Ed's Dragon's Demand (Inactive)

Game Master fine_young_misanthrope


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Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Barricaded from which side? Keeping us out or it in?

"Hello there. We know you're in there. Who are you and why are you here?"


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek will try to retrieve the key from the bird's neck "Hello sweetie, let me get that thing you have"
Handle animal: 1d20 + 7 ⇒ (5) + 7 = 12

Afterwards he will help the party to force the barricated door.
Strength: 1d20 + 3 ⇒ (17) + 3 = 20
Strength (take 20): 20 + 3 = 23

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn stops rummaging through the kitchen looking for a snack for Sky. He warily watches Shriek try to force the door.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

enough come out now or we come in and you die Orell points at the door moves his friend out of the way and blasts the door and then reloads.

door attack: 1d20 + 4 ⇒ (17) + 4 = 21

door damage: 4d6 + 2 ⇒ (3, 1, 4, 5) + 2 = 15

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Shriek easily get the key from the bird, then easily busts down the door.

As you slam into the room, you hear from under the bead,DON'T HURT ME! DON'T HURT ME

Map updated


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"What's wrong? Who are you?!" shouts Shriek a bit confused and moving his sword from side to side not understanding what is going on.
Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14

If needed the half-orc will step in into the new chamber and check.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Liberty's Edge

Rusthedge dice set up Rusthedge Map

the room is save except for the armoire that you pushed over to get in the room. It's a simple servants room, but a nice one at that. When Samuel speaks to the man, you just hear more sobs and screams come from under the bed.
GO AWAY! DON'T HURT ME!

When you look under the bed, you see this man. He's kicking at your and howling at you to leave .


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Who are you? We are here on the baroness' orders"

Aid Diplo: 1d20 - 1 ⇒ (16) - 1 = 15

lol, still higher than our skald...

Liberty's Edge

Rusthedge dice set up Rusthedge Map

The man keeps trying to kick at you. He keeps screaming GEEET OUUUTT! GETTT OUUUTTT! He's pretty angry, but doesn't attempt to get out from under the bed.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Ok, you wanted this to happen" the half-orc, not very polite in his manners, takes the bed from one side and forces it up leaving the man without the cover "So, now, will you explain us whom you are and what for have you invaded this manor?"
Intimidate: 1d20 + 7 ⇒ (3) + 7 = 10

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn leans against the door frame and watches Shriek overturn the bed.

knowledge(local): 1d20 + 5 ⇒ (10) + 5 = 15
[ooc]Do recognize this fellow?


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Shriek, gentle please. He could be an employee of the wizard and see us as invaders"


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek looks at Yasmin then at the man and realises of his error "Sorry"

The half-orc calmly places the bed to one side and helps the man to stand up "I am sorry man, grrrroar!" he offers his hand "We are here to help. What has you so scared?"
Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18

Liberty's Edge

Rusthedge dice set up Rusthedge Map

You've heard about person before. This is Mathezic, the wizard's servant.

After enough cajoling, yelling, and overall begging, you get the man to crawl out from under his bed. He looks over you all, and says Oh gods! The master is dead! It's the little muggers that the master employed to destroy the tower did it! Maybe the dark ones that had to do with the stars got the kobolds to do it! He then bursts into tears...

What would you like to do next?


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"So you are Mathezic, the wizard's servant..." Shriek relaxes placing his pointy sword at the floor "Do not worry. We are here to help. Who are the muggers? Where are them?"

After questioning about the potential enemies Shriek focuses at the task at hand "Well, we are here to catalogue the manor contents. Would you help us? Are there any other place to research a part of this floor?"

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

"Wait...is 'the master' the wizard, Hunclay, or someone else?"

"And who are these dark ones that had to do with stars?"

Can I put anything together based on his words?
Knowledge (arcana): 1d20 + 10 ⇒ (3) + 10 = 13
Knowledge (planes): 1d20 + 8 ⇒ (15) + 8 = 23

Liberty's Edge

Rusthedge dice set up Rusthedge Map

some things might be lost over time. What you get based on his words-the wizard is Hunclay. He "hired"(?) the kobolds to take out the tower. Dark ones are completely new

knowledge check results:
There are lots of dark things that go bump in the night. Heck, some go bump in the day. You know 20 off the top of your head, but none seem to be directly involved

Mathezic looks over the group and says through his sniffles I just want to get out of here! The master only let me go a few different places in the manor. NO ONE could go to his room without him. I've only gone there once with him. I just want to get out of here. Can I just leave?

sense motive:

Finn Lochlan: 1d20 + 2 ⇒ (1) + 2 = 3
Solvi: 1d20 + 7 ⇒ (3) + 7 = 10
Gilraen: 1d20 + 3 ⇒ (10) + 3 = 13
Orell Destiny: 1d20 + 3 ⇒ (5) + 3 = 8
Samuel Soulkeeper: 1d20 - 2 ⇒ (20) - 2 = 18
Yasmin: 1d20 ⇒ 2

Samuel only:
You are the only one to know that Mathezic is holding back. He does want to leave, but he's holding back a bit as well.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"What is scaring you Mathezic? We will protect you, there is nothing you should fear, groar!" Shriek tries to be as soft as possible in him "Just let us know, take us to the wizard's room and we will help you leave"
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell tries his most charming smile while loading his field artillery to aid the skald

aid?: 1d20 - 2 ⇒ (8) - 2 = 6

Not very... reassuring is he?

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Mathezic looks around and says How about I take up up to his room, then I go away. I don't want any of this. Just please let me go and don't hurt me!

If you agree, he will be happy to take you up and then get the heck out!


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Grrrroar! What the heck!" the half-orc looks at the others and nods while adding "I say yes. What do you think?"

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

agreed Orell says with a nod making sure to aim at the ground instead of pointing at the poor sod

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

"Let's go see that room!"


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Agreed"


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Indeed!

At the door Yasmin thoroughly checks for traps take 20 for 29. If there are any she tries to disable them.

First with take 10 for 21, if that fails by 4 or less she tries again

Disable Device: 1d20 + 11 ⇒ (9) + 11 = 20
Disable Device: 1d20 + 11 ⇒ (3) + 11 = 14
Disable Device: 1d20 + 11 ⇒ (15) + 11 = 26

Liberty's Edge

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Rusthedge dice set up Rusthedge Map

The man leads up up stairs, and you pass through a library. This lushly furnished library features three tall bookcases running north to south down the center of the chamber and another bookcase of iron in the northeast corner. A stuffed grizzly bear towers in the northwest corner, its claws and fangs bared aggressively. The east wall features sixteen paintings of various planets in gilt frames. A ladder in the west side of the ceiling leads up to a trap door. Yasmin sees a poison needle trap, and JUST barely disables the trap. After disabling the trap, she attempts to open the doors, but they appear to be magically locked.

He then shows you the door to the masters room. After looking around a bit, the man gets squarely and leaves as fast as he can out the front door. He doesn't run, but you can tell he's uncomfortable. You look over the door and see it's safe. The bedchamber is richly appointed, with three armoires and three tall wardrobes, a canopied bed with a large locked chest at its foot, a writing desk and chair, elaborate marble tub, and a thick bearskin rug.

yasmin:
You see the rug is actually a trap. It's magic, so you will have to check to see how it works and how to unwork it.

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Map updated


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Why are you scared? Grrrroar!" asks Shriek a bit inpatient, he then observes Yasmin realises something "What is it Yasmin?"

Check the library and desks:

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"STOP! That big bearskin is a trap. Can someone see if it detects as magical?"

Yasmin tries to determine how the trap would be activated, putting her money on stepping on it.

[Take 20 perception for 29[/ooc]

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn steps forward and casts detect magic on the rug.

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Looking over the rest of the library you see that tones of money is locked inside the stacks. The shelves are worth some money, but not nearly as much as the books themselves.

detect magic:
In a fun series of events, the rug will cast summon dire fiendish bear if stepped upon. You can disable with dispel magic.

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

"Stepping on that rug will summon a nasty critter!"


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Great! Let's destroy that critter! Grrrrroar!" says Shriek readying his longsword.

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

C8 is the library, correct? Is C9 the master bedroom with the canopied bed?


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Samuel, that rug is worth money to the right buyer :-). Although we should tell them that the buyer takes the risks of collecting it. Lets NOT destroy it, lets just walk around it"

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

some dumb noble hunter in his castle would pay to watch the bear killed

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Yes Finn, you've got the rooms right.

Give a proper disable check, you could handle the rug with enough caution to save it. Then you can freely explore the room. Also, who wants to got to the next room?


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Do you want me to try to disable the trap? Note that I might accidentally trigger it while trying to disable it..."


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek nods to Yasmin, "Let's try. We others can stay away for safety, and if worst happens I will try to give you some inspiration"
Shriek will cast saving finale to give Yasmin a save reroll in case it is needed


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Go for it"

Solvi casts guidance on Yasmin

Am I on the wrong map? I'm the only one on the second floor. Aren't we on the second floor? I'm confused :-)


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin tries to disarm the trap, putting her blade next to her so she can quickly grab it if needed.

Disarm: 1d20 + 11 ⇒ (10) + 11 = 21

Solvi, I think you are correct and that the rest of us were too lazy to move our tokens...

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

my phone refuses to move the token, so please assume I am along with the group

Liberty's Edge

Rusthedge dice set up Rusthedge Map

It takes a bit of fancy footwork, but you save the rug. The second someone steps on the rug, it will go off, but for now you roll it up and save it for later.

With that the only others things do to up here are go up the stairs to the next level, work on the book shelves, or enter the next room. What would you like to do next?

it's cool. As long as we know where we are, i don't need you to exactly have your people where they are. I'll move them if combat begins.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Cool work Yasmin!" Shriek smiles as he starts working on the shelves.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Appraise: 1d20 + 1 ⇒ (15) + 1 = 16

"Let's check the door I say, grrrroar!"


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Lets catalogue the stuff here before moving on"

perception: 1d20 + 11 ⇒ (20) + 11 = 31

Also scan things with detect magic just in case

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell will assist in cataloging things including the books, splitting it up and writing down titles and authors


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin checks everything for traps and leaves the writing to others

Liberty's Edge

Rusthedge dice set up Rusthedge Map

You carefully catologe the contents of the room. the books are behind the locked cases, but they are safe.

Assuming you finish and go to the next door.

Yasmin, you notice that the door is trapped. It has a magic lock on it. Might hurt, might do something else....


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin tries to disable the trap and then disables the lock

Disable trap: 1d20 + 11 ⇒ (12) + 11 = 23
Disable lock: 1d20 + 11 ⇒ (5) + 11 = 16

I will continue to try to disable both if first attempts do not work, feel free to roll

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn stands by to assist whoever needs help...

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