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

Game Master Choon


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The Man. The Myth. The Mask!

Unfortunately, the only way into that chest is to break it. If it's even hollow anymore. And if the treasure wasn't turned to stone too...


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

any chance I got some spider venom poison?


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.

Funny... I started making a map when I read this until I got to your post and found that you are making a map already. :)

"A trap tat turns people to stone mebbe?"

"Or tere are some creatures tat can do tat. I don't care to meet tem, really."

"Shall we use te next disk?"


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.

BTW I was down 27 HP. Healing from rest gives back 6. I had 3 first-level spells left, so:

CLW: 1d8 + 5 ⇒ (1) + 5 = 6
CLW: 1d8 + 5 ⇒ (2) + 5 = 7
CLW: 1d8 + 5 ⇒ (5) + 5 = 10

So I will have been back to full at the start of the day.


The Man. The Myth. The Mask!

Kayla, gain for doses of large spider venom: injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
The disk you landed on does not point back to the North, where you came from, and neither does the other disk. Which of the two disks are you using?


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, Sorry Catarya. I am just using the map link in the GM's tagline to make one, so I assumed everyone could see it.

GM Choon wrote:
Unfortunately, the only way into that chest is to break it. If it's even hollow anymore. And if the treasure wasn't turned to stone too...

I was just talking wistfully, assuming we would have to un-stone all of it before we could do anything with it, actually. But thanks for the idea. Maybe we could try breaking it! :)

Grelthe, do you think that you could break into that chest?

Zadira will try to get people to break the chest and see if anything is in it first, and then I think we'll try the North circle because we arrived on the South one. (Unless someone objects?)


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

Grethe inspects the stone... "I can probably wear the stone down eventually, but if there's any chance of recovering the people I'd be afraid to break off their hands or arms along with the treasure chest. We can always come back when we are more powerful - they obviously aren't going anywhere."

Since they both point in the same direction, I doubt it matters, but let's do as you suggested just to keep our map the same.


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, alright. We don't want to break the people.

They all step on the North disk.


The Man. The Myth. The Mask!

Oops, the previous room was OCTagonal with the east and west sides being about 3x longer than the others, sorry.

This room looks kinda like the one you just came from, except that it is oriented east-west instead of north-south. It's north and south walls of the octagon are again about three times as long as the other sides. As you enter, you notice that there are three portals in this one. Two on the longer north wall and one on the long south wall. When you enter you are immediately ambushed by huge ticks, but a simple dagger swipe or similar clears them off and they don't do much besides startle you.
In various places scattered on the floor, you find a total of 122 gp and 900 sp.
The north-west pad, where you arrived, can be turned only to the NE, the north east pad can be pointed to the E or SE. The southern pad rotates all the way around without dropping into place. It seems this maze was left incomplete.


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

Ick. Zadira says after being attacked by ticks.

Hmm... East? she asks her fellow travelers.


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 nods


The Man. The Myth. The Mask!

Other than the two pads in this room (one in the north, one in the south) this room is empty.
North Pad (arrival): The northern pad points only to the west.
South Pad: The south pad points only to the south.


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

Err... South looks like the only option besides backtracking. South?


The Man. The Myth. The Mask!

1d4 + 1 ⇒ (4) + 1 = 5
This room begins wide, then narrows over a 20 foot distance to just 5ft wide by 10ft tall like one end of an hour glass. In the room there are five small (1ft. diameter) bubbles of some unknown green substance. The 5' "neck" of the room is packed full of the bubbles to the point that you can't see through them to the other side, if there is an other side.
In this room there are to Portals.
Northwest Teleporter (arrival): This pad can only be pointed to the northwest.
Northeast Teleporter: This pad can only be pointed to the southwest.


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 bubbles growing like those ones in the fountain that turned into filth demons?

Zadira shoots a bubble with an arrow, just in case.

Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Rolled damage anyway, just in case it is really, really easy to hit a bubble.


The Man. The Myth. The Mask!

The arrow doesn't hit per se, but it does just barely graze the bubble. The green thing immediately pops with a violence completely disproportional to it's size and apparent fragility.
how lucky are you?: 1d100 ⇒ 55
4d100 ⇒ (46, 21, 80, 54) = 201
Zadira and Grelthe, who are standing the closest, feel like they just got punched. (Take one damage) The other two just have to shake your head a bit, but wow. What a pop! Just then, the shockwave touches a second bubble about ten feet away!
luck rolls on...: 1d100 ⇒ 59
1d5 ⇒ 1
It pops too, and something about the chain reaction makes it worse. All of you are hit just a bit harder. (all of you take 1 damage, both are force damage.)


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 was trying to mark off the walls when she is suddenly punched by bubbles, she turns to glare at Zadira but is soon punched again.

no chocolate....ooofff... for.... <Pow> You

more bubbles


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

Sorry, sorry. Kayla, come on. Be reasonable. It was only a little damage. Not enough to cut off the chocolate!

Zadira eyes the bubbles in the middle of the room.

I think this is a disaster waiting to happen. What do you guys think? Should I shoot it right as we teleport back the other way, so we don't kill ourselves, or should we just leave and not shoot 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.

It just occurred to me that if you were building all this stuff, it would be pretty expensive to bind dimension door over and over again... then it occurred to me that having the illusion of teleportation would be much cheaper. :)


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.

"Is tere any way to set someting tat will disrupt te bubbles after we haf left? Maybe a puddle of oil, if we leafe a wick burning? Or a candle?"

"We could leafe a candle burning on its side, with someting holding te burning end off te ground. Ten when it burns down a bit te candle will slip off whatefer is supporting it and fall, lighting te oil."

"Wat do you tink?"


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, I don't think that the dungeon-builders are monetarily limited. They always seem to have the most unlikely and expensive things around. :) My worry is how expensive it is going to be for US to save those stone people... but we need to. Poor adventurers.

Oh. It didn't occur to me that the liquid would be flammable. We could try it. I wonder if it would blow up the whole room... but popping them might do that too. Should we try your idea first? Set it up, then jump on the teleporter? I'm not sure, but I think that this northwest disk might go back to the tick room... or I need to redo my map again. Or, I think that Grelthe has the spark spell which she could cast right before we teleport.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

"Hmm, I could try spark, but that will only work on things that are flammable so it may not work."

Is there leftover goo from the ones that already popped? Grelthe will try casting spark on a puddle of goo if there is.


The Man. The Myth. The Mask!

Nope. No left over goo. Though I think she was suggesting casing spark on the candle.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Yeah, spark on the candle right before we teleport. But popping them with an arrow likely will do the same thing. Let's just go back on the disk that we came in on, and as we are getting on, I shoot one of the bubbles in the narrow area to the south. (Assuming that we are familiar with the timing of these disks now, so we can time it so we aren't here when the bubbles blow.)

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage (if needed): 1d8 + 4 ⇒ (5) + 4 = 9


The Man. The Myth. The Mask!

The bubbles will pop too fast for you to port out of you do it with an arrow. Says so in the book. Just FYI


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

Um, okay... that's out then. Doesn't really make sense to me, but the book is law. :) The candle idea it is.


The Man. The Myth. The Mask!

You light the candle and port out. Which pad are you using?


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

Back to the one we came in on... NW.


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

Not sure where that takes us for sure though. I was guessing the tick room, but that's just from how I laid out my map, assuming that the arrows are actually directions, and not worrying about actual dimensions... so we need to know where we are after that, in an old room or a new room, before we can pick what to do next. (Not to rush you at all; just to clarify our position.)


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The Man. The Myth. The Mask!

Sorry. Busy day. Will update when I can, but that may not be until tonight.


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

hey guys, had a PFS game yesterday. we have a no phone rule


The Man. The Myth. The Mask!

You arrive back at the same teleporter you arrived at before in the room with three pads that was formerly infested with ticks. It seems you always port into the room on this pad, no matter where you port in from.


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

We wait for... say 10 minutes? If everyone thinks that is enough time? then go southeast to get back to the bubble room?


The Man. The Myth. The Mask!

You re-enter the room to find the bubbles gone and tiny flecks of wax everywhere.

On the other side of the narrow bit the room opens up again. There are two more pads here.
Southwest Teleporter: This pad can be pointed to the north and south.
Southeast Teleporter: This pad can be pointed to the south and the northwest.


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 lays out her map for everyone to look at, and comments on it:

I'm a little worried about going south or west from here (the Bubble rooms) because of that broken or unfinished teleporter we found earlier in the Tick Room. I don't want us to get stuck in a place we can't get back from. Unless one of you guys wants to try it now, I say we go back North and see what we can find up there first. We have 5 theoretical rooms so far, and three of them are more north. We can't just retrace our steps because some rooms don't let you go back (like the Statue Room, here). I say we try NE from the Tick room. That should get us to a room we haven't visited yet, and one that isn't next to a broken teleporter. What do you guys think?


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.

Did we confirm that the arrival pads never go out again?

Catarya shrugs. "One way is as good as any oter witout directions."

On the map NE is not listed as one of the ways out of the tick room. Only E or SE.


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're only looking at the red circle. The green circle points NE. All the arrows on all the circles are a way to teleport... there are just extra notes if there is more than one setting on that particular disk.

I am not sure what you mean by "never go out again" ... do you mean stop functioning, or are you asking whether we have tried returning to where we started? If the latter, no. I am basing it on direction. The ones in the statue room are both stuck at SE, so they (theoretically) won't go back to the previous room, which was N of there.


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 think she means have we tested if the pads we teleport in on also teleport out. Also I vote for just keeping one number per room (as in: tick room is always #4), I think it will get too confusing if we track every path we take individually? I like the idea of going NE from the tick room though.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Yeah, we can do that. I was just trying to help people know where we were traveling so they could follow better, but if everyone is caught up, we can switch to just one number.


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

Ah, didn't think of that, that makes sense.


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. If that is what it was... we did test it when we left the bubble room just a little while ago, as well as when we first came in and went back to the disease level, so I think the theory is solid.

We go back and go NE from the tick room.


The Man. The Myth. The Mask!

Other than the two pads in this room (one in the north, one in the south) this room is empty.
North Teleporter (arrived): The northern pad points only to the west.
South Teleporter: The south pad points only to the south.


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

(Is this the same room we were in before when we went east from the Tick Room? I'm only asking because the teleporters are set exactly the same, so it seems strange.)

Oooorrrr... are we supposed to figure that out ourselves? I guess we can test it by going west.

The group steps off the entrance disk, waits, and then steps back on, attempting to travel west.

Unless there are objections, as always. Not trying to railroad.


The Man. The Myth. The Mask!

There is one pad in the western half of this room, and a second in the eastern half. Other than the teleport-dials, the room is empty.
West Teleporter (arrived): The west pad only points to the
west.
East Teleporter: The east pad only points to the southwest or to the southeast.


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 think west goes back to a room we know, but I don't know if it will be statue room (which is likely a bad sign that we can't get back north), or spiderweb room, which could be good. SE might go someplace we haven't been, but I don't think it is likely. I say try west. Other thoughts?


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 continues to mark the groups path along the way. leaving a trail of where they are and where they are going.

every so often she munches on a piece of chocolate. do you think all this teleporting is gonna make us sick?

marking off another arrow, lets go that way she says pointing SE


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, Kayla has spoken. Let's try SE.


The Man. The Myth. The Mask!

You arrive back in the room you just left.


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, then we come back to the same room and try west.


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.

"Tis is confusing. We should mark tese rooms in case we can't tell one from te oter."

Catarya pulls out some chalk and begins leaving notes on the walls.

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