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

Oh. Duh. :) Thanks for answering my stupid question. And, took the 5 damage.


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.

It looks like I am still flanking one creature with Grelthe. If that is still correct then this is my action:

Catarya continues to slash at the little creatures with her daggers.

"Dat's one down..."

Attack Bonuses: +2 Flank, +3 Divine Favor, -2 Piranha Strike, -2 fighting defensively. Total +1.
Damage Bonuses: +3 Divine Favor, +4 Piranha Strike (only +2 for off-hand), +2d8 sneak attack.

TWF Magic Dagger Attack: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Magic Dagger Damage: 1d8 + 9 + 3 + 4 + 2d8 ⇒ (3) + 9 + 3 + 4 + (1, 2) = 22

TWF Mithral Dagger Attack: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Mithral Dagger Damage: 1d8 + 5 + 3 + 2 + 2d8 ⇒ (7) + 5 + 3 + 2 + (7, 2) = 26
TWF Mithral Dagger Crit?: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Mithral Dagger Crit Damage: 1d8 + 5 + 3 + 2 ⇒ (2) + 5 + 3 + 2 = 12

Note: If the creature I am flanking is dead by the time I get my second attack, then I will just switch targets to the other one. But I will not be flanking, so the to-hit roll will be 29 instead of 31, and the damage will be 29 instead of 38.

Note 2: Ninja'd by GM. So if the first guy is down I will 5' step and the second shot will hit the one chasing Zadira.


The Man. The Myth. The Mask!

Catarya strikes down another demon with a perfect strike!


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 in position to provide flanking for Catarya, but strike out at the one chasing Zadira..
power attack w/ magic mace: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
power attack damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10

She sees the larger blobs forming and calls out directions to flank them... switch my teamwork feat to outflank.


The Man. The Myth. The Mask!

2d20 ⇒ (14, 13) = 27
damage Zadira: 2d6 ⇒ (1, 6) = 7
Aaand Fort DC 14 again please!

Grethle batters the one chasing your caster, but doesn't kill it outright. She does pop some impressive boils, though!

The two demons fight with suicidal fervor! One bites Zadria again, while the other fails to strike Catarya.

In the pool, the next wave of nasty finishes forming, two Plague Zombies! They stagger out of the pool toward you!

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.

Catarya turns and flings a bolt of light at the Zombies.

Casting burst of radiance. Looks like there are two zombies on the map and it would be easy to get them in the AoE without hitting us.

Damage (no save vs. evil): 5d4 ⇒ (2, 2, 4, 4, 3) = 15
Reflex DC 16 or blined for this many rounds: 1d4 ⇒ 4

"Tat was my last one of tose. I'm running out of spells."

Catarya moves slightly to the southwest.

5' step.


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 + 4 ⇒ (15) + 4 = 19

Zadira uses a withdraw action to back out of range and then move up to the ceiling and back toward the room (if she still has movement).

How high is the ceiling? Withdraw lets you go double your movement if you have a listed speed, and spider climb gives me a climb speed of 20, so that's 40 movement minus the 5 I need to get out of range first. With 35 I should be able to get up to the ceiling if it isn't too high.


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 rushes to keep up with the creature after Zadira. hoping to catch the creature off guard (ie flank)

flanking attack: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
damage with sneak: 1d4 + 4 + 3d6 ⇒ (3) + 4 + (5, 6, 1) = 19

crit?: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
crit damage: 1d4 + 4 ⇒ (2) + 4 = 6


The Man. The Myth. The Mask!

Kayla murders the demon following Zadira and Catarya destroys both zombies with s flash of light!
The pool beings to form two new demon-lumps as a kind of call pulses from the pool. Seconds later over two dozen giant rats and centipedes flood into the room! Practically nowhere is safe!
Party up


The Man. The Myth. The Mask!

Map updated.


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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

From the way the map looks, I assume the small creatures are all spread out, 1 to a 5' foot square? So I would only be able to target 1 with alchemist's fire, correct?

Grelthe steps southwest 15 feet and throws an alchemist's fire at the creature in the middle of the bottom group (marked by red X in a circle).

thrown attack: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d6 ⇒ 6
Hmm according to the alchemical weapons table, alchemist's fire can crit, so...
crit damage: 1d6 ⇒ 6

Man, I am a little sad we are fighting tiny bugs right now, lol, that could have been way more awesome. Also does that mean the sideline bugs take double splash damage as well?


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 climbs down off the wall, and comes up beside Kayla where she can see better, thanking her for killing the creepy thing that was after her.

Then she casts fireball. Defined by the yellow circle

Fireball damage: 6d6 ⇒ (5, 1, 1, 1, 5, 4) = 17

Three ones. Figures. Hopefully they are just low HP things so it won't matter though.

DC 17 reflex save for half

Text of spell HERE.


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.

"If tis pool will chust keep making more creatures, ten we cannot fight tem forefer. Perhaps tere is some way to shut te pool down."

Waiting to see what the fireball does. Then I'll post something.


The Man. The Myth. The Mask!

Both the vial and the fireball wreak havoc in the vermin. Not a single rat hit survives.
Those areas were now clear of foes. Can't edit the map this minute.


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 think this will go on forever? I was thinking maybe the statue is the key. It's all bloody and sickening, and has that necklace of severed hands on it. Maybe if we cleaned it up and re-dedicated it to good or something?

Cleaned those ones off the map. There are still plenty. I can throw several more fireballs, but if we really think this is going to go on forever, agree that we might need other tactics.


The Man. The Myth. The Mask!

perceptions DC 15:
The pool is bubling less vigorously with these new creations. It's likely that this won't last much longer.


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

Perception: 1d20 + 12 ⇒ (16) + 12 = 28

Maybe the pool is getting weaker...? At least the bubbles are not as, um, active...


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

"It seems we have to fight through these to make it to the statue anyway"
Does "Those areas were now clear of foes" include the splash damage? Does 2 damage kill them goodly?


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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

perception: 1d20 + 14 ⇒ (5) + 14 = 19

Kayla thinks a moment, she does not have the needed weapon for these creatures. I got an idea. I'll go and see if I can remove that necklace thingy from the statue. maybe that will help.

Kayla moves back to the statue making use of the path cleared by the fireball.

[ooc]move to the statue and climb up to get to the necklace thing.

climb: 1d20 + 16 ⇒ (8) + 16 = 24


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.

Perception: 1d20 + 13 ⇒ (6) + 13 = 19

"Okay, mebbe tat will work. I'll cofer you."

Catarya moves in front of the statue and readies her dagger, preparing to strike at anything that approaches.

Single move, and ready an attack at anything that comes within range.

Readied Attack -2 Fighting defensively, -2 Piranha strike: 1d20 + 13 - 2 - 2 ⇒ (19) + 13 - 2 - 2 = 28
Damage +4 Piranha strike: 1d8 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Crit?: 1d20 + 13 - 2 - 2 ⇒ (11) + 13 - 2 - 2 = 20
Crit Bonus Damage: 1d8 + 9 + 4 ⇒ (6) + 9 + 4 = 19


The Man. The Myth. The Mask!

The party shifts focus with impressive swiftness. Grelthe and Catarya hold of legions of rats while the human artillery that is called Zadira blasts gaping holes in their ranks. Behind the flashy action, a gnome springs up the statute so fast it may as well have been horizontal. She snatches the grotesque necklace off and, on a whim, tosses it into the filth! The demons burst from the pit and try to catch it, but it slips through their grasping fingers and *splats* into the filth. The effect is instant. The demons start to convulse as the rats and centipedes scatter! A ripple of magic shoots through the pool and the demons explode!

Then all is quiet. It reeks. And you probably have half a dozen illnesses just from being in this room. But is over. You can see it in the stillness of the pool. It's done.


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

"That was a good idea you had, little one! Now that we are done with the filth, let us clean up."

Grelthe lays on hands to the 2 party members who are damaged...
heal Zadira: 3d6 ⇒ (6, 6, 5) = 17
heal Catarya: 3d6 ⇒ (6, 6, 4) = 16
...and they are healed of their diseases.

She then pulls out the scrolls of remove disease for her and Kayla... at this point I'm not sure what mechanics are involved in using the scroll, since it isn't on any of our spell lists. Would it be a caster level check, or a use magic device check..?


The Man. The Myth. The Mask!

If it's not on your spell list then I think it's UMD.


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

When Kayla solves all the problems:
Awesome job, Kayla!

After being healed:
Thank you Grelthe.

If prestidigitation and create water used in tandem can clean this place up, Zadira starts doing it, washing away the filth and making it safe for normal people again.

After cleaning all the rooms she can get to, she says Okay, guys, ready to teleport? Don't you want to at least try it?


The Man. The Myth. The Mask!

It would take several hours to clean the place up, but you can do it if you wish.


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.
Zadira wrote:
After cleaning all the rooms she can get to, she says Okay, guys, ready to teleport? Don't you want to at least try it?

"I am almost out of te spells. I tink we should find a place to rest and ten try tem tomorrow."


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 am curious about the teleportation rooms, but I'm fine with resting first. If we are resting anyway, I might as well use my healing abilities rather than mess with these confusing scrolls."

If we are all agreed on resting, Grelthe will use lay on hands on herself and Kayla to cure their diseases as well.


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. Cleaning then resting. But you guys can rest longer if you want to do it while Zadira cleans.


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 have some 1st level spells for healing to bring myself back up to full. But I am also diseased. When we go up a level I will also be able to cast remove disease.

Grelthe: Don't forget you need to make a Caster Level check when you try to remove disease.


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

Grelthe has this Paladin Mercy I believe: "Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level."


The Man. The Myth. The Mask!

She does normally, but this disease Cannot be cured period except via Cure Disease and, as that effect is it's only antidote, no CL check is called for.
Proper update in a few hours.


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

Yes, I was referring to the Paladin mercy Zadira referenced (I also have Shaken) - it happens automatically when I use lay on hands. It says it is the same as remove disease, and I don't see a spell called cure disease, sooo... GM is that adequate to cure us all or not? Now I'm confused.


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

sorry, work late and then an ice storm on the first day of spring, ain't the north grand?

Great, now I got this song stuck in my head

anyway hope to post tomorrow


The Man. The Myth. The Mask!

The party rests, heals up, and prepares to take a step into the unknown. You approach the teleporter and assist the weaker members to finally touch the hand...

This room is a shadowy place filled with spiderwebs and the unpleasant feeling that unspeakably evil things have been done here. The stones of the wall are securely mortared into place, and the stones themselves have been painted black, although so long ago that it has begun to chip and peel slightly — the black flakes are all over the floor. This
room contains two large iron disks five feet in diameter, set into a circle of mortared stones about a foot tall. On the top surface of each disk is the image of an arrow, cut deeply into the iron. Around the circumference of the disk there are four handles, as if the disk is intended to be lifted up.
You arrive on the northern disk. You try to move it, and the disk rotates completely around and drops back into a groove pointing northward.
The second disk is along the south wall of the room and it's disk drops into several positions, South-West (original), South, South-East, and East. There are no doors or windows or even ray holes through which you may try to escape the room. Your only hope is to try a teleporter and see what happens.

No map for you for this one. I have one, but you can't see it. You're going to have to draw your own or keep good notes. I'll clear out the map link so you can use that space if you like.


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

Can we know which of the teleporter hands we left from? (Not the original teleporter where we ran into the skeleton with the scroll, because that room was different, so was it the one way over on the left of the map that kind of made you force your way towards it?) Is there just one outline of a hand in here? On which wall? Not asking for the map back, but just want to be able to tell if we get back to where we started, or finish the level... thought there might be things we missed, which is why I wanted to try the teleporters.


The Man. The Myth. The Mask!

There are no hands here, only the two stone pads. You left the fountain level from the left-side teleporter that you had to force each other to touch. That level was complete save for a rare, hard to trigger encounter. Most rooms you go to in this area will be different so you can map them out of you're careful.


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, okay. New level. I didn't mean to start that, sorry guys. Only wanted to finish the old level before we hit town. Are we missing our meet up with the other group now? (Totally also don't mind a new level, and this puzzle sounds fun... just didn't realize we were doing it so soon. Hope I didn't mess anything up.)

Grelthe, I think GM just meant you don't need a caster level check in this particular case, not that we weren't cured.


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The Man. The Myth. The Mask!

This is actually the fastest way to town and your route to the most probable meeting location.
And yes, no check this time.


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

Cool. On to the challenge then. (See the room I drew on the map.)

We came in standing on the top disk I believe, which only has one setting. So, let's test the easy one first.

Let's all try standing on the same one again together. Maybe it has to reset.


The Man. The Myth. The Mask!

You all port back to the Pestilence level and are pushed away by the Hand on the wall. It takes some effort, but you force yourselves back to the black room.

Sorry for this bit of railroading, but if you don't go this way there will be no meet-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
GM Choon wrote:
Sorry for this bit of railroading, but if you don't go this way there will be no meet-up.

No problem. Just trying to figure out the puzzle.

Next we all stand on the bottom disk together (with the arrow pointing in the default SW direction).

Feel free to jump in and suggest or do something else, anyone... just working through possibilities.


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

Gotta pick one direction to start in, SW seems as good as any.


The Man. The Myth. The Mask!

When you arrive in this room you are immediately caught in a huge network of spider webs! The two giant sliders gee don't pose much of a threat and are easily dispatched, but the web sure are annoying!
The corpses of two bugbears lie in the eastern portion of the room, entirely drained of blood but not dead for more than a week. Both wear chainmail of dismal quality, but one of the bodies wears a belt pouch with four diamonds in it (400 gp each) and the other’s pouch contains 112 gp.
The north pad, where you arrived, only points north-east. The South can be turned to south or south-east.


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

"Let us continue in the direction we started, or as close as we can." To the south!


The Man. The Myth. The Mask!

This room is a hexagon with it's east-west sides extending about thrice the length of the others. It contains ten statues, each of them extremely lifelike. Three are humans dressed in leather armor, and carrying spears and backpacks. Four of them appear to be peasants: two of these are right next to each other, carrying a stone treasure chest between them by the handles. The eighth statue is that of a mule, carrying saddlebags. The ninth statue is of a man dressed in a wizard’s robe and wearing a pointed hat, and the tenth statue is a minstrel carrying a mandolin.

You arrive in the south. Your arrival disk can only point to the south east. The north disk only points to the south east as well.


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

Detect magic on the statues, and thorough examination. Does it look like these are actual people frozen in stone, or just statues?

Perception: 1d20 + 14 ⇒ (14) + 14 = 28


The Man. The Myth. The Mask!

They are actual people turned to stone somehow.


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 need to save these people. Stone to Flesh is too high a spell for me though. Anything the rest of you can do, or will we have to come back with scrolls, or... when I am a much better magic user?

After saying this she stops and looks at the disks and says

And, um, what caused it? What if there is a trap in the teleporter or something?


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

before leaving the spiders...

Kayla tries to extract the spider's poison, if she can.
craft poison (alchemy): 1d20 + 13 ⇒ (19) + 13 = 32

Kayla does her best to keep track of where they are and where they been. Making various scribe marks indicating the group's path.

Once done, she goes to Zadira, you find anything? not pit traps I hope.


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

On the map I noted the number beside the room... that is the path (1) (2) (3)... like that.

No pit traps, but we have these guys that someone turned to stone. Looks like those ones have a treasure chest too. That would be nice to be able to open, right?

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