DM Papa.DRB - Legendary Planet

Game Master Almonihah


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Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

"There's some really useful stuff in here," Dilwyn announces. "Weapons and ammunition and some magic items, too. Also, more cash. I think we can put this stuff to good use." He detects magic to identify the potions and the wand and anything else that might detect as magic. He's pretty sure the Mithral tube is a scroll case, so he opens that as well to find out the contents, if any. Even if it's empty, its much nicer than the one he's carrying.

Spellcraft Potions: 1d20 + 4 ⇒ (13) + 4 = 17
Spellcraft Wand: 1d20 + 4 ⇒ (12) + 4 = 16


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

Iskender takes a look at the items found in the cabinet.

He casts detect magic and proceeds to identify the items if he can:

Greatsword
Knowledge (arcana): 1d20 + 3 ⇒ (4) + 3 = 7

Potion 1
Knowledge (arcana): 1d20 + 3 ⇒ (10) + 3 = 13

Potion 2
Knowledge (arcana): 1d20 + 3 ⇒ (18) + 3 = 21

Potion 3
Knowledge (arcana): 1d20 + 3 ⇒ (11) + 3 = 14

Wand
Knowledge (arcana): 1d20 + 3 ⇒ (14) + 3 = 17

Hollow mithral tube
Knowledge (arcana): 1d20 + 3 ⇒ (16) + 3 = 19


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 71d4 ⇒ 3
Iskender:
3 potions of cure light wounds. Wand of Sound Burst (23 charges). Chime of Opening (10 charges). Assuming you are going to Detect Magic / Knowledge (arcana) on the 3 original potions you found in the ferry mans cabin, two are also potions of cure light, and one potion of swimming. The greatsword is not magical but masterwork.


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

Iskender will share with everyone what he has discovered, and will pocket the wand of sound burst!


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

Dilwyn sheepishly stops trying to open the chime when Iskender says what it is.

"That should help lessen the need to break down doors going forward," he says, chuckling to mask the embarrassment. "I'm intrigued by these marked places on the map. What were they marking? I'd like to seek them out, though I'd like to press on to Silverstone Hall in search of other survivors first."

I'll take one of the daggers for a backup light weapon. I have no need for any of the other stuff, myself, but I'm happy to help carry it if we're going to clean it out.


Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 | HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent | Status: Raging, -1 CON

After breaking the door Hilde picks herself up. When Dilwyn does the same, she will playfully hit him in the arm, while smiling at him.
She takes the greatsword and swings it over and under her arm, a big smile on her face, like other woman smile when getting jewels.
She stops with the masterwork greatsword in her hands, looking at all of you, a question in her eyes.


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

"That's a good look on you Hilde, it really sets off your eyes," observes Iskender.


Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 | HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent | Status: Raging, -1 CON

Hilde smiles widen, and nods thanking the compliment. She stores her old greatsword, and keeps the new one.
Unless somebody wants it...


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

You're too nice, I didn't give anyone a choice on the wand of sound burst. Of course, I know it's not on anyone else's spell list.


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

Dilwyn gives Hilde a thumbs-up and a smile in return.

I've got shillelagh to turn my quarterstaff into the equivalent of a +1 greatsword, so have at it!


Male Human Ranger 6 (Guide)/Champion 1 (HP 83/83 AC:19 T:11 F:19 Saves F:+7 R:+6 W:+3 CMB:+10 CMD:22 Init:+1 Perc: +10 Survival +10)

Kit laughs, You can keep it. I like my axe as it seems to do well by me!


Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 | HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent | Status: Raging, -1 CON

Hilde nods to everyone, thanking them.


HP 27 AC:19 T:13 F:13 Saves F:+3 R:+4 W:+5 CMB:+2 CMD:15 Init:+3 Perception +5 Spell Pool: 3L/1F/1D/1T Climb +1, Diplomacy +7, Heal + 6, K. Arcana, Planes, Local, History, Religion, Planes +7, Sense Motive +5, Spellcraft +10*, Stealth +10, Swim +1, UMD +10

Zal nods in response to Hilde as he contemplates and then decides to take a light crossbow and a bolt case. If no one objects, Zal takes the map down. He is sure to widen the holes of the pins a bit as he pulls them free so they can still see the marked areas clearly.

Zal contemplates the map more and thinks about what Iskender was saying about the manor...

Kno: Local?: 1d20 + 3 ⇒ (20) + 3 = 23
Kno: Local?: 1d20 + 3 ⇒ (1) + 3 = 4

Spiritualism tradition, roll twice, take the highest.


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

"Hmmmm, a light crossbow, those look simple to use, I will grab one as well. And I need these pointy things to go with it?"

I grab a crossbow and a case of bolts. If no one grabs the others, I'll stick the rest of the bolts in Kit's gear, so he can carry it for me.


HP 27 AC:19 T:13 F:13 Saves F:+3 R:+4 W:+5 CMB:+2 CMD:15 Init:+3 Perception +5 Spell Pool: 3L/1F/1D/1T Climb +1, Diplomacy +7, Heal + 6, K. Arcana, Planes, Local, History, Religion, Planes +7, Sense Motive +5, Spellcraft +10*, Stealth +10, Swim +1, UMD +10

Zal moves the crossbow up to his shoulder and mock fires it as he smiles as Iskender and offers a comment in the flowing Varisian tongue.

Varisian:
Pointy end goes in the other man.


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

"Huh?"


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 101d4 ⇒ 4
Zaladrel:
Dang nice roll! You know that the Manor is partially collapsed. It had four above ground stories, but the upper three have collapsed. It is on a small rocky island that is reached by a sixty foot stone bridge. The line ended 120 years ago when, so tales say, a demon was summoned and ravaged the Manor.

Who is taking which potions? What are you doing with the coinage and other items?

Having gone thru the sheriff's office thoroughly and leaving the unconscious woman behind in a locked cell, you look at the door onto the town. There are many more buildings to investigate and search.

Next?
Map Updated

Hilde down 5, Kit down 4, Dilwyn down 1


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

I think Kit and Hilde should divide the healing potions amongst themselves. I still have some scrolls of healing, and if I take the cash I can start putting some more scrolls to paper as well. Iskender or Zal would probably be good choices for the chime. Besides the stuff we've already picked out for ourselves, I'm not sure it's worth grabbing the whole lot of the rest of the armor and weapons, unless the two strong people want to grab some extra for resale purposes. I'm not sure where to send the potion of swimming. Anyone want to claim that?

As they settle on who carries what gear, Dilwyn will add three of his own days of trail rations to the ones put into the woman's cell. If they're going to be going out of town to investigate the sites where the pins had been put in the map, it might take longer than expected and it would be terrible to try saving her life only to come back and find her starved to death.

"I still think we ought to make our way to the temple of Abadar, to see if that one survived, before we head out of town," he reminds them as he stores the key ring back where he found it in the desk for safekeeping.

If nobody objects, Dilwyn will once again lead the way in the direction of Silverstone Hall (A11) by way of The Hapless Harpy (A8), skirting around the center of town. As usual he keeps an eye out while trying to be stealthy, though it seems that after all this time he's getting marginally better at being quiet.

Stealth: 1d20 - 1 ⇒ (10) - 1 = 9
Perception: 1d20 + 7 ⇒ (13) + 7 = 20


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

I'll take a potion of CLW, most likely to feed it to someone else. Insofar as hauling random non-magical loot. I don't see why. Role playing wise, we came here for the end of the world anyways. I'm not saying I'd leave behind gold and gems, but a stack of extra crossbows seems like dead weight.


Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 | HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent | Status: Raging, -1 CON

Hilde can carry stuff, if needed.


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

Iskender hands Hilde his bedroll to carry.


Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 | HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent | Status: Raging, -1 CON

Hilde looks as Iskender bedroll, smiles, and throws it away.
"A bedroll don't let you feel the ground when you sleep."
She doesn't use one, she sleep on the ground, a rock as pillow. :P


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

Iskender looks at Hilde fiercely as he chases the bedroll and puts it back into his own pack.


Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 | HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent | Status: Raging, -1 CON

Sorry, but Hilde is not a girl that looks for comforts...


HP 27 AC:19 T:13 F:13 Saves F:+3 R:+4 W:+5 CMB:+2 CMD:15 Init:+3 Perception +5 Spell Pool: 3L/1F/1D/1T Climb +1, Diplomacy +7, Heal + 6, K. Arcana, Planes, Local, History, Religion, Planes +7, Sense Motive +5, Spellcraft +10*, Stealth +10, Swim +1, UMD +10

Zal smirks at Iskender and merely shrugs. As the group distributes the gear the elf contemplates his new found allies, I have more healing that I can offer but it will be the last of what I can do if I try to mend Hilde and Kit. Should I?

As for the manor, Zal keeps the info to himself for now, it wasn't important unless they exhausted all other options or something guided them that way...


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 111d4 ⇒ 3

Splitting up the equipment and potions found in the Sheriff office, Dilwyn once again takes the lead, rather noisily, and heads towards Silverstone Hall by way of the southern loop around town and passes by the Hapless Harpy Inn. The Inn is a two-story, fieldstone building that has a slate roof and oak timbers providing support along its sturdy walls. A sign above the entry depicts a monstrous woman with great, bat-like wings sleeping under a willow tree. All the windows on the ground floor have been thoroughly boarded up and sealed tight, but some of the second floor windows still remain open.

Passing by the Inn, the group arrives at Silverstone Hall. Polished, metal sheets adorn the exterior of this domed, stone building, each embossed with decorative symbols of coins, trade, and commerce. It seems to have weathered the violence much better than other buildings in town. Solid, oak boards seal every window, and the great entry door is reinforced with an iron gate.

Next?


Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 | HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent | Status: Raging, -1 CON

Hilde remains on the back, covering the others while they examine the building.


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

Dilwyn approaches the building's front door and knocks on it loudly with his staff. The building is in good enough condition that there might be survivors inside to let them in and talk.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Perception:

Dilwyn: 1d20 + 7 ⇒ (13) + 7 = 20
Hilde: 1d20 + 5 ⇒ (19) + 5 = 24
Iskender: 1d20 + 4 ⇒ (12) + 4 = 16
Kit: 1d20 + 5 ⇒ (19) + 5 = 24
Zaladrel: 1d20 + 3 ⇒ (18) + 3 = 21
DM rolls:

?: 1d20 ⇒ 11d4 ⇒ 1
Knocking on the door with his staff produces just a loud bang. Even after a few moments there is no response.

Looking around, you listen for movement inside the temple. Kit, Zaladrel and Dilwyn here noise of men in armor moving around.

Next?


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

With no response coming, but evidence that there are indeed people inside, Dilwyn tries shouting diplomatically.

"Hello, in there! You should probably let us in! We've had some run-ins with crazy people and are trying to figure out what happened here. We can help each other! We're absolutely not looking to do anything to you, like dismember you and feast on your corpses, since we're not infected!"

Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

"Hopefully that reassures them," states Iskender as he gets some distance between himself and the door.

15' off that is, with big guys between me and the door.


HP 27 AC:19 T:13 F:13 Saves F:+3 R:+4 W:+5 CMB:+2 CMD:15 Init:+3 Perception +5 Spell Pool: 3L/1F/1D/1T Climb +1, Diplomacy +7, Heal + 6, K. Arcana, Planes, Local, History, Religion, Planes +7, Sense Motive +5, Spellcraft +10*, Stealth +10, Swim +1, UMD +10

Zal can't help but groan slightly as Dilwyn offers his diplomacy. The elf offers a shrug to the others as he steps back a bit from the door to consider the building once more...

Perception: 1d20 + 3 ⇒ (3) + 3 = 6 I was gonna say I was looking for other ways in but...


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 121d4 ⇒ 3

The noise that you heard stops, however there is no response from inside the building.

Next?


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

"Answer me this friends, do you want in there, or not? We can use the chime, if desired. But I ask you to consider if we really need to go into this place?"


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

"I'm not sure. The building seems intact, and I know I heard people in there, so this could be a good opportunity to find some answers. On the other hand, we found other leads at the Sheriff's office. They might not know anything more than the evacuating farmer we met, or worse they may be infected themselves."

Dilwyn sighs.

"We can always come back here if we need to. Let's check out the location with the closest pin from the map, and not use magic items to terrorize these people worse than life already has."


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

"Or how about the inn back there? There were open windows up top. If we could get one or two of us up there, maybe we could all go in from that way?"


HP 27 AC:19 T:13 F:13 Saves F:+3 R:+4 W:+5 CMB:+2 CMD:15 Init:+3 Perception +5 Spell Pool: 3L/1F/1D/1T Climb +1, Diplomacy +7, Heal + 6, K. Arcana, Planes, Local, History, Religion, Planes +7, Sense Motive +5, Spellcraft +10*, Stealth +10, Swim +1, UMD +10

Zal nods at Dilwyn's estimation that its not a good time to harass potentially normal people at this point. To the question about the inn Zal looks over the map quickly, I think the inn is closer. There first then the point of interest?


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

"That's fine with me," Dilwyn agrees, nodding, and ready to head back. "I have some rope in my pack, and am pretty decent at climbing when not encumbered by all these hides, but if anyone is good at climbing without having to take their armor off, they might be the better choice to go first and set up a rope for the others to follow, in case there's something dangerous inside."


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

"I'm not the worst climber ever, but perhaps there is a ladder around town somewhere?"


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 61d4 ⇒ 2

Deciding to forgo breaking into Silverstone Hall(A11), you head over to the Inn(A8), and find that the front door is unlocked.

Opening it and entering you see a middle age buxom woman with a milky left eye and a small, curved scar on her right cheek. She is nervously pacing the floor in the common room and seems both surprised and worried as you enter. As soon as she sees you, "Oh my. Are you ok? You are not from here so you must not be afflicted. Please, I am worried about Vorthad. He is a guard, and is upstairs in his room, but he is not himself. The last few times I checked on him, he just cursed at me through the door and banged his halberd on it." Finally running out of breath, she pauses a moment to inhale and continues, "where are my manners. I am Vessa Cormindi and the owner of this Inn. Please can you help. Just subdue Vorthad, as he is still a guest."

Next?


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

"Greetings mam, yes, you are correct. We're not from around here. A halberd huh? And he probably knows how to use it I'll wager. For the benefit of you others, when the good lady says 'subdue' she means we ought not to kill him. I will try and disarm the poor b@$+@^d, the rest of you might want to refrain from killing him in your attacks. Which room is he in mam?"


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 11d4 ⇒ 4

"He is in the last room on the left at the end of the hall on the second floor" she replies.

Next?
Tactical Map Updated

Added a Tactical Map with your tokens on it.


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

"Hilde is really good an knocking people down without hurting them too much, I suggest she take the lead on this one with Iskender there to disarm, as he says. I can provide a few small jolts of electricity if things get dire. They shouldn't be enough to kill if he's not already severely wounded, but they should help lower his pain threshold to the point where he passes out.

"Don't worry, lady, we'll leave him intact if it's at all possible. If we can get him under control, we can put him safely in a cell at the sheriff's office, where he shouldn't be able to do much harm to himself or others."


Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 | HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent | Status: Raging, -1 CON

Hilde looks at the innkeeper suspiciously.
At Dilwyn's words she smiles and cracks her neck by moving her head, a smile on her lips.
She moves to the stairs, go to the second floor, and goes to the room, trying to be quiet. She stops by the door, trying to hear the noises inside.
Stealth Check: 1d20 ⇒ 8
Perception Check: 1d20 + 5 ⇒ (9) + 5 = 14


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

Dilwyn waits for Iskender to follow Hilde, then follows as well.


Male Human Ranger 6 (Guide)/Champion 1 (HP 83/83 AC:19 T:11 F:19 Saves F:+7 R:+6 W:+3 CMB:+10 CMD:22 Init:+1 Perc: +10 Survival +10)

Kit rests his axe on his shoulder. If it comes down between him or you, I'll make sure its him, Kit says. Then he will bow to the innkeeper, I am sure it won't come to that Miss Vessa!


HP 27 AC:19 T:13 F:13 Saves F:+3 R:+4 W:+5 CMB:+2 CMD:15 Init:+3 Perception +5 Spell Pool: 3L/1F/1D/1T Climb +1, Diplomacy +7, Heal + 6, K. Arcana, Planes, Local, History, Religion, Planes +7, Sense Motive +5, Spellcraft +10*, Stealth +10, Swim +1, UMD +10

Zal considers the inn keeper and nods at Iskenders instructions. He followed the group wordlessly.

-Posted with Wayfinder


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 111d4 ⇒ 4
Moving up the stairs, you come to the door where Vessa says that Vorthad is staying. As Hilde listens, she and most of the group hears someone pacing around and muttering curses to them self in side the room.

Next?
Tactical Map Updated


Male Varisian Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

Iskender prepares to disarm their opponent, while ensuring there's a friendly between himself and the door.


Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

Dilwyn begins to contemplate the tingly sensation that comes from holding lightning in his hand. He doesn't manifest it all at once, but keeps the sensation fresh so that he might do so at a moment's notice if their assailant is both in view, and appearing to have the upper hand. Both conditions might be difficult to accomplish in this narrow hallway, but it doesn't hurt to be ready.

Ready an action to use a Lightning Arc if the guy comes into the hallway.

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