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

Game Master Choon


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The Man. The Myth. The Mask!

The party sees halls. Dark, dank, creepy halls with the occasional ominous door to liven things 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

Yikes. These hallways are creepy!

Moved the whole party up. Zadira moves closer to the door on our chosen pathway to see if it seems trapped, magical, or possessed. Er, I mean... you know, to see if its creepiness stands out in some way.

Is "ominosity" (ominousity?) a word?


The Man. The Myth. The Mask!

1d20 ⇒ 15
The door is your normal, garden variety creepy. It's not even trapped, as far as you can tell.


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

(sorry didn't realize that door was secret. Didn't mean to metagame, oops. Good thing Grelthe did good on her perception roll!

Since we took the first door to the right last time, I agree it makes sense to continue following along the right hall. We don't want to get lost, after all. Does anyone have chalk to mark the path? Or is anyone drawing a map? I have Know Direction prepared, if it is needed.


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

(sorry that last post didn't make sense, it was about something I didn't actually end up posting.)


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 have a mapmaking kit. I will be keeping track on the slate as we go along, and then transferring the map to my journal each day, and yes, I do have chalk if you want to mark walls or whatnot.

Zadira hands Grelthe some chalk.

Then she casts Open on the creepily mundane door.

(recasts detect magic after casting another spell, as usual)


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 grips her daggers in anticipation as she watches the door open.

We should probably open every door we pass in the logic that we don't want to leave potential enemies behind us spilling out into the hall.


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

Unfortunately, we already left several unopened doors and an unexplored tunnel at the entrance. There are plenty of ways to ambush us, should the inhabitants of this place so choose. :)


The Man. The Myth. The Mask!

1d20 ⇒ 20
This room has recently been used as a barracks of some kind, and all traces of its original function have been cleared away. There are ten crudely-built wooden beds in the room, each with a wooden footlocker underneath. All of the footlockers are empty, with the exception of a candle stub, a mouse skeleton, a needle and thread, and a bent copper piece. The blankets on the beds are intact and can be used, although they are only worth a couple of copper pieces each.


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

Looking at the mouse skeleton, Zadira asks Catarya, you want these bones?

She takes the bent copper piece as a souvenir.

Any other exits to this room?

I wonder if this would be a good place to spend the night if we have to stay down here for some reason.


The Man. The Myth. The Mask!

No. Haven't had a chance to update the map yet. I will within the hour.


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 sees the mouse skeleton and nods.

She takes it gently, and pets it for a moment with her finger as if it were still alive. Then she takes the skull (as the rest of the skeleton quickly falls apart), and with a piece of thread ties the skull to her clothing among the other small bones. She pockets the needle and thread.

"We may as good keep going."


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

We exit the room, keeping it in mind in case we need a place to camp out with only one exit, and proceed to the next corner, pausing there in case there are bad guys waiting around the corner.

We have moved up to where my icon is, unless something happens sooner.

The party is together and functioning in SOP (including me having detect magic up), although it doesn't look like it on the map yet. I'll get everyone moved up later if they don't jump in.


The Man. The Myth. The Mask!

The party moves on around the corner and comes upon a large room. It contains three rows of pillars running north to south, leading to two deep bronze fire pits that stand against the south wall. Each fire pit contains a wide bronze bowl ten feet across, and these are both blazing with eerie green flames that rise ten feet into the air, throwing emerald sparks toward the chamber’s arching thirty-foot high ceiling. Both bowls are decorated with leering gargoyle heads around the rims, and have two massive handles at the sides. The pillars in the room are also carved with a multitude of small gargoyles. Although the fire-bowls are magical, they are immensely heavy, weighing many tons apiece.


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 identify the bowls:

Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16

anything?


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

There are no tapestries here, but should we check for hidden doors just the same? It seems likely there might be more than one. With that she takes one of her 50' lengths of ropes and ties one end to a pillar, the other end around her waist, and is holding the rest of the slack in a coil tightly with one hand as she starts checking the walls with the other. Too many pit traps, can't be too careful. She stars in the NW corner and goes counter-clockwise.
Perception checking for secret doors (& traps): 1d20 + 5 ⇒ (6) + 5 = 11
(The green line is my rope, and that much rope should get me around the left side of the room about to the left fire pit.)

She finds 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

I like the creative rope use in case of pits! :)


The Man. The Myth. The Mask!

Zadira: How close do you get to the cauldrons in identifying 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

GM Choon: About how long have we been exploring so far? Half an hour or so? Just trying to get my bearings.


The Man. The Myth. The Mask!

Yes, you are quickly approaching the 30 minute mark.


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

Well, where my icon is, but I can't identify them from there, I will go closer. I would love to have a look inside, but also don't want to get burned, so I suppose as close as caution allows.

She is only thinking of fire-caution, not anything else, so if she is safe from fire, she might go really close, not realizing there was danger from something else.


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.

"Green fire. Never see tat before. Fery unusual."

knowledge (religion): 1d20 + 8 ⇒ (2) + 8 = 10

"Looks like a good place for te evil rituals. And te gargoyles... mebbe tey are meant to be demons? Or defils? I don't see anyting tat might be te symbol of teir god toh."

"Looks like te dead end. Should we check te walls for oter doors?"

Maybe we should amend the SOP to include a search of the walls too. Or would that be included?


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

Only included so far if it is stonework and I get close enough, so that is a good idea. Always good to be thorough, although... we'll probably fall into more pits that way too. :)

And whoops... looks like I got too close. Map shows a bad guy. Time to battle up. ;)


The Man. The Myth. The Mask!

Inits!:

init snake: 1d20 + 6 ⇒ (5) + 6 = 11
init Grelthe: 1d20 + 4 ⇒ (9) + 4 = 13
init Zadira: 1d20 + 5 ⇒ (3) + 5 = 8
init Catarya: 1d20 + 5 ⇒ (3) + 5 = 8
init Kayla: 1d20 + 4 ⇒ (13) + 4 = 17
init Melkar: 1d20 + 6 ⇒ (15) + 6 = 21
init Elion: 1d20 + 5 ⇒ (18) + 5 = 23

As Zadira approaches to inspect the flames and their canisters her eye catches something in the flames. There are two places that seem to stay stationary in the roiling chaos... and they're staring back?
Suddenly, before your mind can process what you're seeing and without warning, a huge green snake strikes from the flame!
attack!: 1d20 + 10 ⇒ (7) + 10 = 17
damage, piercing: 2d6 + 9 ⇒ (6, 6) + 9 = 21 = Ouch, max damage
Bright fangs sink deep into the deep sorcerer's chest. The snake almost seems to swallow her for a moment before the strike pulls back and the snake hisses with a sound that closely resembles the flame it was hiding in.
Zadira: Please make a DC 17 fort save or take 1d3 ⇒ 1 con damage from poison
Everyone except Zadira and Catarya are 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

Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16

Darn. SO close... :)

Zadira collapses.

I think that Con damage takes away her 4 bonus hit points, right? The attack took her down to three, and the Con damage takes the 4 bonus ones, so, she is at -1.

First victim of Rappan Athuk. :)


The Man. The Myth. The Mask!

Time for the party to come be heros! At least you're automatically stable. :)


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 cries out a roar at seeing Zadira injured, and races toward her fallen compatriot, preparing to heal her when she can (and switching teamwork feats as a swift action). (20' movement running for full turn in heavy armor gives me 60', right?)
Also my drawback gives me –2 on attack rolls and skill checks as long as I am >10' from an ally unconscious from hit point damage. Not super relevant at the moment, but good to be aware of in the future.


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.

Actually, one point of CON damage does nothing except bring you closer to being in trouble. It takes two points of ability damage to reduce an ability bonus. Drain, on the other hand, works like you are thinking.

http://paizo.com/pathfinderRPG/prd/coreRulebook/glossary.html#ability-score -damage-penalty-and-drain


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

The one point takes me from 12 to 11, which removes my 4 bonus HP that I got for +1 Con. That's what I mean... not draining.


The Man. The Myth. The Mask!

Grelthe: yes.


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, GM call is that I am still up, so...

Zadira takes a withdrawal action and drinks a potion.

Cure Light: 1d8 + 1 ⇒ (2) + 1 = 3


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 a puff of smoke Kayla vanishes.

1 ki point to vanish as the invisibility spell for 4 rounds then move behind a pillar (as on the map)

acrobatics if needed: 1d20 + 12 ⇒ (8) + 12 = 20
stealth to be quiet: 1d20 + 18 ⇒ (18) + 18 = 36 did not include the bonus for invisible

20' movement, so cannot get closer this round


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 is surprised to see Zadira walk away from that, but since she seems to be okay for the moment, Grelthe yells I'll heal you more after we take care of the threat. She then refocuses her attention on the snake and growls at it.

She looks a little silly still being tied to the pillar, but appears to have enough slack to reach the snake.


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

Wow, that was some impressively prolific posting! :D

Melkar groans inwardly as the group passes by doors left unopened. That's what I get for agreeing to take the rear. He remains outwardly silent- for now.

When the snake savagely strikes the sorceress he springs instantly to action, swinging his scythe expertly.

attack: 1d20 + 10 ⇒ (20) + 10 = 30
damage: 2d4 + 13 ⇒ (2, 1) + 13 = 16

crit confirm?: 1d20 + 10 ⇒ (15) + 10 = 25
extra damage: 6d4 + 39 ⇒ (3, 2, 4, 1, 1, 3) + 39 = 53


The Man. The Myth. The Mask!

Acting just as fast as the snake, Melkar coolly and promptly beheads it.

Combat over... wow. I'm not sure if anyone else should get any of those 1,600 xp. :P


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

wow a wasted Ki point


The Man. The Myth. The Mask!

That was shockingly fast to say the least. Beware the critting scythe. I always heard the stories, but wow...


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

daaaaaaaaang Melkar!
As Melkar beheads the snake, Grelthe whoops in excitement. Well done, mighty Hobgoblin! Well slaughtered!

Then she unties the rope at her waist and heads over to Zadira, laying her hands on her shoulders and praying quietly as Zadira feels a gentle warmth suffuse her being.
Lay on Hands: 2d6 ⇒ (1, 1) = 2 healed. Oh my gosh that is rubbish let's try again.
Lay on Hands: 2d6 ⇒ (4, 4) = 8 healed.

Grelthe removes her hands and gets out her healing wand.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2 healed. Seriously?
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 healed.
Ok 10 from lay on hands, plus 11 from the wand, plus the 3 from your potion, I believe you should now be at full health?

Grelthe gives Zadira a funny look and says If I didn't know better, I'd say the dungeon has it out for you. Feeling better?

Looking around at the rest of the party, Grelthe asks Should we check the other brazier?


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 didn't pass by any unopened doors on the way here. You may have seen some down halls we didn't take, but we've opened everything on the way except in the very first room.

I'm good. Thank you Grelthe.

*Absolutely* we should check the other brazier! You think that I came down here to be coddled? We're adventurers! We advent... er... we... that's the wrong verb. What is it? We ... oh, nevermind. We strike boldly and never give up! We face Rappan Athuk and say "Well played, dungeon, but we want more."

Zadira casts detect magic again and marches over to the other bowl to see if she can identify it, knowing that if she gives in to fear now, it will eventually strangle her.


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 the time spent on healing, and Kayla not wanting to really waste her abilities, during the healing she moves to inspect the other fire pit.

just trying to be useful, haven't done anything since we entered, except go invisible and watch I may survive the longest due solely to not doing anything.

perception: 1d20 + 12 ⇒ (19) + 12 = 31


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

By all means... jump in, make things happen. ... and NICE roll!


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

Priority ceded to you, Madam! Just trying to keep it moving. I'm happy as long as someone is posting, doesn't have to be me. :)

After healing Zadira, Grelthe will draw her flail and shield and head towards the other fire pit to join Kayla.


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.
Melkar wrote:

attack: 1d20 + 10 ⇒ (20) + 10 = 30

damage: 2d4 + 13 ⇒ (2, 1) + 13 = 16

crit confirm?: 1d20 + 10 ⇒ (15) + 10 = 25
extra damage: 6d4 + 39 ⇒ (3, 2, 4, 1, 1, 3) + 39 = 53

... dang.

But that's why you use a scythe. :)


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 blinks, watching the serpent get beheaded before she even gets the chance to move.

"Nize work," she says to Melkar. "You efer do tat before?"

She goes over to the other brazier of green flame, joining Kayla.

"Wat do you see?"

No point in trying to beat Kayla's perception roll. If it isn't enough then we're screwed anyway.


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

To identify the bowls:

(Assuming I can roll once for each one.)

spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8

... it seems Zadira is still shaky from her near-death experience, and can't identify anything. Hopefully Kayla will see something cool or helpful. :)


The Man. The Myth. The Mask!

The good news is there are no more foes. The bad news is there isn't any treasure either. Kayla does notice that the snake's skin is still not on fire. Someone would pay a pretty penny for something like that.
If harvested the skin may be sold for 1,000 gp


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 yes, I really appreciate whoever suggested the scythe build in the recruiting thread! It was just really lucky to have it occur so quickly. And here's the best part: that was totally unbuffed. Heh and also my damage bonus was wrong- should be +14. So it was actually 4 more than that.

@Zadira- my bad, I got mixed up while trying to catch up on the action.

Melkar wipes the snake guts from his scythe and looks solemnly at Catarya. "I am being rewarded for obedience. I'm sure you can understand that."

He helps Kayla with removing the snake's skin. "There's a lot of meat here. Do we have time to smoke 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

Hmm. I suppose if you guys want to exit the dungeon for the night, we could take the time and smoke the meat... is it good to eat?

Does everyone want to stop for the night and head out to camp and cook up some giant-snake meat? ... If so, just in case, does anyone have purify food and drink, because I am a little worried about ingesting creepy snakes.


Male CG Elan Marskman (Shroud)/Unrogue 4/2 | HP: 36/36 | AC: 19 (15 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +5, R: +10, W: +9 | Init: +5 | Perc: +11, SM: +4 | Speed 30ft | Power Point: 19/19 Active conditions: Psionic Focus

Previously
Once again Elion draws his bow, and lines up his shot at one of the foul creatures. However it is quickly taken down by his compatriots. "This is an impressive lot. I must be quicker before I am left behind."

Now
"I can push on further, but if people need rest, I am good with that. As far as snake, I've heard smoked snake is delicious but have never had the chance to try it myself."

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