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

Game Master Choon


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The Man. The Myth. The Mask!

The group arrives in a room that is painted yellow, for a change. Your arrival pad pointes only north, but the other of the two pads in the yellow room points North, South, East, and West!


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
Choon wrote:
The Know:arcana is still important in a way, so go ahead and roll for B

Knowledge Arcana B: 1d20 + 7 ⇒ (4) + 7 = 11

Another fail... anyone else want to retcon a try?

Zadira gratefully eats the chocolate, glad that Kayla isn't mad at her anymore.

Next direction I would say anything but North. We don't know any rooms down this way. Preferences?


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

West?


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

West it is.


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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.

"Do you guys feel like tis area is just going in circles?" asks Catarya after they return to the bubble room. "We were definitely here before."

I don't have knowledge (arcana). Also cool with going west.


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, I think it maybe is supposed to be a maze? I wonder what its original purpose was though... who builds a maze for fun? Good thing we have our trusty map, or we would be lost. We have to make sure we can get back to save the statue people.


The Man. The Myth. The Mask!

You step on and suddenly you're standing in daylight! Dreary daylight, sure, but daylight nonetheless! It takes you a moment to orient yourself. You aren't anywhere you've been before. It looks like a massive graveyard set into a depression surrounded by woods. Not far to your south is a mausoleum of green stone. To you north is a statue of a dwarf. Other, smaller, mausoleums are scattered around with numerous headstones.

Then you notice that there is a group up on the top of the stairs, and they're in trouble! Two of their members, a man and a half orc lady, are very, very grappled as the rest of the party, a cat-man and panther as far as you can see, seem to be holding the door of the mausoleum for them!

Party B, meet Party A. Please refer to the Table 1 map for his situation. Parties 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

Perception: 1d20 + 14 ⇒ (8) + 14 = 22 ... A formerly real dwarf, or just a statue?

Zadira, in shock, stares at the dwarf statue for a second, wondering what just happened and how they could get back, and then realizes that she should help.

She moves forward and shoots at Red Bad Guy.

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


The Man. The Myth. The Mask!

The arrow bounces off the monster, barely chipping 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 grumbles under her breath in Draconic

Soft Draconic that you probably can't hear anyway:

That was practically a perfect shot. Stupid freaking bow. Can't hurt anything lately. And not enough treasure to buy a good magic one. Thought this stupid dungeon was supposed to be filled with treasure.

She looks around.

And now there isn't even a freaking dungeon at all. And while we're at it, what happened to freaking Melkar anyway? I liked him. He's supposed to be making toothpicks out of these guys for us.

Grrrr. Even if I get some treasure, I am going to have to spend it on freaking stone to flesh scrolls anyway and go back and save those people... and maybe that dwarf back there too. Why can't I catch a freaking break.

Then she remembers some of the things that have happened recently.

Err, I don't mean to be ungrateful, of course she says, to appease the Gods. I appreciate you not killing me with that giant rock from the ceiling thing, and saving Grelthe, and the delicious chocolate, and ... everything.

Then she adds

I could still use a magic bow though, if you're feeling generous.


The Man. The Myth. The Mask!

Posting actions in both threads is time consuming.... Grelthe posted her action over in the other thread and I've summarized your actions over there, Zadira, so let's move over there.

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