Dungeon Playtest. (Inactive)

Game Master Chyrone

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Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Now why'd i get the feeling you'd roll that nat 20 for this?
I'm not kidding.
Good you did, i'll tell that much. ^^


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae closes one eye as he concentrates and aim 4 missiles at the beastie.

magic missile dmg: 4d4 + 4 ⇒ (2, 4, 3, 3) + 4 = 16


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor

"Oh, non! Un monstre from the depths, again!"

At least this one shows itself better, so Renee is able to shoot couple of arrows into it without intervening water.

Swift: Judgement (Justice)
Longbow, PBS, DA, RS, Judgement: 1d20 + 11 + 1 - 2 - 2 + 2 ⇒ (4) + 11 + 1 - 2 - 2 + 2 = 14
Damage, PBS, DA: 1d8 + 3 + 1 + 4 ⇒ (5) + 3 + 1 + 4 = 13
Longbow, PBS, DA, RS, Judgement: 1d20 + 11 + 1 - 2 - 2 + 2 ⇒ (16) + 11 + 1 - 2 - 2 + 2 = 26
Damage, PBS, DA: 1d8 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Not entirely. If a creature is mostly submerged, as is with this one's body, it does gain +8 cover.

Tae's magic missiles deal quite a blow to the wounded monster. It looks pretty injured. With Grog standing before him, and only the monster's head partially out of the water, Renee's shots miss.
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Eldritch eel (-57, near defeat).
The stalk on its head starts glowing with an alluring light.

Everyone, willsave DC 17 please. If you don't pass, you feel compelled to move towards - and get close to- the light in the most direct way possible.

The monster sinks 5ft, the tempting light just below the surface.
========================

Eldritch eel, round 2

Carlaya
Tae, Grog & Ed Earl
Charis & Renee
---------------
Eldritch eel (-57, submerged)


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

'Come swim in the water, it'll be nice.' went the voice. "I'm nae Havin' a bath!!!" growled Grin before stepping closer and smashing his hammer into the water splashing everyone.

Free action: Rage rounds 2 / 18
5' step east
Standard action attack.

Will: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Rage, Power attack, Negative Level: 1d20 + 15 + 2 - 2 - 1 ⇒ (9) + 15 + 2 - 2 - 1 = 23Damage: 2d6 + 11 + 6 + 6 ⇒ (1, 2) + 11 + 6 + 6 = 26

Pretty sure that missed due to this rule.

Attacks from Land:
Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.


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◆◇◈ ↺ |

Ed's Will Save: 1d20 + 3 ⇒ (1) + 3 = 4

"Oooh! Shiny!" Ed walks right into the pool.


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

will DC 17: 1d20 + 4 ⇒ (5) + 4 = 9

Tae walks toward the pool, suddenly fascinated with the shiny light.


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor

Will save: 1d20 + 9 ⇒ (20) + 9 = 29

"Non, mes amies! Do not go there! Stay out of the water!"


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Will Save: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
"Ed! What are you doing." She hisses loudly. "Damn, it's trying to fascinate us. Keep shooting, I'll see what I can do!"


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

Will save: 1d20 + 3 ⇒ (1) + 3 = 4
"Oooh... Shiny..." Carlaya is entranced by the sudden burst of light, and moves towards it.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ctrl-C, Ctrl-V here? :)

Carlaya's attention is solely drawn towards the shiny light beneath the water, and she walks off the edge into the water with a big splash.
Tae and Ed Earl follow the same example.

Charis, Renee and Grog are unaffected.
Grog's attack hits just water.

Charis & Renee
----------------------
Eldritch eel (-57, submerged)


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

The Maiden shakes Ed. "Snap out of it!" She tries to rouse him to his senses.
Breaking Fascination is a standard action, right?

She then rounds the corner, approaching Tae.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Yes it is.

Charis puts her boot on Ed's shoulder, giving a few gentle kicks.
"Er, what...oi, why am i in this pool?"

Swim checks next round. This pool is 15ft deep.

Renee


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor

Following Charis' example, Renee sprints to shake Tae out of his trance. "Wake up, mon petit ami, you don't want to be eaten by that thing."

Break fascination


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae panics and starts thrashing in the water for a moment, as he comes out of his trance and realizes he's in the pool... "I .. can't... swim!" he cries.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Tae snaps out of it the same way, a boot to the shoulder.
--------------
Eldritch eel (-57)
The creature moves 5ft back and snaps at the easiest looking target.
Bite vs Tae: 1d20 + 9 ⇒ (11) + 9 = 20 2d6 + 4 ⇒ (6, 1) + 4 = 11
Grab?: 1d20 + 14 ⇒ (17) + 14 = 31

Poor Tae's leg is savagely chewed, and he is grabbed.
========================

Eldritch eel, round 2

Carlaya
Tae (grappled), Ed Earl & Grog
Charis & Renee
-------------
Eldritch eel (-57)

Swim checks in calm waters is DC 10


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

concentration to cast in water: 1d20 + 15 ⇒ (3) + 15 = 18

Tae casts windy escape to avoid the attack, if he can. that should be high enough for a 1st lvl spell to be cast in water, correct?, unfortunately it only gives dr 10/magic, which means he still takes 1 point and is grappled... but it would be worth the try. let me know if it was successful or not so I know how much dmg to take off his hp.

Then he does what any self-respecting halfling would do in the jaws of a giant eel.... He screams! "HELP!!!"


◆◇◈ ↺ |

"Hmm? Where did the shiny go? Oh, hello Charis...why am I in waist high water?"

Swim: 1d20 + 4 ⇒ (17) + 4 = 21

Swimming to shore, Ed swings his blade at the thing.

+1 greatsword, Negative Level, Power Attack, Vital Strike: 1d20 + 14 - 1 - 2 ⇒ (14) + 14 - 1 - 2 = 25
Damage: 4d6 + 14 ⇒ (1, 6, 2, 2) + 14 = 25


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

Swim: 1d20 + 5 ⇒ (1) + 5 = 6 Oof
Carlaya thrashes her arms wildly, but doesn't move anywhere. She instead tries to defend herself.

DC 10 means a 6 shouldn't cause you to slip underwater. Assuming that was my move action, standard for total defense


◆◇◈ ↺ |

Swim bonus is actually -1 for Ed, giving him a 16 swim check. Lousy full plate!


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I see nothing about defensive casting being impossible on an immediate casting, so sure.

Tae makes a quick casting, preventing much of the injury the eldritch eel otherwise would have caused. The attack still gets 1 dmg through, and he is grappled between the many teeth.
=======================================

Eldritch eel, round 2

Carlaya takes a total defense, treading water with haste.
Tae (grappled) yells for help.
Ed Earl, not in danger of an aoo, with the eel chewing on a leg of halfling, gets out of the pool. He hits the water's surface, causing a solid smash splash.

Like Grog mentioned before, submerged creatures have total cover from land based attacks, unless under circumstances.

Grog
Charis & Renee

-------------
Eldritch eel (-57)


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Liberating Command fails again due to action economy. Tae lacks an immediate action to make the escape artist check.

The Maiden knows she can't break through the water, and Tae seems too distracted to really help. She decides to use her longsword and help Grog's aim.

Aid Another: 1d20 + 7 + 2 - 1 ⇒ (8) + 7 + 2 - 1 = 16
That's a +2 attack bonus for Grog.

"Grog, hit it hard! I'm getting tired of things in pools trying to bite us."

At the start of Tae's turn, the Maiden will cast Liberating Command. Tae can make an Escape Artist check with a +12 bonus as an immediate action to escape the grapple.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I've made two tables, maybe it will help in your actions.
One of depth and one as an overhead view.


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor

"Merde...." Renee mutters, as the eel dives down to chew the halfling. Looks like his bow doesn't do much here, so he reluctantly puts it down. Shaking his head, and muttering curses, the half-orc starts stomping onwards, drawing his greataxe as he goes. When he touches the pool, the water ripples, allowing him easy passage to sink his axe into eel-skull.

Free action: activate Liberation. Swift: Bane
Greataxe, Judgement, bane: 1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16
Damage, bane: 1d12 + 3 + 2 + 2d6 ⇒ (8) + 3 + 2 + (2, 6) = 21


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Grog nods his thanks to The Maiden and furiously pronounces, "'S nae right, four months till me next bath be due!" Bristling with indignation he hops in and thrusts down with his hammer like it was a spear, causing the water to foam with its passing.
Swim check: 1d20 + 4 ⇒ (10) + 4 = 14
Rage, power attack, water attack penalty, aid another bonus, negative level: 1d20 + 15 + 2 + 2 - 2 - 1 ⇒ (19) + 15 + 2 + 2 - 2 - 1 = 35Damage: 2d6 + 11 + 6 + 6 ⇒ (1, 2) + 11 + 6 + 6 = 26 Unfortunately I think that damage is halved since it's a blunt weapon. There is also a -2 to hit.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I'm assuming Grog went in at the lower 10ft from the eel.

Renee's attack misses by but 1.
Grog hops in and moves another 5ft down.

Underwater, he puts in great effort, and the hammer smacks into the eel.
Too hurt from the previous round, it is the fatal blow.

Combat over!


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae thrashes about in the water, splashing and clawing his way to the surface. take 10 on swim if he can

"thankee thankee!! Oh my I would've died in there! Gotta learn to teleport as soon as I can!"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Other than the pool -and the now dead eldritch eel-, nothing is special about this room, other than moist of the splashes on the floor.


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

Carlaya gets out of the pool and shakes herself off, not unlike a wet dog. "Say, Tae, got any fire magic in that arsenal of yours? I'm soaked."


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Looks like we're mostly unharmed." The Maiden feels herself for a moment, to make sure she's not dreaming (or a pile of ash.)

"Let's move on, then. How about the northern door, here?"

Perception, Heroism, Neg Level: 1d20 + 13 + 2 - 1 ⇒ (13) + 13 + 2 - 1 = 27
Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (8) + 12 + 2 - 1 = 21
+3 vs traps
Stealth, Heroism, Neg Level: 1d20 + 8 + 2 - 1 ⇒ (10) + 8 + 2 - 1 = 19


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae casts a quick series of prestidigitation spells to dry everyone who got wet. "Not exactly fire, but it works."


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

The door looks safe to Charis.

When she opens it, you see a chapel, about 50 by 30 feet at its largest surface.

Benches, a stage complete with a preaching stand and candleholders.
The entire room is supported by 4 pillars.

With the candleholders still faintly burning, this room has been used recently.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Whip at the ready.
Crack open the door.
Take a peek in.

"These things always look safe, at first..."

She sneaks in, around the side and towards the altar.

Perception, Heroism, Neg Level: 1d20 + 13 + 2 - 1 ⇒ (5) + 13 + 2 - 1 = 19
Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (5) + 12 + 2 - 1 = 18
+3 vs traps
Stealth, Heroism, Neg Level: 1d20 + 8 + 2 - 1 ⇒ (18) + 8 + 2 - 1 = 27


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

As Charis sticks to the wall on her way to the preaching stand, nothing happens.

When she gets within 10 foot of the stage, the already vaguely lit chapel's walls are affected by 'something'.
Upon the nearby wall, the letter C appears, formed in a creepy fashion of writing.
Will Charis, negative lvl: 1d20 + 6 ⇒ (5) + 6 = 11
Charis takes 2 wis dmg.

What will you do from here?


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

The Maiden backs away from the stage and behind a pew. "Couldn't it just fire an arrow or something?"

Unsure of what happened, The Maiden remains silent and keeps an eye out for any kind of trap she can disable.

Perception, Heroism, Neg Level, Wis: 1d20 + 13 + 2 - 1 - 1 ⇒ (16) + 13 + 2 - 1 - 1 = 29
Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (16) + 12 + 2 - 1 = 29
+3 vs traps
Stealth, Heroism, Neg Level: 1d20 + 8 + 2 - 1 ⇒ (20) + 8 + 2 - 1 = 29


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Nearby is relative in this room.

Awaiting to see whatever devious trap might be here, the tension of the strange writing creeps in Charis' mind.

Will Charis, neg lvl, wis pen: 1d20 + 5 ⇒ (5) + 5 = 10
Another letter appears, the letter H this time.

Charis takes 2 wis dmg.
Nothing springs forth from anywhere, though.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Well I'm not gonna roll better than that, so

Whatever this room is doing to her, she doesn't like it. The Maiden promptly leaves the room and closes the door.

"That did something to my head...ow. Let's look somewhere else? Anyone else has a suggestion?"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

3 rounds in the room, including the withdraw.

Will, round of escape: 1d20 + 4 ⇒ (14) + 4 = 18
The dread of whatever is in there forces her to steel her will enough to avoid any further harm.


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Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

"Derrrr.. Charis.. What are you doing in there? Are you okay?" Carlaya drools again, not able to properly plan a path forward. And reminded that her wisdom score is near unintelligent animal level.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Grog puts down his mug of ale and belches before agreeing with Carlaya and says, "Dey be actin' strange fer sure."


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

"Can someone fix them... they both look a little... diminished? I mean, really, she's drooling on herself... that's not normal, is it?"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

With little else to go on, the team heads deeper inwards again.

Now again standing in the room with the three statues, you have directions to go to.
North, East and South.


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Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

I'm gonna let you guys decide; I've walked into too many deathtraps this level.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Seeing the indecision in the party, Grog fishes a bottle out of his pack, muttering "Dey say I'd never find that answer at tha bottom o a bottle. I says Dey be wrong!"

Which way?: 1d3 ⇒ 2

He spins the bottle on the floor and it ends up roughly pointing east. Grog picks it up, puts it back carefully and then hammer in hand walks east, bushy eyebrows waggling.

Perception: 1d20 + 13 ⇒ (18) + 13 = 31


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

The hallway is dimly lit, a few candles in the back only. It does not bother his dwarven eyes.

When Grog stands at the entrance of the hallway, he sees small airvents, grated. The candles are standing at a big stone, a stone in which the form of an otherworldly creature is hewn.
Looking at it gives off this very bad vibe.

Can i get a willsave DC 17 please, or you are shaken for the next minute.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Will: 1d20 + 4 ⇒ (11) + 4 = 15 Does the +2 for mind affecting apply here? Sounds like it should.

"Eh? Wot's dat?" grumbles Grog.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Does that work vs supernatural effects, like auras, that aren't spells or SLA?


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae casts detect magic when Grog comments on what he's seen and walks so he's about 25' from the door.

will save if nec from there: 1d20 + 4 ⇒ (20) + 4 = 24


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

The Maiden walks up behind Grog.

Will Save, Heroism, Negative Level: 1d20 + 6 ⇒ (3) + 6 = 9

And shivers.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

The +2 is from Fortified Drinker. Grog more or less continually drinks (surely his liver is going to explode some day?!) and shambles about. As far as I know that works vs Su abilities.

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