
Truk'tosh |

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

Lucrezia Villanova |

Sense motive 1d20 + 10 ⇒ (8) + 10 = 18
Perception 1d20 + 16 ⇒ (20) + 16 = 36
"I'm fine Trouble, just feeling a bit squashed."

Faelyn Sindrel |

Faelyn watches Truk prepare to help Lucrezia and keeps an eye on the surroundings. Keep your mind on the situation Zizmort. Truk...what are you thinking?
Perception: 1d20 + 15 ⇒ (8) + 15 = 23

Lucrezia Villanova |

"Well Faelyn, if something is about to attack, I can sure fight it better naked than stuck to this damn door."

Faelyn Sindrel |

Faelyn looks at Lucrezia a little confused then it hits him. I am asking what he thinks might be the trouble. I wasn't speaking about you. I will be little help getting you off of the door. I am preparing to attack something should it threaten us.

.Shadow. |

Shadow does her best to stop Andrea from sliding into the trapped door., though she continues to look around for anything which might take advantage of the parties current situation.
Str Check:1d20 + 0 ⇒ (4) + 0 = 4
Perception:1d20 + 12 ⇒ (8) + 12 = 20(Plus 'Low light' being an Elf and all.)

Lucrezia Villanova |

Maybe it's the being stripped part, but I totally misread "parties" as "panties" and had to reread Shadow's post. I mean really, I'm being stripped by Truk, can't she guess the current situation of my panties?

Faelyn Sindrel |

Maybe it's the being stripped part, but I totally misread "parties" as "panties" and had to reread Shadow's post. I mean really, I'm being stripped by Truk, can't she guess the current situation of my panties?
lol! Commando is the only way to go!

baldwin the merciful |

I need a little help here!
[dice=str]1d20
Andrea suddenly gets pulled in and smacks the strange stone door, next to Lucrezia. Barely missing the dwarf's battleaxe. Her body clinging tightly to the door. Andrea slips through he diving elf's finger tips as she lands between Grimm and Orsin, pushing Orsin back 5 ft.

Truk'tosh |

"In a minute", Truk barks.
"With any luck, Lucrezia will be able to shut this thing down once she's free..."

baldwin the merciful |

So it looks like we will need to invest in lighter armor. Everyone buya haversack to carry around some leather, and have Faelyn research 'Detect magnetic trap'
I absolutely get a thrill out using magnetic doors, floors and walls. Its the bane to the heavy AC character. Oh, this was not in the AP
Lucrezia's earlier perception check.
The last bit of daylight flickers out of view and you can see to the east (top of the map) a wispy trail of dark fluff.
Truk you did not see anything with your earlier perception check.
Grimm, orsin, John can make percpetion check
Faelyn and fluer you do not see anything but notice the main dining hall is still.

.Shadow. |

Bah! Happy to throw it at the door so as not to hurt any one. :P
With Shadows strength, she's not going to keep hold of it until we turn off the magic magnets. :P
Throw Check:1d20 + 3 ⇒ (8) + 3 = 11(+7 to throw.-4 with no 'Throw anything' skill)
It should not be that hard to hit an empty spot on the door...(¬_¬)

.Shadow. |

Now you tell me.....
Str Check:1d20 + 0 ⇒ (5) + 0 = 5
"Whaaaaaaa...!"
Acrobatics Check:1d20 + 12 ⇒ (18) + 12 = 30
*THUNK*
And Shadow ends up pinned to the door besides Andrea.
"Well...do I at least get points for trying..?" She asks quietly, even as she too begins to wriggle and squirm to release the straps and buckles now pining her to the door.
Escape Artist:1d20 + 3 ⇒ (7) + 3 = 10

Lucrezia Villanova |

"Uhm, I think that's a shadowbeastie thingy approaching us. If we toss the light stones around us will that be enough light to scare it away? 'Cause you know it's kinda hard to fight right now..."

baldwin the merciful |

Andrea: 1d20 + 0 ⇒ (20) + 0 = 20
Orsin: 1d20 + 0 ⇒ (4) + 0 = 4
Truk: 1d20 + 1 ⇒ (8) + 1 = 9
Fluer: 1d20 + 3 ⇒ (15) + 3 = 18
Lucrezia: 1d20 + 3 ⇒ (12) + 3 = 15
John: 1d20 + 5 ⇒ (12) + 5 = 17
Grimm: 1d20 + 5 ⇒ (17) + 5 = 22
Faelyn: 1d20 + 9 ⇒ (10) + 9 = 19
Faelyn, grimms 2nd casting of his ability: 1d20 + 9 ⇒ (2) + 9 = 11
Shadow: 1d20 + 2 ⇒ (18) + 2 = 20
distorted shadow: 1d20 + 6 ⇒ (13) + 6 = 19
Initiatives:
Grimm
Shadow creature
Andrea
Faelyn
Distorted Shadow
Fluer
John
Lucrezia
Truk
Orsin
There are two shadows approaching.

baldwin the merciful |

When does Shadow get a second 'Escape' check top speed things up?
Initiative is posted but if you want to post, if you will be off line feel free to post tow or three actions. These are shadows, undead incorporeal. YOu need DC 15 str check to break the hold and get over 5ft out of its magnetic grasp.

Andrea1 |

Buffs up
Magic Circle Against Evil on Orsin(+2 AC/Saves 10' radius 70 minutes)
Andrea looks to the Shadow approaching down the hall and her circlet glows, sending a beam of light at the shadow creature.
Searing Light touch attack: 1d20 + 5 ⇒ (11) + 5 = 163d8 ⇒ (6, 2, 6) = 14
Religon: 1d20 + 10 ⇒ (11) + 10 = 21
Shadows tend to get lumped in with Shadowbeasts since there are several kinds like Shadowgarms and whatnot.

.Shadow. |

You need DC 15 str check to break the hold and get over 5ft out of its magnetic grasp.
Bugger THAT! I want OUT of my armor! Escape artist check please!
"Oooo...cr@p, cr@p, cr@p, cr@p, cr@p!" Shadow mutters as true terrors of the night slink forwards.
Since it looks like Andrea and Shadow are 'sharing space' upon the doors (^_~)
"Well...they kind of have to go through me to get to you." Shadow smiles wanly to Andrea, trying to make some silver lining out of their current predicament.
"Think of me as snug-able extra-health." (^_^)
Really looking forwards to that next dice roll for escapologist! *frets*

baldwin the merciful |

DMPC Grimm:
He already cast his protection from evil again (4 out of 5 spells used, I believe from his profile), pull his magical warhammer, and swift action cast his judgment protection. (not sure how many judgements he has used so far...Grimm can update that stat.).
he does realize that the shadow approaching is coming from Faelyn and John's side and he will ahve to cross the magnetic field to engage. (DC17 Str for armor and DC15 str for weapon. If his armor is mithral and agile then its DC15 Str check.)

baldwin the merciful |

Buffs up
Magic Circle Against Evil on Orsin(+2 AC/Saves 10' radius 70 minutes)Andrea looks to the Shadow approaching down the hall and her circlet glows, sending a beam of light at the shadow creature.
[dice=Searing Light touch attack]1d20+5;3d8
[dice=Religon]1d20+10
Shadows tend to get lumped in with Shadowbeasts since there are several kinds like Shadowgarms and whatnot.
Andrea's touch attack hits and the searing light hurts the approaching shadow.
You know this is a shdow type - known as a distorted shadow, at least the one you see. A distorted shadow has 10 foot reach.
It is undead so no death effects, ability damage or drain, disease, mind effecting, paralysis, sleep, stun, or poisons work.
Incorporeal: magical weapons only but they still do only 1/2 damage. Holey water works. Spells only hit for half damage unless they are Force spells. there touch passes through nat armor, armor, and shield, although deflection and force bonsues work.

Truk'tosh |

Truk continues to aggressively undress Lucrezia (although the closing shadows puts a damper on his mood).
So 6 more rounds until she's out of the armor? Would it be possible to just pull her off the wall instead?
Grimm has 3 Judgements. This will be his 2nd. I thought Grimm's weapon got stuck to the magnet earlier?

Lucrezia Villanova |

His axe narrowly missed my head.
And don't bother pulling me off cause I will likely just get stuck again. :(

Truk'tosh |

Depending on the distances involved it might be possible to tear you off and drag you to cover fairly quickly. What do you think Baldwin?

baldwin the merciful |

Truk continues to aggressively undress Lucrezia (although the closing shadows puts a damper on his mood).
So 6 more rounds until she's out of the armor? Would it be possible to just pull her off the wall instead?
Grimm has 3 Judgements. This will be his 2nd. I thought Grimm's weapon got stuck to the magnet earlier?
his battleax is stuck, he is using his magical warhammer.
You can try to pull her off the magnet...Str. DC17...DC19 to move her to a side hex, AF21, off the door.