Dungeon Playtest. (Inactive)

Game Master Chyrone

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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 |

Will Save, Heroism: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

She shakes off whatever was happening.


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)

GM is the purple barrier visible from inside?

If Not!:
CLAAANG! Grog swung his hammer mightily against the doors, hoping to smash them open! Sunder with Power Attack!: 1d20 + 10 ⇒ (12) + 10 = 22 Sunder Damage: 2d8 + 14 ⇒ (3, 8) + 14 = 25


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, the barrier is within.
Going good on willsaves here, guys.

When Charis opens the trunk, she finds a dried up corpse, with several metal pins sticking out of its body, as well as an old but fist sized carpenter's hammer.


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 sheathes her sword and gets the carpenter's hammer.

"Damn...let's give some rest."

She uses the hammer to pull up the pins and free the body. Hopefully that gets her out of there.


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 frowns, not really understanding what he's seeing. Tentatively he mutters, "Uh. Is dat a good idea? I mean it spoke tae us... Should nae be possible fer a shriveled prune ta talk."

Warily he watches, hands resting on the haft of his hammer just in case... I'll call it. That thing is a vampire or something related ;)


HP 59/63 | AC 21/11/20 | CMD 23 (25 vs Bull Rush) | Init +4 | F +7/R +3/W +3 (+4 vs fear) | Perc +0 | Human (Ulfen) Cavalier 7

"So that was talking to us? That just isn't right. You think it really wise just to start pulling out nails like that?" he finishes with a tone of skepticism.

Slowly while the nails are being removed, he pulls out a vial from his pouch.

Pulling out a vial of bless weapon, just in case something gets uppity when the nails come out.

--------------------------------------------------------------------
On Going Effect: Banner: +4 vs fear & +3 to hit w/ charge, all allies, constant; -3 Wisdom dmg, constant;


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

Hmm, it was meant to say metal spikes, but whatever. ^^
And while Old Grog is close to something i had in mind before, tossing 2 mimics at you guys was

Fyi, the whispering didn't come from the trunk, it was in the entire room for you three to hear. ;)

The hammer pries loose the spikes, with some gruesome effort.
You three inside the room hear a desperate voice..
"CHrrrrMakeitstop!chrrr"

The mouth of the corpse opens, and something bizarre spews forth.
It's a quartet of tentacles, thick as her arm, flailing around.
Slam 1 vs Charis: 1d20 + 6 ⇒ (9) + 6 = 15 Miss.
Slam 2 vs Charis: 1d20 + 6 ⇒ (12) + 6 = 18 Hit.
Dmg: 1d4 ⇒ 2 Grab?: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26
Charis is grabbed by the throat, the end of the appendage holding the back of her head. As it does, she feels something puncturing the back of her head, and she feels light headed.

1 Wis dmg.
Slam 3 vs Charis, grappled: 1d20 + 6 ⇒ (1) + 6 = 7
Slam 4 vs Charis, grappled: 1d20 + 6 ⇒ (11) + 6 = 17 Dmg: 1d4 ⇒ 3
=========================

Init:

Charis: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11
Ed Earl: 1d20 + 4 ⇒ (17) + 4 = 21
Old Grog: 1d20 + 1 ⇒ (1) + 1 = 2

Thing in the corpse: 1d20 + 3 ⇒ (16) + 3 = 19


Round 1

Ed Earl
---------
Thing in the corpse
---------
Charis & Old Grog


HP 59/63 | AC 21/11/20 | CMD 23 (25 vs Bull Rush) | Init +4 | F +7/R +3/W +3 (+4 vs fear) | Perc +0 | Human (Ulfen) Cavalier 7

Seeing the tentacles burst from corpse, his instincts kick in and he quickly steps closer to the trunk.

Immediate action, if Ed Earl get 11+ on init die, move up to my base move. So moving 5' closer.

Putting the vial top into his mouth, he takes another step closer and brings his greatsword down on the source of the tentacles.

Greatsword, PA, Vital Strike: 1d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24
Dmg, Greatsword, PA, Vital Strike: 2d6 + 2d6 + 14 ⇒ (5, 3) + (4, 4) + 14 = 30

--------------------------------------------------------------------
On Going Effect: Banner: +4 vs fear & +3 to hit w/ charge, all allies, constant; -3 Wisdom dmg, constant;


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

Ed Earl strikes upon the corpse, which splits open after the damage.
A sixtet of eerie eyes look right at him.
A willsave DC 15 please, or you are shaken for 1d4 ⇒ 4 rounds.

Good grief, what is this thing?
-------------
Tentacle 1 vs Ed Earl: 1d20 + 6 ⇒ (20) + 6 = 26Dmg: 1d4 ⇒ 4
Crit?: 1d20 + 6 ⇒ (11) + 6 = 17
Grab?: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26
Ed Earl gets the same treatment as Charis, and suffers 1 wis dmg from the prodding in his skull.

Tentacle 2 maintain grapple?: 1d20 + 10 + 5 ⇒ (2) + 10 + 5 = 17
With dex penalties, that's a confirmed.
Strangling: 1d4 ⇒ 4 +1 wis dmg.

Tentacle 3 vs Ed Earl: 1d20 + 6 ⇒ (4) + 6 = 10
Tentacle 4 vs Charis: 1d20 + 6 ⇒ (18) + 6 = 241d4 ⇒ 3
-----------
Charis & Old Grog


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)

"Aie! S'nae right. S'nae right!" bellows a horrified Grog. He lashes out with his hammer, seeking to pulverize the many tentacled horror!

Free action: Rage - I should probably start counting how many rounds he's used, sorry been lazy (he won't be out yet, and has barbarian chew).
5' step as needed. Map doesn't seem to show the location of the horror.
Full attack with power attack & rage.

Main attack: 1d20 + 13 ⇒ (13) + 13 = 26Damage: 2d6 + 17 ⇒ (5, 4) + 17 = 26
Iterative: 1d20 + 8 ⇒ (8) + 8 = 16Damage: 2d6 + 17 ⇒ (1, 6) + 17 = 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 focuses.
Concentration vs 10 + Thing's CMB: 1d20 + 11 ⇒ (9) + 11 = 20

She tries to cast Liberating Command again, hoping Abadar blesses her again.
Escape Artist, Liberating Command, Poison: 1d20 + 8 + 14 ⇒ (19) + 8 + 14 = 41

Tell me if I made the concentration check, and if I escaped. That's my immediate action.


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

Old Grog smacks his weapon firmly onto the thing inside the trunk, inciting a sick gurgling sound.
21 dmg.
His second attack misses its mark though.

Charis
-------------
Ed Earl, you can post ahead.


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 |

So I escaped the grapple?

I'm Free!:

The Maiden backflps away, drawing her whip.
Acrobatics vs Thing's CMD, Poison: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24
Hopefully safely out of range, she draws a flask of alchemist's fire. "May fire cleanse your pain."

Still Grappled:

Concentration vs 10 + Thing's CMB: 1d20 + 11 ⇒ (3) + 11 = 14
One last prayer to Abadar. But as my Standard Action this time
She can barely hear a voice. "Your punishment must continue..."


HP 59/63 | AC 21/11/20 | CMD 23 (25 vs Bull Rush) | Init +4 | F +7/R +3/W +3 (+4 vs fear) | Perc +0 | Human (Ulfen) Cavalier 7

Will, Banner: 1d20 + 3 - 1 + 4 ⇒ (3) + 3 - 1 + 4 = 9
Crap.

Break Grapple: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26

If grapple is broken, step back 5'.

--------------------------------------------------------------------
On Going Effect: Banner: +4 vs fear & +3 to hit w/ charge, all allies, constant; -4 Wisdom dmg, constant; grappled?;


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, with that liberating command you're certainly freed from its grasp.
==============
Round 2

Ed Earl breaks free, and makes a quick step back.
------------
Thing (-21) flails at Old Grog.
Tentacle 1: 1d20 + 6 ⇒ (4) + 6 = 10
Tentacle 2: 1d20 + 6 ⇒ (9) + 6 = 15Hit.
Dmg: 1d4 ⇒ 2
Grab?: 1d20 + 10 ⇒ (18) + 10 = 28 Old Grog's grabbed, and his mind is being prodded, taking 1 wis dmg.

Tentacle 3: 1d20 + 6 ⇒ (16) + 6 = 22 1d4 ⇒ 4
Tentacle 4: 1d20 + 6 ⇒ (16) + 6 = 22 1d4 ⇒ 2
-------------
Charis & Old Grog


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 keeps her distance and snaps her whip at the thing. "One last favor, please!"

She calls upon magic to help her once more.
One last casting of Liberating Command. Old Grog can make an Escape Artist check with a +14 bonus as an immediate action.

She snaps her whip at the thing, keeping her distance.
Whip, Heroism, Poison: 1d20 + 7 + 2 - 1 ⇒ (2) + 7 + 2 - 1 = 10
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Will Save?
Will Save: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13


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

Go on Old Grog, finish this thing.


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)

Bolstered by the Maiden's magic, Grog tries desperately to escape!
Escape?: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18

If he broke free:
Grog drunkenly lurches away and in a rage he turns and viciously brings his hammer down upon the tentacled thing!
Main attack: 1d20 + 13 ⇒ (2) + 13 = 15Damage: 2d6 + 17 ⇒ (5, 6) + 17 = 28
Iterative: 1d20 + 8 ⇒ (17) + 8 = 25Damage: 2d6 + 17 ⇒ (2, 3) + 17 = 22

If not:
Grappled condition kinda shuts Grog down. Best get out of that.Unable to escape via guile, Grog tries to use brute force to escape! Break grapple: 1d20 + 14 ⇒ (12) + 14 = 26


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

Charis didn't need a willsave, as the thing was staring at Ed Earl.

Old Grog manages to break free, pulling the tentacle loose enough to slide his head from it.

His first attack misses, but the second hits the thing right where it hurts.
17 dmg.
===================

Round 3

Ed Earl
--------------
Thing (-38)
--------------
Charis & Old Grog


HP 59/63 | AC 21/11/20 | CMD 23 (25 vs Bull Rush) | Init +4 | F +7/R +3/W +3 (+4 vs fear) | Perc +0 | Human (Ulfen) Cavalier 7

Have Ed Earl's attacks been doing damage to this thing? I am not seeing indications in your posts for the amount of damage Ed Earl has potential done (30 point from a vital strike). I am asking so I need to adjust how I am attacking.


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

It had not yet dealt damage to the thing itself. The corpse was its shell, or cell if you prefer, where it was confined to, in fact.


HP 59/63 | AC 21/11/20 | CMD 23 (25 vs Bull Rush) | Init +4 | F +7/R +3/W +3 (+4 vs fear) | Perc +0 | Human (Ulfen) Cavalier 7

Stepping back up the truck, Ed Earl brings his greatsword down on the creature.

Greatsword, PA: 1d20 + 14 ⇒ (9) + 14 = 23
Dmg, Greatsword, PA: 2d6 + 14 ⇒ (5, 3) + 14 = 22

Greatsword, PA, 2nd: 1d20 + 9 ⇒ (1) + 9 = 10
Dmg, Greatsword, PA: 2d6 + 14 ⇒ (2, 1) + 14 = 17

--------------------------------------------------------------------
On Going Effect: Banner: +4 vs fear & +3 to hit w/ charge, all allies, constant; -4 Wisdom dmg, constant;


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

Ed Earl brings his sword down, arc starting from his previous position, in an overhead chop when he gets near the trunk.

Dark purple liquid splatters on his face, as he ends the creature, its gurgle cut short.

Combat over!
=============

The same whispering voice returns.
"I....i am...freed..."

The transparant form of a young man wearing the same clothes as the corpse, materializes right behind you.

He seems to faintly smile.
"Something is calling. Yet there is enough time to answer one question, if you have one."


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 |

"You are free now." Charis gives a short bow.

"How do we prevent this from happening? To anyone else?"


HP 59/63 | AC 21/11/20 | CMD 23 (25 vs Bull Rush) | Init +4 | F +7/R +3/W +3 (+4 vs fear) | Perc +0 | Human (Ulfen) Cavalier 7

Ed Earl looks over that the entrance way to see if the way is still blocked now that the entity is "freed".


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)

When the thing falls to Ed's blade, Grog grumbles, "Dis place. S'aint right..."


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 shakes off her half frozen hand, then knocks on the door, shouting, "Guys? Are you alright in there?"


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 spirit looks towards Charis.

"I do not know how much time has passed, my awareness came and went.
But the ones responsible, they killed me while chanting something ominous.
Something about 'The Watcher, The Gatekeeper'. Defeat them, and you're sure to prevent evil."

His figure starts to fade.
"It calls to me...may you succeed in your endeavor, my gratitude is forever."

As he fades away, the first lantern is within sight, as if never have been removed before.


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

Ed Earl sees the curtain of light is still blocking access to the door.

But that will soon be solved, no?


HP 59/63 | AC 21/11/20 | CMD 23 (25 vs Bull Rush) | Init +4 | F +7/R +3/W +3 (+4 vs fear) | Perc +0 | Human (Ulfen) Cavalier 7

What is the status/location of the two lanterns.

Ed Earl picks up his torch and looks around.

Perception: 1d20 + 0 - 2 ⇒ (12) + 0 - 2 = 10

<How do we prevent this form happening? Hell, how do we get out of here would have been a better question.>

--------------------------------------------------------------------
On Going Effect: Banner: +4 vs fear & +3 to hit w/ charge, all allies, constant; -4 Wisdom dmg, constant;


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

Both are present again, as per map.


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 |

At least he found his rest. Charis bows to the man as he fades away.

"Well, let's light the other lantern." She uses the torch on the other lantern.


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

Charis lights the lantern, with best of hopes of not yet another danger coming from it.

(Lantern is lit, and starts burning)

..., ..., ...the light causes the flame of the other lantern to glow the same light as the barrier covering the door.

Further more, the glow shows a series of hidden symbols.
It's writings in an odd version of Aklo, describing a quickened way to sacrifice people.


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 |

"Not what I was looking for." Charis shakes her head. "I will try to extinguish them."

Charis tries to extinguish the lantern flames.


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

-Zelda secret chest found jingle goes here-


HP 59/63 | AC 21/11/20 | CMD 23 (25 vs Bull Rush) | Init +4 | F +7/R +3/W +3 (+4 vs fear) | Perc +0 | Human (Ulfen) Cavalier 7

Ed Earl copies down the Aklo writing.

Sorry to be a pain... are the torches on the map the lanterns? It looks like both torches are extinguished. What is the red dot?


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

They are unlit because initially they were.
I'll remove the dot, it was an indicator of where the monster was.


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)

Shifting his feet a little impatiently Grog mutters, "We gonnae get outa here or sommat? Dis room gives meh tha creeps!"


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 puts out the 1st lantern, the barrier disappears, and the doors are accessable again.


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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 |

Charis opens the door, assuming they aren't cold to the touch.

"Finally. I hope you haven't been waiting for too long. We had to put someone to rest. My vision is a bit cloudy, sorry. So, let's head south? Once we kill The Watcher, or Gatekeeper this should be over."

Perception, Heroism, Bad Tentacles: 1d20 + 13 + 2 - 1 ⇒ (12) + 13 + 2 - 1 = 26
Disable Device, Heroism, Poison: 1d20 + 12 + 2 - 1 ⇒ (15) + 12 + 2 - 1 = 28
+3 vs traps
Stealth, Heroism, Poison: 1d20 + 8 + 2 - 1 ⇒ (20) + 8 + 2 - 1 = 29

Charis falls silent as she stalks southward. May you rest in peace, old friend.


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 has a few empty brazier frames, its contents either removed or rotten away.

The floor near the door seems to be moist.
The door turns out to be not trapped, and nothing is heard behind it when Charis places her ear against it.

When she carefully opens the door, she sees a largely flooded hall. An old chandelier hangs in the middle of the room, 15 feet high. Some paintings, half-faded by moisture, hang on the higher parts of the hall.

The origin of the flooding doesn't seem clear, but the further ahead, the darker the water seems.

On one wall, old frames for planks for the walls are still hanging, but the planks are rotten and might not hold for too long if applying heavy weight on one spot for too long.
Going via this wall requires DC 15 climb checks.

On the other wall the large stones have loosened from some unknown source.

Kn. Engineering 12:

But given scale, it could have been some severe blunt impact.

They lean slightly downwards, but would provide some footing for the nimble of feet.
Going via this wall requires DC 15 acrobatics. Due to the moist, you move half speed. If you want to go full speed, you take the appropriate penalty, with the bad side you slip and take a swim.


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 |

"Anyone wants to wager something nasty is in there?" The Maiden pulls out her wand to recover.

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
HP: 39 + 7 + 7 = 53

Knowledge, Heroism: 1d20 + 1 + 3 + 2 ⇒ (5) + 1 + 3 + 2 = 11
A vision flashes across her, but Charis is unable to make sense of it. She peers at the rocks and decides to cross them carefully.

Acrobatics, Poison, Heroism: 1d20 + 12 - 1 + 2 ⇒ (1) + 12 - 1 + 2 = 14

Good thing she took her time, as she feels amazingly clumsy.


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)

"Aye, I'll bet ye a pint o' Dwarven bitters there'd sommat awful in tha waters..." replies Grog. He takes a long pull from his hip flask and suggests, "Seems ta me, we missed a dry path tha other way."

If anyone was to go swimming, with a rope attached, Grog will offer to pull them out if they seem to be in distress.


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

*Sits back smiling faintly*


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

"I think I'll take this wall," Carlaya says as she hoists herself up and along.

Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16

"The water should be a piece of cake for old Rags," Carlaya says as she urges her giant snake ahead. He slithers ahead and dunks himself in.

Swim, Rags: 1d20 + 18 ⇒ (4) + 18 = 22


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)

Folding his arms, Grog watches impassively. Best outcome, she'd probably get cold and wet. Worst outcome, didn't bear thinking about!

Perception - was that a ripple in the water?: 1d20 + 13 ⇒ (4) + 13 = 17


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

For convenience of info, checks will be done for every move action, to move across entirely.
The wall with acrobatics is 55ft long.
The wall with climbing is 60ft long.


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 failed the first check. Perfect...did I fall into the tentacle-infested water?


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

No, only on a 5+ fail. You don't make progress if 4 or less.


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 |

You should have said: No, you fall into the pool of tentacle-free acid!

Charis can barely get on the first stone. She redoubles her efforts and tries again. Normally she would move quickly and be done with it, but she is in no good mood.

Acrobatics, Poison, Heroism: 1d20 + 12 - 1 + 2 ⇒ (7) + 12 - 1 + 2 = 20
Acrobatics, Poison, Heroism: 1d20 + 12 - 1 + 2 ⇒ (19) + 12 - 1 + 2 = 32
Acrobatics, Poison, Heroism: 1d20 + 12 - 1 + 2 ⇒ (4) + 12 - 1 + 2 = 17
Acrobatics, Poison, Heroism: 1d20 + 12 - 1 + 2 ⇒ (11) + 12 - 1 + 2 = 24

Slowly yet carefully she gets across without incident.

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