DM PeteZeros 4-05 The Sanos Abduction (Inactive)

Game Master Pete who?

Map of the cave


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Grand Lodge

Male Elf Wizard 3 (illusion) HP 14/14 | AC 14 (18 MA) T 14 (18 MA)) FF 10 | CMD 13 | F +2 R +6 W +5 | Init +4 | Perc +3 | SM +3
Fredrik Greymantle wrote:

Thx.

Yea but they can both retry their save next round, with a little luck...

As a man of faith Brother Greymantle prays even when he is running away for his life. Eventually some of it worked and he found the courage to get back.
Double move to the hex behind Oswin.

Defilers...
Your end is night!

Unfortunately Varathon is terrified and can't think straight enough to cancel it. I didn't realize grease was dismissible until someone told me it was so on online VTT game on Saturday or would have earlier in the fight. Was also told acrobatics check as not required for standing up during same game.

Grand Lodge

Male Elf Wizard 3 (illusion) HP 14/14 | AC 14 (18 MA) T 14 (18 MA)) FF 10 | CMD 13 | F +2 R +6 W +5 | Init +4 | Perc +3 | SM +3

Assuming Varathon can get back to the group after running in complete terror thru cave and forest. Stage left...stage right even.

Spoiler:
A few minutes later, A disheveled elf approachs the rest of the group covered in mud, twigs, and various holes in his blue robes from running full speed in pitch black cave and forest clearing. He sighs at his comedic state. "This is why I didn't study necromancy and enchantment. Compulsions are so...bothersome" . He dismisses the grease spell and while avoiding eyecontact with the rest of the group studies the monstrosity.

Know Nature: 1d20 + 8 ⇒ (10) + 8 = 18

He will offer what help he can with the poisionous quills with his alchemy skills.
Alchemy: 1d20 + 8 ⇒ (15) + 8 = 23

Grand Lodge

Clr 7/Ftr 1, HP 67/67, CMD 19, AC 23 /T12/F22, F+10 R+4 W+10, Init +7, Perc +6, SM +11

I have done what I can for the gnome fo now. Meanwhile let me see you guys wounds.

Treat Linarra's poisoning
Heal: 1d20 + 7 ⇒ (2) + 7 = 9
Heal: 1d20 + 7 ⇒ (15) + 7 = 22

Treat Lirianne's poisoning
Heal: 1d20 + 7 ⇒ (16) + 7 = 23
Heal: 1d20 + 7 ⇒ (8) + 7 = 15

Treat myself's poisoning
Heal: 1d20 + 7 ⇒ (5) + 7 = 12
Heal: 1d20 + 7 ⇒ (2) + 7 = 9

Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Fort: 1d20 + 5 ⇒ (16) + 5 = 21

Grand Lodge

Male Elf Wizard 3 (illusion) HP 14/14 | AC 14 (18 MA) T 14 (18 MA)) FF 10 | CMD 13 | F +2 R +6 W +5 | Init +4 | Perc +3 | SM +3

If it's possible to slow the poison or give someone an assistance to a save against the poisons with alchemy.
alchemy: 1d20 + 8 ⇒ (11) + 8 = 19


Had a whole write-up here, the boards ate it, arrrrgh

Let me get my coffee, and I finish it.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Linarra made all her poison saves I believe, she just has the pesky quills to deal with, although I don't think that's mandatory to do at scenario's end.


After rummaging through some backpacks you discover 3 potions of neutralize potion. Wondering where they came from, you remeber to be given them by Ignizi. With this you can easily stabilize the gnome (and maybe save yourselves, if necessary?). You are able to return Dijjit to the cottage, where Ignizi easily cures her dying assistant. While the
gnome convalesces, Ignizi and the other researchers thank you profusely. Riddywipple, his best friends gone and his optimism somewhat soured, pledges his service to any of you.

THE END

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