Ed's Dragon's Demand (Inactive)

Game Master fine_young_misanthrope


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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's eyes go wide and his mouth hangs slack and he says not the tender parts by Chaldara and all that is holy


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

Solvi shakes his head in dismay. Bissi looks a little amused :-)

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

The raven looks over the group, then shivers and continues to shiver as all its feathers disappear. In it's place stands an imp. It looks at the group, then says There that's better... no more fake squawking! Now, let's see.... I do enjoy suffering, so let's cause a bit more without lifting a finger! Due to your friends gracious offer, I'll let one...NO TWO! of you NOT have to sit in my chair! Who gets off while the rest of you hurt yourselves? Who doesn't have to sacrifice while the rest of you do? It opens its mouth in a toothy, too toothy grin.

The half-orc takes piercing damage: 1d4 ⇒ 1. The blood runs down rivulets down the chair and on to a pattern in the floor....

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)

initiative: 1d20 + 4 ⇒ (6) + 4 = 10

You'll die before anyone else hurts for your sick pleasure!

attack: 1d20 + 4 ⇒ (17) + 4 = 21

cold iron bolt damage: 4d8 + 2 ⇒ (4, 3, 2, 5) + 2 = 16


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

4d8 damage at level 1???? Wow.

"Excellent. I thought we should have killed this thing long ago"

init: 1d20 + 3 ⇒ (14) + 3 = 17
to hit: 1d20 + 1 ⇒ (18) + 1 = 19 for damage: 1d8 ⇒ 4

Bissi also goes in
bite: 1d20 + 9 ⇒ (16) + 9 = 25 for damage: 1d4 + 1 ⇒ (2) + 1 = 3
trip: 1d20 + 7 ⇒ (8) + 7 = 15

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

"Thank the gods...I didn't want to sit on those things anyway!"

Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Cast daze at raven (DC 14 Will)

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Under your combined assault the little monster dies leaving a little devil corpse on the table.

You are all left in a quiet torture chamber.

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 quickly picks up the dead little thing and squeezes its blood out into the groves trying to follow them to their meeting place thinking that us how to open 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

Yasmin's yaw drops at the sheer violence put out by her teammates I better stay on the other side of that crossbow

She then searches the room for any secret doors

Take 20 Perception: 20 + 6 = 26

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

er...did I have time to cast Magic Fang or not? It will last a minute if I did.

Gilraen will look around too, to see if she can see any mechanism that might open the other door...
perception: 1d20 + 9 ⇒ (13) + 9 = 22

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Looking around the room, you see a secret door. It's hidden in the wall behind you.
map changed

aside from the arrow and a quick magic missile, this imp goes down quick. As this was just a quick non-combat encounter, everybody who used a spell here can get back that slot

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

Gilraen will listen at the secret door.
perception: 1d20 + 9 ⇒ (10) + 9 = 19


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

"Come on Gilraen, let's open it" Yasmin tries to open the secret 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)

Orell will reload his crossbow and stand at the ready for the door to be opened and when it is will follow through the door saying good job finding the door

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

"I wonder if this imp was the wizard's familiar? This is a wizard's tower after all., Finn mutters as he stands with the others.

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

The room on the other side of the door is quite, and the door opens easily.

You enter a hall that turns twice. It stinks in here, and the smell get's worse are you go deeper. Ahead in your torch light, you see the floor drops away here as the corridor turns east, though a seven inch wide ledge continues along the south wall. The walls are very smooth, offering few handholds. The remainder of the passageway is filled with a five-foot-deep trough filled with foul-smelling, thick green sludge.

map updated


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

Solvi and Bissi will head in.

Bissi: "mrrooow. Mrow. Grr"
Solvi: "Yes, I know it stinks. Sorry, but you'll just have to hold your breath"
Bissi: "Mrow"

On a sightly more serious note, they advance carefully looking for traps and the like.

perception: 1d20 + 9 ⇒ (11) + 9 = 20

He'll try to see if he can figure out anything about the sludge. Detect poison on sludge and maybe a knowledge check?

knowledge: 1d20 + 1 ⇒ (2) + 1 = 3 +4 if nature (only knowledge trained)

"Hey, there is some green sludge here. No idea what it is but it smells bad"

Solvi: "Mmmrrrrrooooowwwwwwwwwwww"

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

Do i know anything about the slime?
Knowledge (nature): 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge (arcana): 1d20 + 9 ⇒ (4) + 9 = 13

Finn: "Oh good...we're going deeper underground..."

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 looks at the slime at a distance and rips off a small piece of wood and tosses it into the slime watching it carefully...


HP 86 AC 30 TAC 20 FF 21 | CMD 30 | F +12 R +16 W +12 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 5/5 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +16
Skills:
Acrobatics+19,Bluff+13,Climb+4,Diplomacy-1,Disable Device+18,Heal+9,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+13,Ride+10,SoH+10,Stealth+6,Survival+15,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek studies the thing carefully.
Knowledge (any): 1d20 + 2 ⇒ (10) + 2 = 12

If it does not seem dangerous, the half-orc advances carefully, inspecting the passageway as he moves up to the next door.

There he inspects carefully the door and then proceeds to open it.
Perception: 20 + 2 = 22


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

As always Yasmin follows Shriek closely on the ledge, when it ends she looks around for any way to cross the green sludge without having to step into it.

Perception take 20: 20 + 6 = 26

If she finds a way to cross the sludge she will use it, otherwise she waits a bit for her more knowledgeable companions to identify it.

Acrobatics if needed: 1d20 + 3 ⇒ (3) + 3 = 6

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 follows along...

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Looking over the sludge and determining its origin, you determine that's it's just stinky sludge. No traps, no monsters or hazards. Just pure stank!
Acrobatics DC 13 and you make it across no problem Otherwise SPLOOSH! You're covered in stink.


HP 86 AC 30 TAC 20 FF 21 | CMD 30 | F +12 R +16 W +12 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 5/5 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +16
Skills:
Acrobatics+19,Bluff+13,Climb+4,Diplomacy-1,Disable Device+18,Heal+9,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+13,Ride+10,SoH+10,Stealth+6,Survival+15,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Argh, this is going to be difficult with all this stuff over me" says Shriek fixing his shield to his back.

A bit unsure the half-orc moves over the ledge and using some run, he attempts to jump over the sludge.
Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10

He just hits himself with the border at the other side of the pit and attempts to hold at the other side desperately at the floor.
Ref DC 20: 1d20 + 4 ⇒ (9) + 4 = 13
The half-orc fights with all his strength but fails miserably in the end, splashing all over.

The poor thing gets out of the pool stinking horrible to putrefaction "Well I guess there is no bath around, is there?" the half-orc starts to laugh at himself "I hope you do not leave me here alone now"

After everybody has crossed:

Shriek advances to the end of the corridor and opens the door at the other side if it has no dangers on it. He takes time to inspect it while the others end crossing.
Perception (take 20): 20 + 2 = 22

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 (take 10 on acrobatics getting 18) nimbly cross the gross sludge and make his way to the end of the hall and the door and if nothing is wrong proceed through crossbow at the ready


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

using my rolled 6...

Yasmin looks careful at the sludge and determines that a good jump should clear it. She takes her jump, stumbles on the edge and falls right in the stinking stuff! She gets out after Shriek and shrugs "Oh well, I guessed it was time for a bath anyway"

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

Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17

Finn creeps along and then leaps to the other side of the channel.


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

Solvi and Bissi both attempt to creep along the side

Solvi acrobatics: 1d20 + 1 ⇒ (11) + 1 = 12

Sploosh

Bissi takes a 10 for a 20.

Solvi : "Darn it. I should have managed that."
Bissi : "Chuff chuff chuff"
Solvi : "STOP laughing at me you stupid cat"
Bissi : "Chuff chuff chuff"

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

After you cross the slime, some of you smelling a little worse for ware, you come to another wooden door.

Perception DC14:
you hear nothing on the other side

Perception DC20:
you hear nothing on the other side

Detect Magic:
No magic radiates from the other side of the door


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

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Yasmin listens for a second and then tries to open the door.


HP 86 AC 30 TAC 20 FF 21 | CMD 30 | F +12 R +16 W +12 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 5/5 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +16
Skills:
Acrobatics+19,Bluff+13,Climb+4,Diplomacy-1,Disable Device+18,Heal+9,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+13,Ride+10,SoH+10,Stealth+6,Survival+15,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Perception: 1d20 + 2 ⇒ (4) + 2 = 6
"Whatever is the mystery of this tower it seems quite empty" states Shriek as he checks the door.

Observing there is no magical emanation after casting a detect magic spell, Shriek nods to Yasmin as she opens the door.

At the other side, the half-orc readies his weapons for any incoming danger while he helps the others inspect the room.
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Perception (take 20 allowed?): 20 + 2 = 22

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

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Casts detect magic

Finn: Hear anything?

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 waits for the door to be opened covering the aea and his friends with hoa trusty crossbow amd if nothing is amiss will pass through the open door to see 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

"Nah, it was silent. I do long for the sound of running water that would indicate this is a secret bathhouse"

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

Gilraen and Ray will attempt to cross without being dumped into the nasty stuff.
Gilraen acro: 1d20 + 1 ⇒ (19) + 1 = 20
Ray acro: 1d20 + 3 ⇒ (10) + 3 = 13

Gilraen chuckles as she seems more sure-footed than her normally much-more-graceful-than-her companion. What's up, Ray? Still creeped out by that imp, eh?

As we make it to the other side, we check out the door.

Gilraen perception: 1d20 + 9 ⇒ (2) + 9 = 11
Ray perception: 1d20 + 5 ⇒ (18) + 5 = 23

Gilraen is too busy laughing at her wolf friend to do a good job checking out the door. Ray chuffs at her and sniffs around the door, but doesn't seem to find anything.

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

You open the door, and find...nothing! It's a drafty, empty, dark hall.

Perception:

Gilraen: 1d20 + 9 ⇒ (10) + 9 = 19
Finn Lochlan: 1d20 + 7 ⇒ (11) + 7 = 18
Orell Destiny: 1d20 + 7 ⇒ (13) + 7 = 20
Samuel Soulkeeper: 1d20 + 2 ⇒ (2) + 2 = 4
Solvi: 1d20 + 9 ⇒ (16) + 9 = 25
Yasmin: 1d20 + 6 ⇒ (13) + 6 = 19

Perception DC 10:
NOTHING!

You walk around the hall and eventually come to another door.

Perception:

Gilraen: 1d20 + 9 ⇒ (14) + 9 = 23
Finn Lochlan: 1d20 + 7 ⇒ (17) + 7 = 24
Orell Destiny: 1d20 + 7 ⇒ (8) + 7 = 15
Samuel Soulkeeper: 1d20 + 2 ⇒ (3) + 2 = 5
Solvi: 1d20 + 9 ⇒ (3) + 9 = 12
Yasmin: 1d20 + 6 ⇒ (9) + 6 = 15

Perception DC10:
NOTHING!

Perception DC20:
NOTHING!

You carefully open the iron door as you have many more and see a small, barred window, revealing a plain, ten-foot-square room with a windowless iron door on the opposite wall beyond.room A10

Perception:

Gilraen: 1d20 + 9 ⇒ (4) + 9 = 13
Finn Lochlan: 1d20 + 7 ⇒ (3) + 7 = 10
Orell Destiny: 1d20 + 7 ⇒ (15) + 7 = 22
Samuel Soulkeeper: 1d20 + 2 ⇒ (4) + 2 = 6
Solvi: 1d20 + 9 ⇒ (12) + 9 = 21
Yasmin: 1d20 + 6 ⇒ (16) + 6 = 22

Perception DC10:
NOTHING

Perception DC20:
The floor is trapped with a pit trap that is tied to a spell

entering the room:
As you enter the room, you hear a voice come from nowhere, Please close the door before proceeding with the pass phrase!

Map Updated


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

Before entering A10:

"Watch out. There is a pit trap in front, with a spell on it. Can one of you disable 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)

Orell goes around the pit trap and enters the room hands on the crossbow loaded and at the ready moving to the right corner to allow others to enter and saying come in all, should we close the door as well?


HP 86 AC 30 TAC 20 FF 21 | CMD 30 | F +12 R +16 W +12 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 5/5 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +16
Skills:
Acrobatics+19,Bluff+13,Climb+4,Diplomacy-1,Disable Device+18,Heal+9,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+13,Ride+10,SoH+10,Stealth+6,Survival+15,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

When Solvi raises the the alarm, Shriek abruptly stops at the place. Then when Orell attempts to pass to the room he attempts to catch him by the arm "No! Wait! It is trapped!"
Grapple: 1d20 + 3 ⇒ (12) + 3 = 15

As he fails in his attempt and Orell enters the room the voice spokes its words.

"I do not like this. How will we know the pass words?" says the half-orc "Perhaps the little bird knew them?"

"If the trap is a pit, then perhaps we can cling to the room walls while someone opens the door" says Shriek as he attempts to climb to the walls himself.
Climb: 1d20 - 1 ⇒ (15) - 1 = 14


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

I assume the entire floor is the pit trap?

"Orrel, I do not like standing on a pit trap, waiting to say something that might or might not open it. Now what could the pass phrase be?"

Yasmin thinks for a bit and says "Didn't that prisoner say 'Good Baron Sarvo wills it!'? Could that be the pass phrase?"


HP 86 AC 30 TAC 20 FF 21 | CMD 30 | F +12 R +16 W +12 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 5/5 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +16
Skills:
Acrobatics+19,Bluff+13,Climb+4,Diplomacy-1,Disable Device+18,Heal+9,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+13,Ride+10,SoH+10,Stealth+6,Survival+15,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Well, we can certainly try" says Shriek as he comically attempts to cling to the wall of the room "At least sounds better that the Open Sesamo I would have tried"

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

Gilraen and Ray skeptically hang back, trying to see the pit trap everyone is referring to, standing just outside the entrance. Gilraen will look around to see if there is some device to disable the alleged trap.
perception: 1d20 + 9 ⇒ (14) + 9 = 23

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

Gilraen grins at Shriek.
Open Sesamo? I love that band! I caught their act in Absalom!

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

Knowledge (arcana): 1d20 + 9 ⇒ (7) + 9 = 16
Any clue as to the pass phrase?

Finn ponders along with the others...


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

I've run this so can't contribute to the pass phrase theorizing

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Finn and Yasmin:
Yasmin's suggestion sounds as good as any other.

To the rest-you know the next room is trapped, but you're not sure what to do next.


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

"Shall I get in and try my passphrase? No reason for us all to fall down if my hunch is not correct"

Yasmin tests the floor of the tiny room, when it seems to hold her weight she steps in and closes the door behind her. With trepidation she says "Good Baron Sarvo wills it!"


HP 86 AC 30 TAC 20 FF 21 | CMD 30 | F +12 R +16 W +12 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 5/5 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +16
Skills:
Acrobatics+19,Bluff+13,Climb+4,Diplomacy-1,Disable Device+18,Heal+9,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+13,Ride+10,SoH+10,Stealth+6,Survival+15,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Sounds good Yasmin. Just do not make any crazy thing" says Shriek as he moves out to safety letting the elf to test her theory.

If the door opens, the half-orc goes in with the elf.

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 stops at the warning and listens to them all waiting for the trap to be cleared

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

As Yasmin says the passphrase, the doors open allowing you to enter the next room.

Perception:

Gilraen: 1d20 + 9 ⇒ (20) + 9 = 29
Finn Lochlan: 1d20 + 7 ⇒ (16) + 7 = 23
Orell Destiny: 1d20 + 7 ⇒ (19) + 7 = 26
Samuel Soulkeeper: 1d20 + 2 ⇒ (18) + 2 = 20
Solvi: 1d20 + 9 ⇒ (4) + 9 = 13
Yasmin: 1d20 + 6 ⇒ (18) + 6 = 24

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.

perception-all but Solvi:
you see something in the light at the end of the small hallway going north.

Investigate the hallway:
You turn the hall and see a 10 foot tall, four armed metal human-ish thing. It does not move, but upon seeing you it says Please present crest for passage. It does not move when it says this

Map updated

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