| Ferox Kerr |
Ferox is already on the trail of the two humanoids. He's guiding Gaius along their path.
That's if his Tracking roll was good enough
| Dungeon Master S |
The trail (which requires Ferox, Grym, and Bucho working as a team to follow) leads directly to the door to the south. From here you'd have to give a solid look down to see what's below. Otherwise it's eerily quiet in here and even the water seems still.
| Dungeon Master S |
The big door is completely nondescript from this range... you approach it?
| DeGrog Coarse-Hair |
DM: I believe Gauis was asking if the humanoid tracks lead to the Big Door to the south. Which south door do the tracks lead to? (unless North is not at the top of this map, and I'm completely confused)
| Thorgrym the Tracker |
Grym and Bucho of course assist Ferox with tracking (extra +4 from their aid another survival skills).
The ranger will approach the door (w/ Gaius right behind trapspotting) and listen.
Perception 1d20 + 12 ⇒ (18) + 12 = 30
| Dungeon Master S |
The map shows the details. Grym senses nothing on the other side.
| Dungeon Master S |
The door seems completely nondescript, almost as if it's purposefully so. Any less "descript" and it would have been a secret door. It seems unlocked.
| Dungeon Master S |
This is very important. Is donkeyhorse coming and what is he carrying?
Sandor passes by Gaius and opens the door. One wall of this otherwise plain hallway features several long narrow gaps that open into the room from which you came. Be they arrow slits or viewing portals, it's tough to tell.
You have a bad feeling about this place.
Perception
DeGrog: 1d20 + 0 ⇒ (2) + 0 = 2
Ferox: 1d20 + 18 ⇒ (1) + 18 = 19
Gaius*: 1d20 + 16 ⇒ (18) + 16 = 34
Grym**: 1d20 + 12 ⇒ (19) + 12 = 31
Morkeleb: 1d20 + 0 ⇒ (1) + 0 = 1
Odric: 1d20 + 0 ⇒ (11) + 0 = 11
Sandor: 1d20 + 12 ⇒ (5) + 12 = 17
| Dungeon Master S |
1d20 + 16 ⇒ (11) + 16 = 27
| Dungeon Master S |
Also classic dungeon rules are in effect.
Your mini must be placed anytime anyone...
opens something.
searches something.
touches something you found here.
unveils a new section of map.
| Thorgrym the Tracker |
This is very important. Is donkeyhorse coming and what is he carrying?
Sandor passes by Gaius and opens the door. One wall of this otherwise plain hallway features several long narrow gaps that open into the room from which you came. Be they arrow slits or viewing portals, it's tough to tell.
You have a bad feeling about this place.
Perception
[dice=DeGrog]d20+0
[dice=Ferox]d20+18
[dice=Gaius*]d20+16
[dice=Grym**]d20+12
[dice=Morkeleb]d20+0
[dice=Odric]d20+0
[dice=Sandor]d20+12Grym lets Morkeleb and DeGrog know that we are in fact, in a dungeon.
| DeGrog Coarse-Hair |
One wall of this otherwise plain hallway features several long narrow gaps that open into the room from which you came. Be they arrow slits or viewing portals, it's tough to tell.
You have a bad feeling about this place.
they're probably drainage slits for after the chamber rushes full of death sauce
| Odric the Stout |
Donkeyhorse is coming and my character sheet has his stuff posted. I can copy it into game play when I get home.
Donkeyhorse is carrying:
Saddlebags x2 setsBedroll
Mead
Rope Ladder
Soap
Wine
Animal Feed x15
Trail Rations 5sp x10
Torches x2
Candles x9
Scroll of TP
| Morkeleb the Mighty |
One wall of this otherwise plain hallway features several long narrow gaps that open into the room from which you came. Be they arrow slits or viewing portals, it's tough to tell.
Knowledge (Engineering): 1d20 + 12 ⇒ (7) + 12 = 19
best guess?
You have a bad feeling about this place.
No sh1t Sherlock.
| Dungeon Master S |
You have no idea. The ways of the Runelords are immutable.
| Thorgrym the Tracker |
Unless someone stops him, Grym will lead into bad feeling little hall and go up to the far door.
Listens at the door. Perception 1d20 + 12 ⇒ (16) + 12 = 28
Bucho follows right behind.
Hopefully Gaius will come along to trapspot...
| Ferox Kerr |
Ferox closes to better cover the room with a hail of arrows, waiting for the rest of the party to advance.
| Thorgrym the Tracker |
Am I totally lost, or are everyone's minis misplaced? Grym, Gaius and Odric all appear to be in the main chamber at double doors, not near the 'little hallway'
Sorry, you guys are correct. I cant move my guy on the map. Can one of you move him for me to the little hallway to the door where he is listening. With Gaius right behind me I guess.
| Dungeon Master S |
As the door is opened, the party prepares to advance. With lightning reflexes born of near preternatural perception, Gaius and Grym catch sight of some crimson red motion on the ceiling. A quartet of crimson armored killers drop down like spiders descending from a web. They draw wicked looking saw-toothed sabres and move to attack. The enemy, Grym, and Gaius each get a standard action before combat starts:
Baddies: 1d20 + 5 ⇒ (5) + 5 = 10
DeGrog: 1d20 + 4 ⇒ (19) + 4 = 23
Ferox: 1d20 + 10 ⇒ (10) + 10 = 20
Gaius: 1d20 + 3 ⇒ (11) + 3 = 14
Grym*: 1d20 + 3 ⇒ (15) + 3 = 18
Morkeleb: 1d20 + 5 ⇒ (10) + 5 = 15
Odric: 1d20 + 4 ⇒ (13) + 4 = 17
Sandor: 1d20 + 2 ⇒ (11) + 2 = 13
| Dungeon Master S |
The killers are covered in some kind of red mist that ever so slightly blurs their motion, making them a slightly harder target. (Knowledge Religion for more information.)
Surprise Round
Grym: CURRENT
Gaius: 14
Baddies: 10
Round 1
DeGrog: 23
Ferox: 20
Grym: 18
Odric: 17
Morkeleb: 15
Gaius: 14
Sandor: 13
Baddies: 10
| Morkeleb the Mighty |
The killers are covered in some kind of red mist that ever so slightly blurs their motion, making them a slightly harder target. (Knowledge Religion for more information.)
Knowledge (religion): 1d20 + 12 ⇒ (11) + 12 = 23
| Thorgrym the Tracker |
so there is only 1 in the little hallway with Grym and Gaius?
Bucho knows his job to watch his master's back. The dog turns instantly and attacks.
1d20 + 10 - 2 + 4 ⇒ (10) + 10 - 2 + 4 = 22
Power bite 1d8 + 5 + 4 ⇒ (5) + 5 + 4 = 14
| Dungeon Master S |
Bucho just barely manages to lock his teeth on the mantis looking killer. The brave dog gnashes his teeth and does a number on the enemy.
1: 0
2: 14
3: 0
4: 0
These are Red Mantis assassins. There religion is killing. By taking money for murder they appease their god. You may ask one question about their abilities.
| Thorgrym the Tracker |
Round 1
Hemmed up in the small little hallway, the ranger watches his faithful dog attack the crimson clad attacker. Placing a hand on Gaius's shoulder to make sure he didnt get in the way. Thorgrym hefts his crazy magical hungamunga and hurls it at the serrated sabre weilding man.
1d20 + 12 + 4 - 4 ⇒ (7) + 12 + 4 - 4 = 19
hunga munga 1d8 + 4 + 1 + 4 ⇒ (3) + 4 + 1 + 4 = 12
Fearing to hit his dog, Grym throws a little high...
| Dungeon Master S |
You can't draw and throw in one action without the quick draw feat. Do you have it? Otherwise you can draw a weapon (I always assume your main weapon is out.)
| Thorgrym the Tracker |
You can't draw and throw in one action without the quick draw feat. Do you have it? Otherwise you can draw a weapon (I always assume your main weapon is out.)
Big negative on the quick draw.
Would totally make sense that it would take extra time to pull out a hunga munga without cutting yourself or snagging it on something.
| Dungeon Master S |
So you can either draw, or use a weapon you have out. (Or cast a spell.) Then it's Gaius for the end of the surprise round.
| Thorgrym the Tracker |
So you can either draw, or use a weapon you have out. (Or cast a spell.) Then it's Gaius for the end of the surprise round.
Sorry, for not being clear. Grym is already holding Shark Slayer offhand. Spends his surprise round drawing the hunga munga.
| Sandor Stouthammer |
Ohh wow lots of posts to catch up on. I am finally able to see the map. Question Red mist and Red armor, could this be the Red Mantis? We had a fight with them before at Vencarlo's
| Dungeon Master S |
They look identical to the red mantis from Vencarlo's, except these guys have more.... skill.
| Sandor Stouthammer |
They look identical to the red mantis from Vencarlo's, except these guys have more.... skill.
Naturally :)
Red Mantis assassins!!! They're no friend of ours. Kill em. Where's Laori when ya need her Sandor says remembering her wicked power that allowed Odric to swing hard enough for his blade to go through two bodies.
| Gaius Lirsiiv |
Gaius follows the descending Red Mantis with a wry smile.
"Ah", he says before peering out the arrow slit next to him. He sees Odric and Morkeleb in similar circumstances.
Umm hmm.
He calls to Calistria for power and touches his holy symbol. Spidery words, some form of Elvish, slither out of his mouth and he extends his right hand, releasing a small glowing wasp that darts out of the arrow slit and goes to sting the Red Mantis assassin that is threatening both Odric and Morkeleb.
Hold Person, DC 15 Will Save to negate
| Dungeon Master S |
will: 1d20 + 4 ⇒ (11) + 4 = 15
-Posted with Wayfinder
The assassin just barely manages to resist the spell, but resist it he (or she) does.
End Surprise Round, begin round 1 DeGrog!
| Morkeleb the Mighty |
Holy crap.
Nice manifestation of Hold Person, I like the wasp! I wish he'd failed his save...
I won't post out of turn, because what I do is going to depend heavily on how the field looks when it's my turn. However, I will do this:
Determine the (apparent) spell effect that is on these buggers (pun intended)
Knowledge (Arcana): 1d20 + 16 ⇒ (12) + 16 = 28 <--determines up to 8th level spell effect
Odric: please note that I do have a staff in hand, and thus threaten the guy between us.