| Tiger Sherman |
You can take a withdraw action to move away without provoking AoO, although it keeps you from attacking.
Update: I miscounted, and am instead not close enough, so that will be drawing a trident and throwing it. Which will make that a 16 to hit, not a 22.
| DM Puppet Master |
Yes, feel free to move yourselves on the map. It's also fairly unlike that you would have died anyway since you need to reach -(10+Con) HP to die.
The trident whistles through the air, landing a solid blow on the elemental.
Init
Elemental (6 dmg)
Tiger and Sharpe
Florace and Arden <<<
| DM Puppet Master |
Sir Florace swings at it with his bastard sword.
[dice=To Hit]1d20 + 5
[dice=Confirm Crit]1d20 + 5
[dice=Damage]1d10 + 4
[dice=Extra Crit Damage]1d10 + 4
Unfortunately, I don't think you can actually reach the elemental and attack on this turn. That can be your roll for your next attack though.
| DM Puppet Master |
I should have been in the room with the elemental since I was trying to talk with it, so I should have reached it. I haven't been moving my person around on the map
Ok. Next time remember to actually move yourself though otherwise you might just have to put up with where you are on the map.
With Sir Florace's mighty blow, the elemental seems to come apart, wisps of cloud gradually drifting away until they've all dispersed.
End of combat
| DM Puppet Master |
It wound up the chain attached to it, which disappears into the bump on the ceiling. Past that, you can't see any changes.
| Sir Florace |
Maybe we should see if there was any effect on the bump in the ceiling over by the acid pool. Sharpe, perhaps you could slip across the narrow strip of floor again, see if anything changed?
Florace walks over to the acid pool and looks to see if it had any effect over there.
| DM Puppet Master |
Sharpe doesn't even need to go across the narrow ledge, as the change is quite obvious. More walkway has appeared, widening the ledge into a normal, albeit a slippery, path.
It's still an acrobatics check to cross without slipping, but the DC is lower. It also extends all the way to the other side of the acid.
| DM Puppet Master |
Sharpe successfully makes it across the ledge.
Sharpe Strength to hold onto rope: 1d20 ⇒ 1
Tiger manages to grab onto the rope. However, while Sir Florace has no problem holding on to his end, Sharpe is unable to take the sudden weight and drops his end of the rope. Tiger plops into the nasty acid, which luckily is only a couple of feet deep.
1 acid damage for Tiger. You can choose to either pull yourself up and try again, or you can try to dash through the acid, which counts as difficult terrain.
Also note that the path is long enough that you need to have 2 lengths of rope tied together (hopefully at least 2 people have rope). This should give you enough slack that Sharpe could pick up his end of the rope.
| Arden Svoen |
Arden attempts his way across the path past the acid.
Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22 Skills!
While waiting for Tiger and Sir Florace to cross, Arden inspects the area and the door ahead.
Perception: 1d20 - 2 ⇒ (8) - 2 = 6
| DM Puppet Master |
Arden manages to zip along as Tiger climbs back up onto the walkway. On the other side he finds a door, but there doesn't appear to be anything remarkable about it.
| DM Puppet Master |
Sir Florace falls in and then quickly slogs through to reach the other side.
3 points acid damage
| DM Puppet Master |
Behind the door reveals a hallway that turns before continuing onwards. A small, barred window pierces the iron door at the end of this hall, revealing a plain, ten-foot-square room with a windowless iron door on the opposite wall beyond.
The door seems to be locked.
| DM Puppet Master |
There does appear to be a keyhole. When Sir Florace puts the key from earlier that opened the prison cells in, it seems to fit. With a soft click, the door unlocks.
| DM Puppet Master |
It occurs to me that I should probably actually post what's in the next room as most likely you'll be entering it next.
You are all effectively in combat now. You can go in any order you like, but you're being timed. Also, make sure to place yourself appropriately on the map.
After reading the above. (free action to make the check)
| Arden Svoen |
Arden enters the room once the door opens.
Arcana: 1d20 + 9 ⇒ (19) + 9 = 28
"It's a magic mouth spell, but it looks permanent so the caster may not be here anymore. Does anyone recall a pass phrase?"
| DM Puppet Master |
Oh, also, since you are effectively in combat for timing purposes, try to keep talking to a reasonable amount; Don't sit around having a 10 minute long conversation expecting no time to have passed while you were doing so just because talking is a "free" action in combat.
| Arden Svoen |
"Come inside and close the door, I think I have the pass phrase. It was on a plaque where we killed the imp." Everyone enters and Arden closes the door behind them. He looks up and states the phrase. "Confession Cleanses the Soul-- Pain Clarifies the Mind."
| DM Puppet Master |
You all enter the room and close the door behind you, but nothing seems to happen when Arden speaks. The voice merely repeats its message.
Nice try though!
| DM Puppet Master |
The room is small but well built. The doors both look solid, although there's no obvious way to open them from this side. Otherwise the room looks completely empty.
Nothing happens when Tiger speaks either. Are there more attempts, or should I just move on?
Also, just realized that someone accidentally deleted too much from the map. The room you're in is 10x10 ft.
| DM Puppet Master |
With a soft click the opposite door unlocks, moving to hang slightly ajar. The mysterious voice is quiet.
Good job; I wasn't actually expecting you to get it after killing the imp.
In the next room, a single iron lever protrudes from the wall next to the door in this otherwise empty chamber’s west wall. To the east, a ten-foot-wide hallway curves to the north.
A four-armed metal construct on three jointed legs blocks access to the eastern corridor. A large metallic key floats next to it. Shortly after entering, it speaks to you. "Please present the crest for passage."
| DM Puppet Master |
The construct remains where it is, saying, "Invalid input. Please present the crest for passage."
| DM Puppet Master |
When Tiger pulls the lever, the floor in the tiny intermediary room falls down, exposing a pit below.
Arden, make a Reflex save, DC20 or take Falling damage: 1d6 ⇒ 2
| Arden Svoen |
Reflex: 1d20 + 2 ⇒ (14) + 2 = 16
Arden falls into the pit and yells "Ouch!"
How deep is the pit? Can I climb out?
Climb: 1d20 + 7 ⇒ (10) + 7 = 17