels in the room big enough to hide a bit of something in!


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

As the party moves onward, Kayla takes notice of the secret panels.

auto success at DC 15

that's strange, there's some hidden panels over there. Kayla moves to examine them.

search for traps: 1d20 + 14 ⇒ (11) + 14 = 25
disable if needed: 1d20 + 15 ⇒ (19) + 15 = 34


The Man. The Myth. The Mask!

No traps 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

Zadira casts Open on each of the panels.


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

As Zadira casts her magic, Kayla gets ready to leap and catch her if she ends up falling into a pit again.


The Man. The Myth. The Mask!

Each of them open. No shenanigans.


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

Do we see anything inside?

1,251 to 1,300 of 1,761 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
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

Want to post a reply? Sign in.