Escape from Azlant Ridge (Inactive)

Game Master Gilthanis

Battle Map


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skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Bathe puts the amulet on, for now.

Then he moves out ahead a bit, trying to be quiet as he makes his way up to the glowing rock.

1d20 + 11 ⇒ (2) + 11 = 13 stealth


DM screen:
1d20 ⇒ 17

Wulfgar, ad Nils head into the room. Torches in sconces line the perimeter of the large room. The room extends about 60 feet from door to entrance, and 60 feet from side to side. It is natural cavern, but looks to be gently excavated.

There is a large iron door at the end. There is a large inscription of the holy symbol of Aroden emblazoned on the front. There are 4 indentations or slots on the door in a diamond pattern. The top slot, is red hued, the bottom is blue, the left is green, the right is yellow.

The cavern otherwise appears to be empty, and void of life except for your 5.

slot pattern:

-R-
G-Y
-B-


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Check the door for traps.

perception: 1d20 + 12 ⇒ (20) + 12 = 32


out of curiosity are the torches mundane and need lit or are they mundane and already lit or are the ever-burning?


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

didn't we find a green crystal? Pop it in!


torches are ever burning & crystal was blue I think


wulfgar looks at the door to detect magic to see if it is a mundane lock or puzzle or a magic one.

comrrrrades is magic? Or, how you say, Mundane?


The door itself isn't magical, mechanical perhaps.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

We'll stick the blue crystal in the blue spot and see what happens.


As they place the Safire stone in the slot Wulfgar watches carefully and says

Door, nyet, I mean no, magical, comrrrrade. Maybe stones some kind of mechanical key, da?

Wulfgar listens for sound of any tumblers or latches

perception: 1d20 + 3 ⇒ (16) + 3 = 19


Wulfgar inserts the blue sphere into the blue opening, the group can hear the sound of stone grindng on stone, but nothing appears to be different.

int check from all


int: 1d20 - 1 ⇒ (7) - 1 = 6

Edit: I thought that was and init check, I was all excited


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d20 + 1 ⇒ (5) + 1 = 6


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Int check: 1d20 + 1 ⇒ (13) + 1 = 14


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

int check: 1d20 + 1 ⇒ (9) + 1 = 10
Doesn't really need an Int check to realize that we probably need all four.


Wulfgar rolled a 6...four need all four what?


Wulfgar, Liam, Nils and Balthe all come to the same conclusion; all 4 spheres must be needed to open the sealed door. Wulfgar goes to retrieve the blue sphere, but it is locked in place. He pulls, twists, but it is rooted in place, almost as if the stone door melded around it to form one cohesive block.

heading back to the entrance? Exploring this large cavern more? Sleeping for the night? Time of day is about 3 pm


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Explore the room thoroughly since we're here.


presuming take 20=3x

The group searches the large cavern you all are standing in. Other than the door, the cavern seems very barren. That is until Wulfgar spots a hole in the southeastern corner of the room. The hole is not super large, but large enough for a small creature to fit. Around the hole there is ash, and there is a slight acidic smell in the air.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Anyone want to guess what kind of nasty thing is in there? Let me have a glowing pebble would you?

Assuming Wulfgar gives him one, he will drops it down the hole, when everyone is at the ready.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Yeah, I can't imagine it's a flumph in there or something harmless. "


Wulfgar picks up a rock and illuminating it hands it to Balthe

Da, here comrrrrade Balthe, let us be seeink what is in hole

Wulfgar will be standing nearby sword in hand.


Init:

Balthe: 1d20 + 2 ⇒ (7) + 2 = 9
Gow: 1d20 + 4 ⇒ (14) + 4 = 18
Liam: 1d20 + 5 ⇒ (17) + 5 = 22
Nils: 1d20 + 2 ⇒ (18) + 2 = 20
Wulfgar: 1d20 + 2 ⇒ (18) + 2 = 20
me: 1d20 + 3 ⇒ (11) + 3 = 14

Init tracker: round 1

Wulfgar: go (next to it)
Liam: go (30 feet from hole)
Gow: go (30 feet from hole)
Nils: go (next to it)
------------
Me:
-----------
Blathe: (next to it)

The hole is in the wall, like a cubby hole, not like a hole in the ground...make sense?

Wulfgar, Blathe and Nils surround the strange hole in the wall. Wulfgar, cast light on a pebble, which Blathe tosses into the hole. The trio hovering around the hole, can hear hissing, and emerging from the hole is a creature with thick, serpentine body is protected by dense, horny plates. A visible haze of heat rises from its red-hot scales.

Knowledge planes to know it, DC 15

[ooc]Blathe, Nils and Wulfgar are all next to it.


Wulfgar quickly shifts his sword from off of his shoulder into both hands attacking with a high two handed grip chopping down, like a lumberjack splitting wood. His right eye clearly focused with his left, laughing he says

bwa ha ha lookink comrrrrades, itself it cooks ha ha ha

great sword (coldiron) attack: 1d20 + 11 ⇒ (15) + 11 = 26 for damage: 2d6 + 14 ⇒ (5, 6) + 14 = 25


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will also take a swing.

power attack, rage, ranger focus
to hit: 1d20 + 14 ⇒ (8) + 14 = 22 damage: 1d8 + 13 ⇒ (1) + 13 = 14


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Knowledge(Planes): 1d20 + 7 ⇒ (18) + 7 = 25

Liam moved a bit closer, readying to strike if the creature still stood after Nils' and Wulfgar's mighty attacks.

Readied whip attack: 1d20 + 12 ⇒ (5) + 12 = 17 If at all possible with 3 people in front of the creature
Damage if hit: 1d3 + 6 + 2 ⇒ (2) + 6 + 2 = 10 using arcane strike


Wulfgar, brings his sword down on Thoqqua. Even despite its scaly skin, it is no match for Wulfgar's brute strength. It somehow...barely survives the first attack, but Nils is quick to finish it off with a well aimed, even if less powerful blow. It is dissected in two, it wriggles briefly then stops moving altogether.

COMBAT OVER

The hole is empty, but it looks like it curves east out of view, away from the cavern and leading nowhere to whete the group can travel.


I pictured Wulfgar more off to the side :)

Wulfgar watches Nils swing with the little puny longsword

Bwa ha ha strrrrikink good comrrrrade Nils, would be likink to see how you do with rrrreal sword! ha ha ha


DM Stylz you boggarted my post :)

Wulfgar ignoring the gore getting on his armor, pulling the remainder of the carcass out of the hole and asks

comrrrrades, anyone knowink what it is or if eat it we can? Da?

any knowledge check that will help: 1d20 ⇒ 7 duh

Wulfgar begins skinning the hide off, just for the trophy, he will wait to butcher it to see if anyone knows if it's edible

survival, skin: 1d20 + 7 ⇒ (13) + 7 = 20


boggarted??


I know, not the best phrase, I was typing my post while you were posting, what is that called? I know "bogarted" (I think its one "g") isn't exactly right, but I do like the way it sounds...bogarted :)


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Well that tunnel looks too small for any of us. so I guess we just try to plug it up somehow. I do not like the idea of trying to eat that thing though. "

was there anything else of note in the cavern? If not we might as well resume exploration for a little while at least, though this might be a good place to camp because it is easy shelter.


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

So with my knowledge check of 25, do I know whether Thoqqua makes good cuisine? :p I'm guessing/hoping it does not ;)


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Well that was exciting. Maybe we can make a pair of gloves out of it.


Thoqqua are inedible unless you like soldering molten food. You can "skin" in for decorative purposes if you wish but will provide no "crunch" use. Thoqqua are known to melt rock and deliver excruciating burns if even touched (I forgot to factor in the burn SU, oh well). It viewed this area as its territory.

The cavern is empty, except for the now dead creature. The cavern is dry, and seems an excellent place to bunker down for the night if you chose that route.

DM screen:
1d20 + 22 ⇒ (8) + 22 = 30
Perception
Balthe: 1d20 + 11 ⇒ (15) + 11 = 26
Gow: 1d20 + 8 ⇒ (5) + 8 = 13
Liam: 1d20 + 8 ⇒ (9) + 8 = 17
Nils: 1d20 + 12 ⇒ (2) + 12 = 14
Wulfgar: 1d20 + 3 ⇒ (2) + 3 = 5


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

I think you said it was 3 PM. Might be a good idea to scout out around the entrance to the cavern for supplies and then hole up. Tomorrow we can go scout around to find the other stones.


I realize skinning the creature would take time, if one of the party tells Wulfgar the hide is useless he would stop and be ready to leave in a moments notice


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Liam looked at the mangled Thoqqua and then at Wulfgar who was trying to skin it.
"Skinning a Thoqqua has no real use. Might give you some burn wounds even. What I am more curious about is who put the fancy door and lock in this cavern though. Might be some actual live people in the area?"


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

did we lose our wacky gnome?


Wulfgar stops trying to skin the Thoqqua as he listens to Liam, he sheathes his knife, picking up his sword and kicks the carcass as he turns

ba, burnt snake useless, comrrrrades, corrrrect is Liam, let us be leavink

Wulfgar looks at Nils to see if he is ready to head out and then at the rest of the team ???


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Let's scout around this immediate area for any sentient activity. Before it gets dark, though, we should head back here and get some firewood and hopefully something to cook with it. "

perception: 1d20 + 12 ⇒ (17) + 12 = 29
survival: 1d20 + 9 ⇒ (13) + 9 = 22


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Agreed.

Stealth 1d20 + 11 ⇒ (11) + 11 = 22
Percep 1d20 + 11 ⇒ (1) + 11 = 12


Wulfgar follows Nils and Balthe up the winding ramp and back outside into the afternoon sun, he looks up smiling his right eye twitching and asks

I'm assuming Nils still has the crossbow

comrrrrade Nils use crossbow for huntink?

he follows along, watching for anything suspicious

perception: 1d20 + 3 ⇒ (2) + 3 = 5
survival: 1d20 + 7 ⇒ (2) + 7 = 9


You can choose to go 40' up the cliff, and scout out a little bit on the plains; or you can climb 10 feet down to the rocky beach below


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Beach


I forgot the cliff, duh, yeah the beach, as long as the tide is not an issue


tide is not an issue, so long as you get back to the cave by nightfall which I presume was the groups plan all along :)

The group decides to head down the rocky cliff, and explore the beach area. Everyone is able to make it down, much like they did before by Balthe holding a rope and then him bringing up the rear.

You scour the beach for anything of interest, whether it be wood useable to start a fire, a source of food, or treasure. Nothing comes up for a good mile, then Nils spots something in the water, just off the coastline.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Ok, Balthe, you come with me and swim out that that thing floating there. Watch my sword and shield. " and he will swim on out to it.

swim: 1d20 + 12 ⇒ (6) + 12 = 18


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe follows 1d20 + 12 ⇒ (15) + 12 = 27 swim


Watching how well Balthe and Nils swims, he stands on the beach shuffling his feat

Da stay on beach guarrrrdink magic weapons da

keeping a keen eye out (thats his left one, his right one is spinning and popping) ready to plunge in and help his comrades if need be.

perception: 1d20 + 3 ⇒ (7) + 3 = 10

with his +3 to swimming, +12 what are you guys sea otters?

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