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

Game Master Choon


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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

Since Zadira found poison, Kayla is a bit more cautious concerning the next trapped chest.

She whisper some Sylvan words and Kayla's eyes gain a slight glow.

spell like ability, detect poison and concentrate on the still trapped chest


The Man. The Myth. The Mask!

No poison detected. The trap also seems confined to the chest itself.


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 man. What a bad time for my underground hazard/trap sense to fail me. And why does it always have to be a fort save?

fort save: 1d20 + 2 ⇒ (13) + 2 = 15
fort save: 1d20 + 2 ⇒ (18) + 2 = 20
fort save: 1d20 + 2 ⇒ (18) + 2 = 20
fort save: 1d20 + 2 ⇒ (2) + 2 = 4
fort save: 1d20 + 2 ⇒ (9) + 2 = 11
fort save: 1d20 + 2 ⇒ (20) + 2 = 22

HEY! Look at that! Two in a row. Rappan Athuk doesn't actually want me to die. For once. :)


The Man. The Myth. The Mask!

Hey! Look at that! You only take this much con damage: 1d3 ⇒ 2 for that first failed save!


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

Yay. :)

Okay. I leave the <grumble grumble> chests alone and let Kayla open them.


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 throws up his hands in exasperation as Zadira rushes into opening the chests. He lightens up very slightly when it appears she won't become quite as sick this time.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"Someting like a chest is bait for us. We know tey might haf tings of value, so whoefer put tem here knows we will look. Let's take out time. Tere's no rush."

In other words, in future let's take 20 on the perception check to look for something like traps on a chest. It's only 2 minutes.

Also GM: Will I be able to Aid Another on a disable check to disable these traps? If so I will do so. I succeed on a natural 1.


The Man. The Myth. The Mask!

You can aid a disable check, yes.


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 hover around Zadira worryingly with her lesser restoration ready to cast, until she seems to fight the worst of it off this time. I only have one casting of this prepared, so I can spend it now to get you feeling good as new, or can wait in case we have an emergency situation later...?

Since Zadira triggered the poison trap on the first chest, I assume she failed the disable device and it is still trapped?


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 you should save it in case we need it later. Sorry. I'll try not to be so suicidal.

You're awesome, Grelthe. Thanks for being worried for me.


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, you just relax, time to leave this stuff to the professionals. she says with a wink.

first she looks over the trapped chest that has no poison (ie the one that was not sprung).

She stoops down looking it over, and gives her knuckles a crack,

disable device with aid: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34

and with barely any effort she removes the danger.

she then looks to the lock.

not sure if any will aid this or not or even a guidance spell, or bard inspire competence?

open the lock: 1d20 + 13 ⇒ (1) + 13 = 14


The Man. The Myth. The Mask!

The mechanism for the trap is easy enough with an extra hand, but the lock proves to be a stubborn one.


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

Kayls bangs the top of the chest with her fist, frustrated at it.

she then sets to work on the stubborn lock.

take 10 for a 23?


The Man. The Myth. The Mask!

When she dispenses with the flair things click into place. The kid pops open to reveal an alchemical bomb ready to blow and a recently disconnected detonator.

The first chest contains 220 gold peices.


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 disables the trap that gave her a scare, now that she knows it is there:

Disable Device: 1d20 + 11 ⇒ (16) + 11 = 27


The Man. The Myth. The Mask!

She successfully reveals the gold. All the chests now stand plundered.


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 looks over the bomb trap, looking to salvage it for her own use.

craft alchemy: 1d20 + 9 ⇒ (13) + 9 = 22


The Man. The Myth. The Mask!

The bomb is salvageable, but bulky. It takes up the whole chest, after all. While that speaks well of its explosive potential, it speaks poorly to its portability.


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, so Grelthe take the scroll of fly and the scroll of cure light unless--anyone else wants to hold one or both? Kayla is salvaging the trap, and 220 divided by 5 is 44 gold pieces each.

She hands 44 gold to each person.

--Write it down, everyone. :)


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 might as well divide the gold now.
220 gold pieces divided by 5 people = 44 gold pieces each

So, where to next? Zadira gave our remaining options as:

  • 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

I was thinking if we head north past the well room, there will still be traps protecting our rear for now. Personally, I'm quite curious about that door, but I'm flexible to do whatever the group decides.


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, I love how you and I are always thinking the same thing.


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

:D me too!


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 counts every coin of his 44 gold. "Good work on those traps, angels!"

I'm starting to feel like Bosley here. heh

"Sure this trap is heavy but maybe we can find a time it will be useful. Let's mark it on the map just in case."

When Grelthe recounts their options, he shrugs. "As long as we are heading downwards I am fulfilling my orders. The well sounds as good as anything to me."


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

Melkar, do you mean the ladder down the illusory magic pool? Or the door north past the room with magic pools (which is what I meant)?


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

Seeing that everyone is just standing around picking their noses, Zadira starts walking. She takes the hallway past the Well Room, checks for traps, and then casts Open on the door. (Recasting detect magic after casting open, as always.)


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 shrugs and follows Zadira up the hall. She stands to one side of the door with daggers ready when Zadira opens the door.


The Man. The Myth. The Mask!

The door grinds open onto.... an empty hall. A short jaunt into the hall reveals yet another secret door.
One open spell later and Zadira finds herself staring down four orcs as arrows whiz in your direction!

Inits!:

init Orcs: 1d20 ⇒ 5
init bandits: 1d20 + 2 ⇒ (20) + 2 = 22
init boss: 1d20 + 1 ⇒ (20) + 1 = 21
init Grelthe: 1d20 + 4 ⇒ (19) + 4 = 23
init Zadira: 1d20 + 5 ⇒ (19) + 5 = 24
init Catarya: 1d20 + 5 ⇒ (12) + 5 = 17
init Kayla: 1d20 + 4 ⇒ (13) + 4 = 17
init Melkar: 1d20 + 6 ⇒ (3) + 6 = 9

Readied attacks
4d20 ⇒ (6, 18, 9, 17) = 50

Grethle catches an arrow on her shield by reflex and Zadira misses getting hit in the shoulder by a hair's breadth! They spring into action while those behind mentally catch up to the ambush!

Four angry orcs block your way to the archers. They look like bandits with well tended but poor armor. One archer stands out for wearing chain mail.

Grethle and Zadira are up, followed by the bandits, followed by the rest of the party, followed by the orcs. Map updated.


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

Zadira steps forward to get into range and casts old-reliable burning hands at the orcs.

Fire damage: 4d4 ⇒ (4, 2, 1, 2) = 9 (15 foot cone, and flammable materials burn)


The Man. The Myth. The Mask!

Please include save type and DC when you cast spells. Saves me a lot of effort. :)


The Man. The Myth. The Mask!

2d20 ⇒ (7, 7) = 14

And just like that, two orcs are badly burned!


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. Will do.


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 mutters something under her breath in orcish...

If you speak orcish and are close enough to hear:
"Did the strongman send me here to protect these damn fools from getting themselves killed?"

...throws a javelin toward the archer on the left...
Javelin attack: 1d20 + 2 ⇒ (12) + 2 = 14
Javelin damage if it hits: 1d6 ⇒ 2

...and draws her flail while placing herself between the Orcs (red-bordered one) and Zadira.

I assume it was the orange & red bordered orcs that Zadira burnt?
And I assume my magical pool buff has worn off by now?


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 moved you where you said you moved, and don't worry, Zadira doesn't know Orcish, so she doesn't have any idea that you called her a fool. :)


The Man. The Myth. The Mask!

GM tracking:

Orange: 9
Red: 11

4d20 ⇒ (5, 11, 15, 4) = 35

The javelin embeds itself in the orc, but the thing just doesn't fall!

The archers in the back line draw and loose! The arrows buzz around you, but none find their marks!

Rest of the party is 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.

GM Choon: Are the squares 10' squares? The icons are way smaller than the squares. Not sure how far I can move.


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, squares have been previously ascertained to be 10'


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

I do believe that there is a bottleneck at the secret door. Is this true? otherwise the archers will have limited targets, and Kayla will not really have a path to move in.


The Man. The Myth. The Mask!

It is bottlenecked, yes. The arrows were all aimed at Grelthe. Prehaps you could find a way around, but that would take time you may not have.


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 delays until she can figure out a way to get into the room.


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

Acrobatics will get you into the room... but that is a lot of AOOs to risk.


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

exactly why I am not, to much risk


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

b&&&#~~s. Sorry didn't realize I was blocking the door :/


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

Yeah, sorry I put you there. I might be imagining things, but I think the map changed since we moved. At least the door wasn't obvious and it looked like a clear path to the bad guys. Not actually sure how I got the second guy with fire the way it looks now. But onward and upward. I guess we'll see if Melkar is also delaying, and move on.


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

Sorry for the delay in posting. Between some unexpected developments at work and the start of Gameday I have been really busy the last couple days.

Melkar is frustrated that he cannot yet start carving up orcs. He waits, poised, until Grelthe backs out of the way.

Delay action.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Catarya takes a defensive stance and then moves up beside Grelthe.

Standard action for total defense and then move up. AC is now 27.

"I tink I can roll past him in a moment."

Next turn plan to total defense again and then tumble past. That will get Grelthe a flank. Going Total Defense because I will be exposed to lots of attacks.


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 believe it is the orcs turn before any of us can do something else


The Man. The Myth. The Mask!

1d20 ⇒ 8
The heavily damaged orc steps into the door and takes a swing at Grelthe, but fails to connect. The rest seem to take a step back...

Party 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

Zadira steps to the side, reaching through the doorway to try to target the Orange Orc, but of course gets Red in the process as well.

Casts Burning Hands

Fire Damage: 4d4 ⇒ (1, 4, 1, 4) = 10 <--15 foot cone, reflex save for half, DC 15

No idea if that is enough to drop Red, but if it is, it would certainly open things up a little.


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 Kayla & Melkar have anything to do with their delayed action, or are we back to the top of initiative again? Meaning can I do stuff yet?


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

I cannot get through the door (the tumble check may be a little too high)

with the delay in getting through the door, Kayla instead, takes a moment to add a dose of scorpion venom to one of her poisoning sheath's. the next time the blade is drawn it will be coated with the poison.

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