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

Game Master Choon


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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

Not sure if Kayla killed both of the ones on Catarya or not, if one is still alive, then...
Since Zadira took care of the ones behind my shield, I will take a 5' step toward Zadira and attempt to use my flail to knock it off her:
Flail Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Grelthe easily smashes the last Stirge off Catarya. Oh, Catarya you don't look so good. Zadira, how are you doing on magic? If we want to keep going I can restore Catarya, or we can pull out to rest for the night.


The Man. The Myth. The Mask!

Combat over. Stirges dead.


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 replies to Grelthe: I still have 6 spells, but 2 of those are to make it easier for people to climb, which we haven't seemed to need so far, but we might later. I do still feel a little sick from drinking from that well, but I'm good to continue farther before we rest. Up to you guys.


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 peels the remains of the stirges off of her. "Dese dam tings... no, I am all right for te now. T'morrow I will be better. I can still keep going."

2 CON damage is basically -4 HP and -1 to Fort saves, which is not the end of the world.

"Let's look around' in here ten."

Catarya enters the area where the stirges were and begins searching.


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 joins Catarya in searching the room.

Perception: 1d20 + 10 ⇒ (9) + 10 = 19


The Man. The Myth. The Mask!

There are over a dozen nests in this room, meaning the stirge population was once much higher. Four of the nests contain some shiny treasure that attracted the stirges’ attention: these are a necklace of small jade beads (100 gp), a shiny silver piece, a shiny silver mirror (200 gp), and a glittering little diamond (350 gp)


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

Maybe we should take these nests for fuel... launch them all into that room with all the gross slime, and then Grelthe can light them up with spark. Burn it all away. What do you guys think? "Good idea" or "Shut up; you're an insane pyromaniac"?


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's eyes sparkle with mischief at Zadira's suggestion of solution by fire, and grins wider than you've seen so far. I like 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

Zadira looks over at Grelthe and grins at having a partner in crime, and then, unless someone actively stops her or argues her out of it, she starts gathering together the nests to drag them down to slime room.


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
Zadira wrote:
Maybe we should take these nests for fuel... launch them all into that room with all the gross slime, and then Grelthe can light them up with spark. Burn it all away. What do you guys think? "Good idea" or "Shut up; you're an insane pyromaniac"?

Kayla looks to Zadira, your an insane pyromaniac, I like that idea. she says with a smile happy to see everyone is still standing.


The Man. The Myth. The Mask!

After a quick breather and some experimenting to determine how to carry them all, the party sets off for the slime room. It's then that Zadira's queasy feeling goes from bad to terrible.

Please make your poison saves now
1d20 ⇒ 14


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

Melkar carries the bulk of the dried nests, happy to have a smart companion with such a good solution for the slime. He tosses them into the room as directed then stands back to watch.

fort: 1d20 + 8 ⇒ (3) + 8 = 11

Not good.


The Man. The Myth. The Mask!

Sorry, by "your" I meant Zadira. She drank a 10 min onset poison earlier and it's just now hitting.


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 ok. I remember now. I was thinking we had to do that for going near the slimes. Well, I don't mind wasting a bad save in that 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

at least she gets the +4 from our makeshift antidote


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, I think you said 1/minute for 6 minutes... so, saving six times, but if that is wrong, just tell me to roll again, or whatever you need.

Poison Save: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15
Poison Save: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14
Poison Save: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26
Poison Save: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13
Poison Save: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Poison Save: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10

... Zadira is gathered around the door to the Slime room, ready to watch the fireworks with everyone else, when she suddenly slumps down to the floor, looking really sick, almost as if her body needed to hoard all of its resources, so being upright and mobile wasn't a priority. You aren't sure yet if she is okay, but it starts to look bad there at the end...


The Man. The Myth. The Mask!

dex damage: 6d6 ⇒ (3, 2, 1, 5, 5, 3) = 19

The poison attacks her joints with a vengeance. They slowly lock up starting in her extremedies and moving in. Thankfully her muscles seem fine and she's not in danger of dying (though is a scary few seconds before you figure that out), but she is completely immobile at the end.


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 even took the damage on the round I rolled a 20? Yikes.

Think I'm too paralyzed to even talk, so you guys will have to figure out what to do with me. ("Please don't feed me to the slimes" is one of the things that I do not have the ability to say.) :)

Edit: If I *can* talk, I say "light it 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

So is now a good time to use my lesser restoration scroll? That will help her, yes?


The Man. The Myth. The Mask!

That will get her mobile of it heals at least three dex 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.
Zadira wrote:
I even took the damage on the round I rolled a 20? Yikes.

GM Choon: Doesn't a natural 20 always succeed on a saving throw?

GM Choon wrote:
That will get her mobile of it heals at least three dex damage.

If she is restored for 2 points doesn't that get her back up to 1 DEX, and therefore able to move?


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.

"We need to get her out of here. Te bonfire can wait. We could use te beds to make a stretcher. Or we can just carry her."

That would be up to the high-STR party members though.


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 use her lesser restoration scroll on Zadira:
cure 1d4 points of temporary ability damage: 1d4 ⇒ 2
If she is still not mobile, I will carry her out of the dungeon back to camp. Making a stretcher from the bed is a good idea too


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 about your scroll, Grelthe.

Unfortunately, taking it to 17 Dex damage still leave Zadira at 0 Dex, which says "Incapable of moving (but not unconscious)."

She really does want to watch the room go up, if you guys wanted to light it before we leave, but of course, either way. Not like she could protest. :)


The Man. The Myth. The Mask!
Catarya Utanbe wrote:
Zadira wrote:
I even took the damage on the round I rolled a 20? Yikes.

GM Choon: Doesn't a natural 20 always succeed on a saving throw?

GM Choon wrote:
That will get her mobile of it heals at least three dex damage.

If she is restored for 2 points doesn't that get her back up to 1 DEX, and therefore able to move?

A nat 20 succeeds, yes, but the poison takes two successes to cure. Remember that damage is only compared to her score, not subtracted from it. So the modifier of the dex damage needs to be 1 press than her own modifier for her to regain movement.


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

Melkar smiles when the poor aasimar urges them to burn the slime anyway. "Yes, we all want to see the bonfire roast that disgusting filth. But we must get you back on your feet first."

He helps Grelthe fashion the bed into a makeshift travois to drag Zadira back to safety.


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

Do we need to roll a Knowledge (Engineering) or Strength check or anything?


The Man. The Myth. The Mask!

Nah

You successfully haul the paralyzed ranger out of the dungeon and back to camp.

So, I assume you wait a few days. You prep lots of Lesser Resto every day until it's gone, then one more day to prepare other things for heading back in. Go ahead and roll the restorations to see how many days you chill, then I'll roll a few dice and see how often youall have to ward of Nature. I'll get us all caught back up with Mr. Tally-Man after that. :)


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

Lesser Restoration: 1d4 ⇒ 4
Lesser Restoration: 1d4 ⇒ 2
Lesser Restoration: 1d4 ⇒ 4
Lesser Restoration: 1d4 ⇒ 3
Lesser Restoration: 1d4 ⇒ 3

I believe that heals 16/17 of the DEX damage, plus she heals one every night sleeping, right? So she should be back up to normal?


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, you rock. And if we are staying out two nights anyway, then I get my Con damage healed as well. Still sorry about your scroll though, Grelthe. Thanks for all the healing!

Was any of our snake meat still there, smoking, or had something stolen it all?


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 can do two of those per day. Might as well go by the rolls above and just say roll #2, 3, and 5 are from her. Then it only takes 2 days of down time.


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

Didn't realize someone else had it prepared too, so yeah that would be better, cause I can only do 1 per day.
To Zadira Scrolls are replaceable, you are not.


The Man. The Myth. The Mask!

Weeeell... :P


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

Ha ha. Rude! :)

Zadira thanks Catarya and Grelthe profusely, and also the rest of the group for not leaving her to die in the slime, but helping her to recover. :)


The Man. The Myth. The Mask!

10d20 ⇒ (19, 11, 1, 2, 13, 11, 19, 8, 1, 1) = 86

The two days spent healing up your ailing party member are not quiet, restful affairs. Things seem drawn to your camp and you are attacked occasionally. It's mostly skeletons, a dozen in total over several attacks, but you also get raided by a half dozen Kobolds. Your more martial members are more than a match for these threats and the camp is never truly in danger.

You head back down and find several of the traps you discovered reset. Your knowledge of their placements makes avoiding or disabling them easy and you carefully make your way to the slime room without serious incident.

The room is covered in slime again. Apparently burning it off the ceiling is not a permanent solution. Melkar tosses the nests in and they are promptly set alight with a simple cantrip. The smoke is putrid and thick, but the flames are tall and the room is clear in just a few minutes, though looking for anything in there will now be a bit more difficult due to the inky smoke wafting about.


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.
Grelthe wrote:
Didn't realize someone else had it prepared too, so yeah that would be better, cause I can only do 1 per day.

I didn't have it prepared, but I was assuming we were staying more than the night. I can prepare 2 level 2 spells and lesser restoration is L2 for me. BTW that was 2 days and I had 2 CON damage so I should be good now.

I really hate to give up burst of radiance but maybe we need lesser restoration more urgently, at least until we get more scrolls of it. I'll prepare that and also activate defending bone again when we re-enter the dungeon.

-----

"I tink tis room may be a lost cause. At least until we can trow in a fireball or someting like tat."


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

Ha! That was awesome! Maybe that stuff won't grow back now.

So, do you guys want to move on, or search this room? If you look here on my map, there is a place where a room might be, and we've walked around it the whole rest of the way and haven't seen anything. But, there are other dead spaces on this map where there hasn't been anything, so really no way to know, and not sure how important it is.

So, let's vote. Here are the choices that I'm aware of... let me know if you think of others:


  • Search the smoky slime room
  • Wolf Door (entrance)
  • Mouth Door (entrance)
  • Tunnel in the pit in front of the false door with the Hand (entrance)
  • Ladder in the false well (well room)
  • Checking the hallways and doors that continue past the well room to the north
  • Checking the twin doors past the trap to the north

You can see notations on her map identifying the different rooms so you can see what she is talking about.


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

Might as well attempt to search this room while we're here, if we don't find anything we can always come back later, once it airs out. Either way I think we did a service by exterminating that menace.

After that, I vote we head north past the well room. There are still traps protecting our rear for now, but I'm curious about that door specifically.

I have already changed out my daily level 1 Paladin Spell Hero's Defiance for Lesser Restoration. Granted, it only restores a little at a time, so I'm not sure how much help 1 casting of it will be, hopefully enough to stave off death at least.


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.

"Wit all tis smoke, will we be able to see anything?"


The Man. The Myth. The Mask!

Yes, you will, but it might take a little longer than it would have otherwise.


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 we can search the room safely, then let's do so, but let's also light up some torches (if anyone has any) in case more slime drips down and we have to burn any off.


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

He said the room was clear, so didn't we get it all? ... although he also said burning it wasn't a permanent solution I suppose, but I thought that just meant it kept spreading. Do you think it is leaking down from the floor above or something? ... however, if that were true, wouldn't the fire (and the smoke) have leaked up? The whole dungeon could be on fire. :) Which would be cool, but... also might kill us. :)

Grelthe has the spark cantrip... she can burn it off if there is any left to drip.

Okay, I go in and search that one wall, in that one area revealed by the map that I am keeping. Hoping that my innate knowledge of stonework will help me find a door if there is one there, but just in case, I search carefully as well:

Perception (hidden doors): 1d20 + 12 ⇒ (11) + 12 = 23

Here's my whole perception block in case any of the rest of it applies:

Perception +10/+12 |+1 Wis +4 ranks +3 class skill +2 racial [+2 v Undead]
Perception +12 to automatically notice underground environmental hazards (traps, potential cave-ins, dangerous flora, etc.) within 10 feet
Perception +12 to automatically notice unusual stonework (traps, hidden doors, etc.) within 10 feet.
Perception +14 to automatically notice underground environmental hazards involving stonework within 10 feet.

It doesn't mention it specifically, but I think a big slime giant whose drool is leaking through the floor above probably counts as an underground environmental hazard. (Just in case.) :)

I go in alone. If there is still slime or the smoke is poisonous or something, we're only risking one. "Near-Death Zadira" they call me (also, crazy and replaceable, but we're ignoring those ones for now). :)


The Man. The Myth. The Mask!

3d100 ⇒ (72, 72, 70) = 214

She rather quickly discovers a hidden door in the north wall. The room inside has clearly gone untouched in a very long time. There are three treasure chests in the room. Each one is locked (DC 20 Disable Device to open).


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

Disable Device: 1d20 + 11 ⇒ (10) + 11 = 21
Disable Device: 1d20 + 11 ⇒ (11) + 11 = 22
Disable Device: 1d20 + 11 ⇒ (2) + 11 = 13

Unless something crawls out to eat me, I gather up the stuff in the two chests into a bag, which either fits into my handy haversack or not, but I'm also going to drag the third chest where I failed back to the party so someone else can open it, so I'll be a little burdened already dragging whatever is in it. We can sort out who is carrying what when I get it back to them. ... I hope it's not spiders.


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 spent the camp time foraging for food. rations were starting taste yucky.

survival day 1: 1d20 + 8 ⇒ (15) + 8 = 23 food for 2 people
survival day 2: 1d20 + 8 ⇒ (20) + 8 = 28 food for 3 people

Once back into the dungeon, Kayla stays by Zadira. sometimes acting like a miniature guardian to keep her out of trouble.

With the open door, Kayla peers inside, you think there are traps? maybe more pits. you best not enter yet Zadira, you seem to find bad stuff, the hard way.

Kayla will check the path to the chests for traps.

perception take 10 for a 22

EDIT looks like Zadira posted while I was typing. you sure you want to just rush on in there?


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

Alright then disregard last post then (except to the camping)

however it happens, Kayla will attempt to open the chest

open the lock: 1d20 + 13 ⇒ (13) + 13 = 26


The Man. The Myth. The Mask!

2d20 ⇒ (5, 8) = 13
Zadira. Poor poor zadira.
Let's take these one at a time. You approach the first chest and look it over. Nothing seems amiss, so you go about unlocking it and you hear something spring before feeling a prick in your hand. You pull it away, notice blood (take 1 damage), then get that feeling again...

DC 20 fort save:

Type poison (injury); save Fortitude DC 20
frequency 1/round for 6 rounds effect 1d3 Con damage; cure 2 consecutive saves


The Man. The Myth. The Mask!

Kayla: you see no traps leading up to the chests


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 rolls her eyes, I tried to warn you. are you sure you are prepared for this? she asks jokingly.

Kayla then goes to examine the rests of the chests once she is sure the path is clear, at least the path Zadira did not take.

search chest 2: 1d20 + 12 ⇒ (10) + 12 = 22
search chest 3: 1d20 + 12 ⇒ (4) + 12 = 16

wasn't sure if you can take 10 or 20 searching for traps. every GM rules that differently but If I can take 10 or 20 Kayla will do that.


The Man. The Myth. The Mask!

Kayla carefully examines the other two chests. The second is trapped as well (DC 25 to disable), but the third is clear and a bit of pick work reveals a scroll of fly and a scroll of cure light wounds.

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