Endless Maze Table 2 (Inactive)

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Initative

Spellcaster
Andros
Jovich
Laurelin
Tavius
Druhir
Kjell


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Kasatha Warpriest of Iomedae 10 HP 79/90; AC 24/17/17; +13 Fort, +9 Ref, +12 Will; +7 Init, +15 Per; Fervor 9/9, Blessing 6/8; Active Effects: Ironskin, Magic Vesment

Ah, sorry. I've been reading quickly the last few days, missed your plan. Hopefully there'll be room in the next round.


Tavius lands his attack, cracking several rips of the crypt thing he is attacking.

The Hound Archon misses his attack.

Kjell should be able only to move into the room.

The lantern archons blast the figure sitting at his desk, momentarily bathing him in light.

Spellcaster Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Crypt thing Initiative: 1d20 + 6 ⇒ (1) + 6 = 7

Initiative

Spellcaster
Andros
Tavius
Druhir
Laurelin
Kjell
Crypt Things

Jovich, just go whenever you can. Generally, I am happy with people going when they have a chance to post rather than waiting and slowing everything down. If that is a problem for anyone, we can discuss it.


At the attention of the Archons, the cloaked figure sitting at the desk explodes. There is a moment of soaring victory in your mind before you realize that the explosion is shedding hot sand and fire into the room. The figure reforms standing erect, facing the Hound Archon, the chair tipped over. What may once have been a human or an elf is now a decayed horror, empty eye sockets gaping, dry rictus mouth seeming to scream in silent terror.

Sand and Fire: 6d8 ⇒ (2, 2, 2, 4, 3, 5) = 18 Slashing and Fire Damage
DC 19 Reflex save for half. If you fail the saving throw, you are blinded.

DC 19 Will Save or you are Paralyzed with Fear for 1d4 rounds. This is a mind affecting, paralysis, and fear effect.


Female CG Elf Witch 10 |Initiative +7| HP:75/75|AC 17 (13Touch, 14FF)|CMD 17|F4 R6 W8 (+2 vs. enchantments)(Immune to sleep)| Perception 20/22 dim light| Active Conditions/spells: Mage Armor and likely threefold aspect

Don't forget the Glitterdust. The summoning was a standard and move action from the round before that appear at the start of Druhir's surprise round.


Your actions were fine Druhir.

Glitterdust Spellcaster save: 1d20 + 11 ⇒ (14) + 11 = 25
Glitterdust Crypt Thing save: 1d20 + 11 ⇒ (17) + 11 = 28
Glitterdust Crypt Thing save: 1d20 + 11 ⇒ (15) + 11 = 26
Glitterdust Crypt Thing save: 1d20 + 11 ⇒ (16) + 11 = 27
Glitterdust Crypt Thing save: 1d20 + 11 ⇒ (20) + 11 = 31

Apparently the dice roller says screw your glitterdust


Male HP:9/9 AC:17 T:15 FF:12 F:+0 R:+7 W:+2 Perc:+9 Init:+7 Stealth +9 Disable +14 Rapier +5,1d6+0 CMB;+0 CMD:+15 SR:12 Drow Elf, Noble Rogue (unchained) 1

seeing that there is no room for him to enter that room Jovich waits in the hallway.


Female CG Elf Witch 10 |Initiative +7| HP:75/75|AC 17 (13Touch, 14FF)|CMD 17|F4 R6 W8 (+2 vs. enchantments)(Immune to sleep)| Perception 20/22 dim light| Active Conditions/spells: Mage Armor and likely threefold aspect

Well, that's not good. Oh well. Oh, don't forget
The 4 saves each for the auras of menace.
.


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Reflex Save: 1d20 + 8 ⇒ (19) + 8 = 27
Will Save: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 [ooc]If it's an abberation or outsider I get an additional +2, which brings me up to the DC, but I'm guessing it's an undead.
Paralyzed: 1d4 ⇒ 2

Kjell is mostly unfazed by the blast of sand and heat, but the sudden horror of the creature sends his mind reeling. What foul monster is THIS?


INACTIVE - GAME DIED

Ref save: 1d20 + 12 ⇒ (9) + 12 = 21 (sand attack evaded, no damage)
Will save: 1d20 + 4 ⇒ (5) + 4 = 9
Paralysis: 1d4 ⇒ 3

Being invisible, Laurelin's reaction - if any - is likewise invisible.


Male HP:9/9 AC:17 T:15 FF:12 F:+0 R:+7 W:+2 Perc:+9 Init:+7 Stealth +9 Disable +14 Rapier +5,1d6+0 CMB;+0 CMD:+15 SR:12 Drow Elf, Noble Rogue (unchained) 1

Not in the room so not sure if I need to make these saves or not.
Reflex Save: 1d20 + 13 ⇒ (14) + 13 = 27 No damage:Evasion
Will Save: 1d20 + 5 ⇒ (1) + 5 = 6
Paralyzed : 1d4 ⇒ 1


Reflex Save: 1d20 + 14 ⇒ (20) + 14 = 34 Evasion, no effect
Will Save 1/2: 1d20 + 11 ⇒ (14) + 11 = 25 I will use this roll, no effect.
Will Save 2/2: 1d20 + 11 ⇒ (10) + 11 = 21

Tavius twists his body, moving even before the sand comes out. He is likewise nonplussed by the undead creature's horrific appearance. The things he studied under to gain power had showed him such refined levels of fear. This mere panic was nothing. Except that some of his group fell for it.

"Ah, I see I'm going to have to take you down first. You will need to bring much more than this charade to deal with me."

As he attacks, he keeps his hands folded together in front of him. His body moves as if he was attacking and his foe registers impacts.

Tentacle attack: 1d20 + 14 ⇒ (13) + 14 = 27
damage: 1d6 + 12 ⇒ (5) + 12 = 17
Damage is magic and slashing for all attacks

Tentacle attack: 1d20 + 14 ⇒ (12) + 14 = 26
damage: 1d6 + 12 ⇒ (3) + 12 = 15

Tentacle attack: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d6 + 12 ⇒ (3) + 12 = 15

Tentacle attack: 1d20 + 14 ⇒ (20) + 14 = 34
damage: 1d6 + 12 ⇒ (5) + 12 = 17
Confirm crit: 1d20 + 14 ⇒ (1) + 14 = 15
crit damage: 1d6 + 12 ⇒ (3) + 12 = 15

Tentacle attack: 1d20 + 14 ⇒ (7) + 14 = 21
damage: 1d6 + 12 ⇒ (3) + 12 = 15

Tentacle attack: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 1d6 + 12 ⇒ (2) + 12 = 14


Jovich Devir wrote:

Not in the room so not sure if I need to make these saves or not.

[dice=Reflex Save]1d20 + 13 No damage:Evasion
[dice=Will Save]1d20 + 5
[dice=Paralyzed ]1d4

Jovich should be completely in the clear. He has total cover and can't see the creature to trigger the effect. But as soon as you see him, you are paralyzed for 1 round.


Female CG Elf Witch 10 |Initiative +7| HP:75/75|AC 17 (13Touch, 14FF)|CMD 17|F4 R6 W8 (+2 vs. enchantments)(Immune to sleep)| Perception 20/22 dim light| Active Conditions/spells: Mage Armor and likely threefold aspect

Also not in the room and unsure what saves I need to make, if any. Perhaps a bonus due to cover? If an area effect, did the sand and fire hit the other undead?


Kasatha Warpriest of Iomedae 10 HP 79/90; AC 24/17/17; +13 Fort, +9 Ref, +12 Will; +7 Init, +15 Per; Fervor 9/9, Blessing 6/8; Active Effects: Ironskin, Magic Vesment

Sorry, traveling, so this week I'll be a bit light.
Reflex: 1d20 + 9 ⇒ (3) + 9 = 12
Will: 1d20 + 12 ⇒ (20) + 12 = 32
Andros steadies his mind with ease, but the sand catches him unaware, just barely crying out as the sand lashes him in his face, leaving him all but helpless.
How long will the blindness last, and will lesser restoration help at all?


Druhir Khanie wrote:

Also not in the room and unsure what saves I need to make, if any. Perhaps a bonus due to cover? If an area effect, did the sand and fire hit the other undead?

Druhir doesn't need to save against the damage, but your archons do. You can see the ugly bastard, so you need to make the Will save. And just so everyone knows, for the sake of posting faster last night, I just applied the aura of menace penalties to all of the undead. Makes my book keeping easier and gives a little bonus in a difficult encounter. That is why I didn't roll those saves.


So Druhir has a turn, I can just apply Andros's attack from last action that he didn't have time to take, with miss chance for blindness. Then the crypt things will act.

blindness will last 2d4 ⇒ (1, 4) = 5 rounds, and lesser restoration won't fix it.


Female CG Elf Witch 10 |Initiative +7| HP:75/75|AC 17 (13Touch, 14FF)|CMD 17|F4 R6 W8 (+2 vs. enchantments)(Immune to sleep)| Perception 20/22 dim light| Active Conditions/spells: Mage Armor and likely threefold aspect

Will Save vs Fear: 1d20 + 8 ⇒ (12) + 8 = 20

The witch resists the fearful presence of the undead and uses her split hex ability to target two Crypt Things that are not yet wounded with her icy tomb hex.

Cold Damage: 3d8 ⇒ (3, 2, 8) = 13 DC 23 fort save for half. Don't forget the -2 from the auras. If they fail they are entombed in ice and are paralyzed and conscious and encased in 20 hp of ice. If they are broken out they are staggered for 1d4 rounds.


Fort Save: 1d20 + 2 ⇒ (15) + 2 = 17
Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16

Two crypt things are entombed in ice.

Archons?


Female CG Elf Witch 10 |Initiative +7| HP:75/75|AC 17 (13Touch, 14FF)|CMD 17|F4 R6 W8 (+2 vs. enchantments)(Immune to sleep)| Perception 20/22 dim light| Active Conditions/spells: Mage Armor and likely threefold aspect

Reflex save Archon 1: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24

Reflex save Archon 1: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15

Reflex save Archon 1: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Two of the archons are blasted out of this plane by the burning sand. One manages to survive and casts Aid on himself.

Aid: 1d8 + 3 ⇒ (2) + 3 = 5


Andros and his Hound Archon.


Doh, I forgot my bless ability
1d2 ⇒ 2
As Kjell freezes up, he feels a flash of pain that distracts him for a moment.
Kjell, reroll your will save


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Will Save Redux: 1d20 + 7 + 1 + 2 ⇒ (9) + 7 + 1 + 2 = 19
Realized I miscalculated the bonus from Steadfast Personality--Charisma replaces Wisdom for mind-affecting, rather than adding to it--and I'd forgotten the +2 for being in a bloodrage. It didn't change that result, but here it makes all the difference with the help of Tavius!

Kjell grunts and howls as a spike of pain focuses his mind, and he throws off the paralyzing fear of the undead creature. "I will not fall!"

Assuming I can act this round, then...

The barbarian lashes out with his fist, a powerful blow fueled by anger and raw strength.

Attack, Bloodrage, Serendipity, Lethal Damage, Power Attack: 1d20 + 14 + 2 + 2 - 4 - 3 ⇒ (12) + 14 + 2 + 2 - 4 - 3 = 23
Damage: 1d3 + 4 + 2 + 6 ⇒ (1) + 4 + 2 + 6 = 13


Kasatha Warpriest of Iomedae 10 HP 79/90; AC 24/17/17; +13 Fort, +9 Ref, +12 Will; +7 Init, +15 Per; Fervor 9/9, Blessing 6/8; Active Effects: Ironskin, Magic Vesment

Sorry, been busy. This is something of a rough time of year; which I did nor expect, so sorry for the delay. Hopefully back to regular checking in tomorrow. Also, just to clarify, Andros didn't attack last round; that was the hound archon (summoned as a swift action, so should be able to act in the surprise round?).
Hound Archon Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Hound Archon Will: 1d20 + 5 ⇒ (19) + 5 = 24
Hound Archon at 20 HP, unless DR 10/evil would reduce the damage, and blinded.

Even as the celestial shakes its head trying to regain his sight, Andros blindly lashes out at the skeleton in front of him, fours fists in a wicked tempest.
Miss chance high = good.
Attack 1: 1d20 + 13 ⇒ (1) + 13 = 141d3 + 5 ⇒ (3) + 5 = 81d100 ⇒ 27
Attack 2: 1d20 + 13 ⇒ (16) + 13 = 291d3 + 5 ⇒ (1) + 5 = 61d100 ⇒ 22
Attack 3: 1d20 + 13 ⇒ (6) + 13 = 191d3 + 5 ⇒ (2) + 5 = 71d100 ⇒ 52 (Hits miss chance)
Attack 4: 1d20 + 13 ⇒ (1) + 13 = 141d3 + 5 ⇒ (2) + 5 = 71d100 ⇒ 27
Attack 5: 1d20 + 8 ⇒ (17) + 8 = 251d3 + 5 ⇒ (3) + 5 = 81d100 ⇒ 16
Attack 6: 1d20 + 8 ⇒ (17) + 8 = 251d3 + 5 ⇒ (1) + 5 = 61d100 ⇒ 72 (Hits miss chance)
Attack 7: 1d20 + 8 ⇒ (14) + 8 = 221d3 + 5 ⇒ (1) + 5 = 61d100 ⇒ 54 (Hits miss chance)
Attack 8: 1d20 + 8 ⇒ (5) + 8 = 131d3 + 5 ⇒ (2) + 5 = 71d100 ⇒ 73 (Hits miss chance)
Summary: 4 attacks make it through miss chance, with attack rolls of 19, 25, 22, and 13.

The archon likewise tries to find his target with the end of a sword.

Power Attack Greatsword 1: 1d20 + 9 ⇒ (6) + 9 = 152d6 + 3 ⇒ (2, 5) + 3 = 101d100 ⇒ 27
Power Attack Greatsword 2: 1d20 + 4 ⇒ (18) + 4 = 222d6 + 3 ⇒ (1, 4) + 3 = 81d100 ⇒ 73 (Hits miss chance)
Power Attack Bite: 1d20 + 3 ⇒ (11) + 3 = 141d8 + 2 ⇒ (7) + 2 = 91d100 ⇒ 38


The two crypt things exude waves of reality altering spatial distortions, causing a moment of nausea. When you recover, you see that some of you are missing, or that you are not where you once were.

Will Save Andros : 1d20 + 12 ⇒ (19) + 12 = 31
Will Save Druhir: 1d20 + 8 ⇒ (8) + 8 = 16
Will Save Tavius: 1d20 + 11 ⇒ (7) + 11 = 18
Will Save Kjell: 1d20 + 7 ⇒ (15) + 7 = 22
Will Save Crypt Thing: 1d20 + 8 ⇒ (10) + 8 = 18
Spellcaster Will Save: 1d20 + 11 ⇒ (12) + 11 = 23
Hound Archon Will Save: 1d20 + 5 ⇒ (16) + 5 = 21
Lantern Archon Will Save: 1d20 + 0 ⇒ (16) + 0 = 16

Will Save Andros : 1d20 + 12 ⇒ (10) + 12 = 22
Will Save Tavius: 1d20 + 11 ⇒ (15) + 11 = 26
Will Save Kjell: 1d20 + 7 ⇒ (10) + 7 = 17
Will Save Crypt Thing: 1d20 + 8 ⇒ (6) + 8 = 14
Spellcaster Will Save: 1d20 + 11 ⇒ (18) + 11 = 29
Hound Archon Will Save: 1d20 + 5 ⇒ (8) + 5 = 13

Failure for Druhir, Lantern Archon, Kjell, First Crypt thing, Hound Archon

Druhir: 1d8 ⇒ 71d10 ⇒ 4

LA: 1d8 ⇒ 61d10 ⇒ 9
Kjell: 1d8 ⇒ 71d10 ⇒ 9
Crypt Thing: 1d8 ⇒ 31d10 ⇒ 6
Hound Archon: 1d8 ⇒ 71d10 ⇒ 5

Teleporting Burst. It will take me a minute to get everyone placed.


Kjell, Druhir, both Archons, and one of the crypt things disappear.

Kjell, Druhir, and the Lantern Archon find themselves in a small wood paneled hallway. A single wooden door with a brass pull and inset lock lead to the East. It is closed.

The Hound Archon finds himself in a large wood paneled room in which there is a single skeleton of some large humanoid.

I need to act for the skeleton and the spellcaster.


The spellcasting horror grabs for Tavius, grasping at air.

Attack: 1d20 + 11 ⇒ (5) + 11 = 16

The skeleton is surprised and gets no action.


We have not yet identified the spellcaster. I should probably do this.
knowledge:religion: 1d20 + 13 ⇒ (14) + 13 = 27


Female CG Elf Witch 10 |Initiative +7| HP:75/75|AC 17 (13Touch, 14FF)|CMD 17|F4 R6 W8 (+2 vs. enchantments)(Immune to sleep)| Perception 20/22 dim light| Active Conditions/spells: Mage Armor and likely threefold aspect

Breathing a sigh of relief after the jarring of the teleport Druhir notes Well, at least we are not surrounded by enemy. And there are three of us here. We must try to get back to the others and there is only one way to move forward. Kill, the door.


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

"Kill, the door." Heh. I assume you meant Kjell, but it works either way.

Kjell looks around, his eyes wild and seething, but Druhir's comments bring him back to reality. With an eager nod, he slams into the door, shoving his whole weight against it with the force of his rage.

Strength: 1d20 + 6 ⇒ (14) + 6 = 20


Female CG Elf Witch 10 |Initiative +7| HP:75/75|AC 17 (13Touch, 14FF)|CMD 17|F4 R6 W8 (+2 vs. enchantments)(Immune to sleep)| Perception 20/22 dim light| Active Conditions/spells: Mage Armor and likely threefold aspect

I did. Sorry. Another victim of auto-correct. You can kill it if you want to. :)

As Kjell moves to the door the lantern archon casts Aid on him at the witches diretion. It then casts aid on her as she heals it, healing it to full. It hovers happily over her head.

Aid Temp HP, Kjell: 1d8 + 3 ⇒ (7) + 3 = 10

Aid Temp HP, Druhir: 1d8 + 3 ⇒ (5) + 3 = 8

Healing Hex of Archon: 2d8 + 10 ⇒ (4, 6) + 10 = 20


INACTIVE - GAME DIED

Paralyzed


I'm waiting on my knowledge result to post my action


Tavius wrote:

We have not yet identified the spellcaster. I should probably do this.

[dice=knowledge:religion]1d20+13

Tavius believes that this creature resembles some mummified undead. Possibly a Lord of Mummies or Dread Mummy? The creature resembles mummies with it's horror causing abilities, but also seems to have powers beyond those of a typical mummy. What it's full power is, he can't guess.


As Tavius is wracking his mind for knowledge of the Mummy, the creature dissolves into a swarm of sand, a sort of dust devil. The sand swirls around the remaining Crypt thing and passes through tiny gaps around the panels as though being sucked through, much as a vampire in gaseous form might.

This should provoke an attack from Tavius and Andros. The effect is essentially a reflavored Gaseous from, so he can still be attacked by has DR/10 and is immune to sneak attack and critical hits.

Initiative order is at the top of the page. The direction of the teleport effect is random, and there is no way to know which direction people were teleported in. I did rule, somewhat slantly, that the effect teleports people within the Crypt Thing lair, because otherwise people could have been thrown into places from which the campaign would never recover.


AoO attack: 1d20 + 14 ⇒ (3) + 14 = 17
damage (magic, slashing): 1d6 + 12 ⇒ (6) + 12 = 18

Given that the mummy is gone, he will focus his energies on the crypt thing not entombed. "Ignore the ones in the ice, we'll have a few minutes to get back to them."

Tentacle attack: 1d20 + 14 ⇒ (5) + 14 = 19
damage (magic, slashing): 1d6 + 12 ⇒ (1) + 12 = 13

Tentacle attack: 1d20 + 14 ⇒ (10) + 14 = 24
damage (magic, slashing): 1d6 + 12 ⇒ (6) + 12 = 18

Tentacle attack: 1d20 + 14 ⇒ (10) + 14 = 24
damage (magic, slashing): 1d6 + 12 ⇒ (1) + 12 = 13

Tentacle attack: 1d20 + 14 ⇒ (20) + 14 = 34
damage (magic, slashing): 1d6 + 12 ⇒ (3) + 12 = 15

confirm crit: 1d20 + 14 ⇒ (2) + 14 = 16
crit damage: 1d6 + 12 ⇒ (1) + 12 = 13

Tentacle attack: 1d20 + 14 ⇒ (17) + 14 = 31
damage (magic, slashing): 1d6 + 12 ⇒ (6) + 12 = 18

Tentacle attack: 1d20 + 14 ⇒ (11) + 14 = 25
damage (magic, slashing): 1d6 + 12 ⇒ (3) + 12 = 15


That is sufficient to destroy the crypt thing.

The crypt thing withers under the assault of Tavius' lashing.


Kjell breaks through the sturdy wooden door, sending splintered wood into the room beyond. This room also has wood paneling, but here it has been overrun with a thick black mold covering nearly all of the walls.


Kasatha Warpriest of Iomedae 10 HP 79/90; AC 24/17/17; +13 Fort, +9 Ref, +12 Will; +7 Init, +15 Per; Fervor 9/9, Blessing 6/8; Active Effects: Ironskin, Magic Vesment

Technically, I can't make AoOs with an unarmed strike. And should also provoke an AoO of its own. I also forgot to include the -4 penalty for striking lethally last round.


Eh, rules get missed, especially early on using tactics you don't expect to be using. No worries.


Male HP:9/9 AC:17 T:15 FF:12 F:+0 R:+7 W:+2 Perc:+9 Init:+7 Stealth +9 Disable +14 Rapier +5,1d6+0 CMB;+0 CMD:+15 SR:12 Drow Elf, Noble Rogue (unchained) 1

Jovich tries in vain to move into the room as there is no space for him to enter.Finally he hears less noise from those that were traveling with him. He decides it is time to try the room again and stops just as he peers around the corner.
Paralyzed 1 round


Andros should have a turn in a room with the desk (a few papers scattered across it) and of course the two crypt things entombed in ice and the one who just ended his undeath.


Kasatha Warpriest of Iomedae 10 HP 79/90; AC 24/17/17; +13 Fort, +9 Ref, +12 Will; +7 Init, +15 Per; Fervor 9/9, Blessing 6/8; Active Effects: Ironskin, Magic Vesment

Andros makes his way over to the fallen Crypt Thing, and picks up its glaive.
"Now we're talking," he says, with a grim smile.

(Edit):

He also checks the desk quickly, looking at the papers.
Perception: 1d20 + 15 ⇒ (5) + 15 = 20


The papers are all written in a language Andros does not understand, something very disorganized and wandering all over the page. Given your location, probably Abyssal.

I think everyone other than the Hound Archon are out of combat. Are we ok dropping our of initiative?


Kasatha Warpriest of Iomedae 10 HP 79/90; AC 24/17/17; +13 Fort, +9 Ref, +12 Will; +7 Init, +15 Per; Fervor 9/9, Blessing 6/8; Active Effects: Ironskin, Magic Vesment

Wait, the hound archon is still in combat? Eh, it'll die quickly anyway, or just have the duration expire. Also, clearly I'm super perceptive, because I forgot Andros was blinded last round when trying to read the papers.
I'm good with dropping initiative.

Andros, the immediate threat gone, takes a moment to look around the room, after he clears his eyes, particularly looking for weapons that work with his agility.

Perception: 1d20 + 15 ⇒ (20) + 15 = 35

Dang. Clearly, Andros sees everything.


Female CG Elf Witch 10 |Initiative +7| HP:75/75|AC 17 (13Touch, 14FF)|CMD 17|F4 R6 W8 (+2 vs. enchantments)(Immune to sleep)| Perception 20/22 dim light| Active Conditions/spells: Mage Armor and likely threefold aspect

More mold. Druhir states unhappily, wondering if it might be demonic in nature.

knowledge Nature: 1d20 + 12 ⇒ (3) + 12 = 15

knowledge planes: 1d20 + 19 ⇒ (1) + 19 = 20

The lantern archon instinctually detects for evil on the mold before blasting a small section with a light laser. Not rolling here, just testing to see if any effect. Also it will cast Continual light on a splinter of wood before it eventually departs since it can cast that at will.

Lyr also considers the mold before blasting it with a Starlight Blast. 1d4 holy damage +1 for every step away from CG.

knowledge Nature: 1d20 + 7 ⇒ (4) + 7 = 11

knowledge planes: 1d20 + 17 ⇒ (6) + 17 = 23


The Crypt Thing is wearing an elaborate breastplate adorned with the wings of birds in an iridescent pattern, something like a peacock or a phoenix, but nothing he recognizes. It also wears a weapons belt on which there is a scabbard with a kukri. A red enameled steel ring adorns its left hand.

The other two Crypt Things are, of course, entombed in ice.

Having seen the Mummy Thing exit through the wall, it isn't hard to find a panel that releases this secret door.

Out of initiative, everyone can shake off their paralysis.

-----------------------

Druhir doesn't immediately recognize the mold, but it doesn't seem to be reaching out for her or anything. The light doesn't seem to affect the mold, but the damage burns a small area free. Again, the mold fails to react.


Female CG Elf Witch 10 |Initiative +7| HP:75/75|AC 17 (13Touch, 14FF)|CMD 17|F4 R6 W8 (+2 vs. enchantments)(Immune to sleep)| Perception 20/22 dim light| Active Conditions/spells: Mage Armor and likely threefold aspect

Unsure where Kjell's icon is.

From her vantage point in the room Druhir surveys what she can. Not sure what the mold is. she says to Kjell. What can you make out in the room. Looks like two doors. Hmm. She looks for details, magic auras, and tracks. And she listens for combat or other noises. The creature that teleported us has a somewhat limited range. We might here others if we listen.

Perception: 1d20 + 24 ⇒ (15) + 24 = 39

Perception, lyr: 1d20 + 16 ⇒ (19) + 16 = 35

Druhir will have the archon use its remaining duration lasering off the mold from both doors and anything else that loos interesting, as long as that does not raise a dust cloud or release spores.


Tavius will take the papers for later evaluation and sniff out the other members of the group.

are there any exits in this room other than the tiny holes?

perception: 1d20 + 19 ⇒ (2) + 19 = 21


The cracks around the paneling in the southeast corner actually reveal a concealed door cleverly fit into the paneling. There is a small panel that can be depressed to unlatch and open the door.


Kasatha Warpriest of Iomedae 10 HP 79/90; AC 24/17/17; +13 Fort, +9 Ref, +12 Will; +7 Init, +15 Per; Fervor 9/9, Blessing 6/8; Active Effects: Ironskin, Magic Vesment

"Oh, thank Iomedae. I needed this." Andros gratefully straps the kukri to his back, after checking for magic on it. He likewise analyzes the ring for any auras, and scans the fallen undead as well. Should he detect any, he hands it to Tavius, who clearly knows a thing or two about magic.

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