Finite Floors

Game Master Nehowshgen Min

"A noise... A gibbering... A whispering perhaps?... It lurks inside the darkest manifolds of this space... Where it sits... It waits... Is it waiting though?... What is it?... Where does it wait?... What is this place?... ... Can't I remember?... Barely... Almost... It is beyond myself though... For awhile... No, forever... I'm not getting better... My strength isn't returning... I don't think it will... I feel lost... It feels it too I suppose... How long will this last?... What is this place?... Is no one here?... Is that why i go unanswered?... ... ... No one is here... I am... Must I be?... It seems so... There is nothing... ... Nothing... Nothing... Nothing... ... ... Nothing?... Something... There's something... I am not left alone... I have my conjurations... My powers... Yes... Let's see what more I can do with them... More?... Was there something before?... What have I ever done?... ... There is still whispering... It sits and waits... Waiting... Waiting... Here... Here?... ... ... What is this place?...
~The First of many Memories~


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Male Half-Orc Cleric 1 (Barbarian VMC): [HP:11/11] [AC:15 T:10 F:15] [ Fort +6, Ref +2, Will +7] [Init:+0, Percep:+3]

Looking at Gurthock, Shellin, and Argus, "I'm equipped well enough for now, but there's always room for improvement. I say we take a look at the buildings to the south, and work our way north. Whatever we don't need, me might be able to trade."


Male Human Soulknife (Soulbolt) Lvl 1

Dwight looks to Koon, "Sure. I'll take a wack at it," he then cautiously walks into the church and tries to yank open the door that Koon's eidolon was yanking on.

Strength check: 1d20 + 2 ⇒ (13) + 2 = 15

If it doesn't break open:
Dwight says, "...Maybe we can try together?"


If Dwight does not break the door open:
Ezequiel scratches his head. "...Suppose we could." Ezequiel walks forward to the door, ready to take a shot at tackling the door. Not that I can actually do anything for these kind of thing, but it'd be rude to refuse. I'll just fake it... he slyly thinks to himself, but is interrupted by his eidolon.

Master no! I can do it! the eidolon proclaims with determination. It then rams its head against the door, and again, and again. Almost! Almost! Almost!

Eidolon takes 20 on Strength check, effectively attempting twenty times and failing nineteen times. 20+2 = 22.


AC19, ff17, touch12, Init:+2 Perception:+1, Fort:+4 Ref+2 Will+2, Combat Reflexes
Aegis +1:
Allies within 10ft. of gurthock gain a +1 morale bonus to AC

Grumbling something about having the organizational skills of blind drunken cats Gurthock moves up the street between the two buildings the other 4 are raiding.


Male Half-Orc Cleric 1 (Barbarian VMC): [HP:11/11] [AC:15 T:10 F:15] [ Fort +6, Ref +2, Will +7] [Init:+0, Percep:+3]

Dench follows 10' behind Gurthock.


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Argus Looted! Whilst talking with Gurthok, you try opening the locket. It seems to be kept closed by an un-describable force; you can't figure out why it won't open. Not giving or letting under pressure, You read the note. ~~"Find me my place."~~

Shellin "Err, Errm, hmm... Well... Month or two...? Maybe three." After leaving him, he says "I'll be here for a while longer... you know... until i entirely rot away." Shellin palms the longswords before Dench, Argus, and Gurthok, asking them if they need it Just tell me who they end up with. Using detect magic on the hammer, you see that it is magical in nature but you cannot determine what properties it holds.

Gordan Your picks slip as you try to unlock the door, making you start again. Disable Device: 1d20 + 10 ⇒ (9) + 10 = 19 Your picks feel to be in the right spot but when you try to unlock the door, it is still not budging. Disable Device: 1d20 + 10 ⇒ (20) + 10 = 30Crit!
You swore you unlocked the door and when you try the handle again, the mechanism clinks into place, unlocking the door.

Dwight The door is still held onto by the vines and growth.

Koon Dwight having failed, LightHouse starts ramming the door. hmmmmmmmmmm.... hmmmmmmmmmm.... V don't mind the dice V LightHouse eventually bashes the door down.

dice:

1d20 ⇒ 15
1d20 ⇒ 6
1d20 ⇒ 12
1d20 ⇒ 2
1d20 ⇒ 2
1d20 ⇒ 10
1d20 ⇒ 6
1d20 ⇒ 7
1d20 ⇒ 16
1d20 ⇒ 6
1d20 ⇒ 5
1d20 ⇒ 5

Moved everyone...


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

" Find me my place? The hells that suppose to mean you mage tricked piece of hammered fools gold." the dwarf rants before flippantly dropping the amulet and its note to the snowy ground.
Dwarf named Argus ain't got no time for any locked locket based nonsense. Perhaps Shellin will have better luck.
" I'm gonna go see this dead guy of yours and if the sneaky one has any skills at opening locks. If not I suppose I'll go help him with this big @#$#in' thing. Guess everyone else headed up the the church over there."

-Argus walks
Argus examines the dead man and the floating spectre " Well you got the @#$# kicked out of you. How're the worms treatin' ya?" the dwarf asks bluntly while scanning for the sneaky one.
" You see a guy, probly has a big @#$#in' burlap sack of loot and a curly mustache?"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin pick up the dropped locket and examine it as well
Detect magic
Knowledge Arcana: 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21

As Gurthock and Dench walk off, Shellin will shrug and stow the swords, muttering "...needed money for scrolls anyway. I hope we can trade with these..."

Shellin will follow Argus to the storehouse. Seeing as the others are gone, he swaps to Dwarven:

Dwarven:
"That hammer has some odd magic to it. Would you mind letting me examine it further when we find a place for peaceful respite?

When they return to the alley, Shellin will greet the ghost and Gordon. "Greetings again! Argus, this is the remnant of Fwarth Dentley, formerly of the Black Capital Guard." Turning to Gordon at the back door he continues with a smile, "If you need to know about the worms I'm sure Gordon could tell you, considering his earlier encounter! Any luck with the door there, Gordon?"


AC19, ff17, touch12, Init:+2 Perception:+1, Fort:+4 Ref+2 Will+2, Combat Reflexes
Aegis +1:
Allies within 10ft. of gurthock gain a +1 morale bonus to AC

Eh, just worrying about the swords later. Won't make a huge difference now and we might find something better in the meantime.


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I'll update the map in the next post. A tad silly to update evertime.... however convenient.

Argus The spirit of Fwarth talks. "Thank you Shellin. I haven't been given an introduction for sometime; I'm grateful. So, Argus eh?" You introduce yourself through your questions... "Worms?..." Fwarth looks over at Gordan who is just finishing up with the door. The blue-ish head turns back to you seeming to be smiling. "Even better now. They died awhile ago but even now with people like your locksmith over there they still find a way to rile you up inside... However momentary... A man carrying a sack of loot you say. Like a burglar? thief maybe? I have not... Perhaps you could more specific as to why your asking... No rush though, I only have as long as you do..."

Shellin Detect Magic: The locket is giving off moderate auras of abjuration, divination and illusions; The abjurative force being keyed to the locket, and the divinative and illusive forces are as though they are trapped on the inside. What is going on the inside you almost have no clue, but you feel that the external abjurative force is there to keep the locket closed and has done so for some time.
As you ask Gordan about the door, the inner-lockings clink into place.

Gurthok, Right Right. I did allow everyone to get stocked up on what they want so... monetary purposes? Eh, We'll see.

A sharp yelp can be heard in the distance. The sound echos and cascades around the building tops falling on alert ears. It ceases almost as soon as it began...


"Finally. Good work."

Ezequiel sends his eidolon through the door. "See anything interesting?"


Human Rogue 1

"I've got the door."

Not waiting for the others, Gordon goes through the door, his rapier in his hand.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus waits for a moment to see if he hears any dangerous clicks or cries of pain before following after the human into the room itself.
giving the room a once over with his own senses.
trap?: 1d20 + 8 ⇒ (1) + 8 = 9 clearly there is nothing.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin will follow behind, head on a swivel and eyes aglow
Detect Magic


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Koon LightHouse enters through the broken door. For a 30 seconds or so, he doesn't respond. You begin to feel worried but he pipes up. He describes the area as follows:
:: It seems like it used to be a garden or scenic resting area.
:: A few wooden benches used to lie back here. They are now too rotted for use and are but splinters on the ground.
:: The over-growth reaches up to the roof tops of the buildings surrounding this space. Vines, surprisingly, cling and hang on to the walls.
:: The most distinct feature here is an smooth, flat obsidian oval hanging above a obsidian square stone. A hilt is embedded upon its face and extending from it are purple jagged lines; giving it the impression that its shattered, however still flat.
:: Around the Obsidian square on the floor is a circle in which the stone is perfectly clean and absent of growth.
:: The air seems a bit charged here... It causes the tiny hairs on your neck to stand on end...

Gordan Inside the storage room, you see a couple racks of tools and equipment, 4 barrels, and a chest (partially open). The tools are mostly what you would see in construction or field work; hammers, hoes, pickaxes, rakes, and so on. The barrels are labeled by year and nothing else, dating back a good several hundred years (an average of 600-900). The chest, though partially open, doesn't yet reveal what is inside. Something is glinting from within...

Argus Hearing nothing, you venture in. ^^ Gordans ^^
You don't see any traps to speak of.

Shellin Nothing magical I'm afraid. ^^ Gordans ^^


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

"Nothing magical, all clear." Shellin will walk over to the barrels, find the most recent year, and open that barrel to check its contents.


AC19, ff17, touch12, Init:+2 Perception:+1, Fort:+4 Ref+2 Will+2, Combat Reflexes
Aegis +1:
Allies within 10ft. of gurthock gain a +1 morale bonus to AC

Out of boredom Gurthock moves to the end of the street staying close to the east most building and peeking around the corner.


Male Half-Orc Cleric 1 (Barbarian VMC): [HP:11/11] [AC:15 T:10 F:15] [ Fort +6, Ref +2, Will +7] [Init:+0, Percep:+3]

Dench continues to stick with Gurthock, keeping an ear out for either group to run into trouble.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus shrugs as he looks at the human obviously having lost interest in the room. "Alright. tell me if you see anything actually useful. There other places ta look still." The Dwarf then steps back to the ghost.

"Seriously the #$@# did you direct us to a bunch of rusty rakes for? Bah whatever I'm gonna go check one of these houses."

Argus will attempt to break into and loot the house with an entry way closest to where he is now. Looks like the one to the east of us. He'll break a window and knock all the glass out if the door is locked. and if the window is too small for his stocky frame Argus will put his fancy new blood hammer to use bust it down.
Perception. Traps/interesting things: 1d20 + 8 ⇒ (11) + 8 = 19


Male Human Soulknife (Soulbolt) Lvl 1

Dwight looks to Koon, "Is it safe to move forward? Your spider found something interesting?"


No enemies! It's a garden! There is weird rock!

"Sounds like it's safe," Ezequiel answers Dwight and enters the garden. "What's this talk about... oh! That is weird indeed."

Ezequiel inspects the bizarre obsidian monument.
Detect magic?
Knowledge (planes), if applicable: 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge (religion), if applicable: 1d20 + 5 ⇒ (20) + 5 = 25

"Careful, don't touch it..."


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Shellin The barrels are actually casks of Mead; at least the one in the front is. The side was popped and laid back over to give the look of a barrel, but no longer are they the barrels they seemed. The Mead inside is aged but looks unspoiled. The other three casks are untouched.

Gurthok & Dench To the right at the end of the street is a collapsed building. Few large chunks remain and the terrain is especially hard to move in there. Otherwise, it has been reduced to a pile of rocks.
To the left, continuing along the road, is a large fountain atop a staircase and platform. Somewhere behind it, you swear something is moving.

Argus The door opens easily. The inside of the rooms is sparse of substantial materials. Only small splinters and chips of wood litter the floor.
Perception The room, sparse as it is, is clear of traps. However, something about the inside door seems off, as its inward bowing provokes your senses. There is the point of a pin sticking out of the doors center. You think whatever is wrong with the door will become clear upon opening it, however tripping the trigger as well.

Koon It is magical, although you do not have the skill set to determine what school or what properties have it. As well, it does not pertain to any of your knowledge bases, your SURE of that. Its either something that doesn't relate or is something quite new and unheard of.

I suggest everyone stays somewhat together, else the map will get harder to see. However, 'tis only a suggestion.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus considers the doorway, looking at the obvious trigger and back to his hammer. The wheels in the dwarfs head overtaxed as he considers the building.

"well f#++ that." the dwarf states to himself. He then hefts his new hammer and sets about making a brand new doorway out of the wall immediately to the left of the doorway.

right from the top of the screen, directly in line with the window in the room. Argus will begin smashing a new doorway instead of touching the -highly suspicious doorway-


Human Rogue 1

Gordon will attempt to acquire the shiny object(s), on the assumption that shiny == saleable. Then, having acquired saleable objects will rejoin the others.


"This is... something beyond my studies." Ezequiel sighs. "What about you, erm... I'm sorry, it's just on the tip of my tongue... Dave? Anything you know about this monument?"

Maybe it's the item! What we are looking for! Lighthouse suggests.

"Doubt it, the man said it's reasonably sized... but give it a go. I am not touching weird objects like that."

Lighthouse touches the obsidian stone.

If nothing happens:
"...Figures. Oh well. Come on, let's go tell the others what we've found."

Ezequiel and Lighthouse leave the church and greet Dench and Gurthok.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin will check all the barrels to confirm they are all, in fact, mead. With this much mead, I'm sure even Uncle could drink himself sick of the stuff

He pauses for a moment at the thought, frowning, and then he smiles slightly. He takes his little silver serpent out of his pocket and dips the tiny statue into the dark brew. He watches as the serpent slowly, drunkenly winds itself into a knot, and, smiling at the bauble, returns it to his pocket and closes the barrel.There, you have had your taste, little devil.

Next, he will check the chests contents:
Perception, for traps: 1d20 + 1 ⇒ (3) + 1 = 4 Well then

Seeing nothing out of the ordinary, Shellin flings open the chest haphazardly.

After parsing out the details of the contents within the room with Gordon, Shellin will leave the storehouse, and stop a moment to say to Fwarth, in a very formal manner, "Thank you for your help Fwarth."

He shall then take his leave of the alley and, assuming he hears the hammering and cursing of a busy one man demolition crew, he will join Argus in the soon to be broken building.

Dwarven:
"I doubt the wall has a mineral vein, friend. Why not simply take the door?"


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Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

"Nope, but -highly suspicious doors- don't get the @#$#in' pleasure of being opened by me." the dwarf grunts back in the dwarven language as he surveys his progress before knocking a few loose bits off and continuing.
"Don't you have some unwilling tomes to forcefully read or somethin'? "


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Argus You begin chipping and breaking the mason wall of granite. It is a slow but steady process... I will notify you when your done, unless you would like to stop pre-completion

Gordan . . . . . By 'shinies', i assume you mean the thing(s) in the chest. You believe that the glinting object from the chest could be saleable... You flip the chest; inside, a silver candelabra. 'Neath your cloak and pack you stow it and set underway. I will move you in the next post.

Koon LightHouse thoroughly touches the obsidian square platform and the large obsidian oval. Nothing seemed to happen. The protruding hilt, though, lies untouched. I will move you in the next post.

Shellin Your serpent swimmingly enjoys the mead. Pun not intended. As you look towards the chest, finding little to nothing about traps, you WERE going to take what was inside but Gordan beat you to it. An antique silver Candelabra was inside. He quickly stows it and moves to leave.
AS you leave Fwarth replies, "No problem & good day to you." A moment into your leave, he calls out "H-hey, wait.... There is a girl around here who has avoided death for sometime. Though she may not be too right in the head anymore, she is of no harm to anyone. Please, do not harm her if you find her." I'll put you in the next room in the following post.


AC19, ff17, touch12, Init:+2 Perception:+1, Fort:+4 Ref+2 Will+2, Combat Reflexes
Aegis +1:
Allies within 10ft. of gurthock gain a +1 morale bonus to AC

Stepping back around the corner Gurthock grows impatient.


Male Human Soulknife (Soulbolt) Lvl 1

Dwight looks at the structure and thoughtfully scratches his head, "Its Dwight actually... and I don't think I've heard of or seen anything like this before..."

Profession (Blacksmith), if applicable: 1d20 + 4 ⇒ (6) + 4 = 10

See how it was made maybe?...

Craft (Weapons), if applicable: 1d20 + 7 ⇒ (11) + 7 = 18

If it's a weapon of some sort... what is it or how it was made?

Knowledge Psionics, if applicable: 1d20 + 6 ⇒ (7) + 6 = 13

...Well... I guess that only works if it's psionic in some way.

"Anyway, is that a handle or hilt sticking out of it?"


As Ezequiel is just about to exit the garden to meet the others, the mention of the hilt stops him. "You're right, it does look like a handle or a hilt. Lighthouse, try to lift it!"

Impossible! No hands!

"...Well... Would you like lift it, Mr. Dwight?"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Maintaining in Dwarven, Shellin responds with a smile, "Well, I did find a curious book in my room earlier that I would love to give more attention, but considering our situation I thought it best to leave the books in the tower.
No time for reading on the battlefield, though we have certainly found time for... call it scouting with a monetary focus. Sounds so much better than pillaging broken homes."

Shellin will turn to the aforementioned door.
Could I use mage hand to open the door, while standing safely against the wall by Argus? If so I would like to do so


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus shrugs at the mans implication. And with a grunt of force swings again.
" way I see it.
*Clack*
"We got called here by some crazy old wizard. Nutty as a squirrels life savings. Im betting an elf.
*crash*
"So by that we've been dragged into this bored wizards complex game of checkers, so all that I see is other parts of the game. The looting been rewarding so far, I expect people will stop when it stops being that way."


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Nodding at the dwarf's words, Shellin replies thoughtfully, Dwarven"Fair enough, comrade. Personally I just hope I can afford to attain a few magical goods when we return. Scrolls of magic aren't cheap, and I cant just keep throwing tiny sparks at every enemy we face."

If He can mage hand the door:
Shellin moves away from the door, keeping to the wall, and says, half to himself, Common "Though perhaps in this case I may be a bit more useful." Shellin uses Mage Hand to attempt to open the "suspicious door"


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Dwight Profession Blacksmith You think it was not cut to shape by hand tools.
Craft Weapons Not Applicable.
Knowledge Psionics The description of said obsidian device does not bring anything to mind.

Shellin
You can use mage hand to turn the knob but not push/pull open the door.


Male Half-Orc Cleric 1 (Barbarian VMC): [HP:11/11] [AC:15 T:10 F:15] [ Fort +6, Ref +2, Will +7] [Init:+0, Percep:+3]

Dench looks over at Gurthock "No one has checked those buildings," pointing to the buildings on the South-West end of the church, "or those," pointing at the buildings on the South-East corner of the map. "We might as well do the hunting rather than waiting for something to come out of this fog and attack us. We can take the rogue with us," looking over at Gordon. "What do you think?"


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus slams the hammer home as he continues to work his way through the wall.
"Perhaps you should abandon all that fru-fru spellcasting then. Learn how to use a big @#$#in' mace or somethin. The hell are you lookin' at over there anyway?"


Male Human Soulknife (Soulbolt) Lvl 1

...Well... here goes nothing!... I just know something gonna go wrong, lol ^_^

Dwight walks over to the obsidian thing, "Sure, I'll give it a go."

He grabs onto the hilt or handle and tries to move it.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus, the dwarf who picks up obviously cursed weapons waves and invites you to join the club.


AC19, ff17, touch12, Init:+2 Perception:+1, Fort:+4 Ref+2 Will+2, Combat Reflexes
Aegis +1:
Allies within 10ft. of gurthock gain a +1 morale bonus to AC

"Hmph, pillaging broken homes it is then." Gurthock says as he turns to Gordon. [b]"Lead the way then."


Male Half-Orc Cleric 1 (Barbarian VMC): [HP:11/11] [AC:15 T:10 F:15] [ Fort +6, Ref +2, Will +7] [Init:+0, Percep:+3]

"Let's check out the buildings attached to the church." Dench makes his way toward the door on the south-west corner off the church.

As he passes Gordon, "You coming with us?"


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Dwight As you grab the obsidian hilt, a voice booms and resonates within your skull. "Pull the sword and summon me... A powerful foe... Win and be rewarded well... Or fail and suffer equally..." Because the voice was so abrupt and sudden, you have yet to fully, even partially draw the sword from the floating obsidian. Ironically, the 'sword' the voice spoke of is no more than a hilt sticking out of a floating obsidian oval. However, it does seem loose, like some part of it is embedded in it. |Make your next move carefully|

Koon Dwight motions to pull or move the hilt on the obsidian, but stops suddenly before trying. He seems like he's looking around, searching for something he can't find or see. His hands still lie upon the hilt.

MAPS MAPS, MORE MAPS.
But seriously, map is updated.


O_o

"Hm? What's wrong?"


AC19, ff17, touch12, Init:+2 Perception:+1, Fort:+4 Ref+2 Will+2, Combat Reflexes
Aegis +1:
Allies within 10ft. of gurthock gain a +1 morale bonus to AC

Gurthock goes along with Dench to the mentioned doors.


Male Human Soulknife (Soulbolt) Lvl 1

Dwight doesn't move, but says, "... Something is wrong with this sword... I heard a voice challenging me if I pull it... I don't know if I want to, though it promises a reward if I beat him... maybe we should tell the others and come back later if at all."


"It's a sword?" Ezequiel wonders. "Never mind that, a voice challenged you? I didn't hear anything."

"In any case, we definitely should head back now. Who knows what's happened with others. And we shouldn't accept challenges from suspicious stones by ourselves, anyway!"

Ezequiel motions Lighthouse to exit. "You run ahead, we'll follow you."

Lighthouse exits the church, followed by Ezequiel (and Dwight?)


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Can I use Craft(Traps) to disarm the trap? Or, failing that, to at least identify what the trap is/does?
1d20 + 9 ⇒ (8) + 9 = 17
Shellin will crouch close to the door, being careful to avoid touching it. In answer to Argus's question, he replies. Dwarven "I was seeing if a simple spell I had in mind could fling the door open. Seems I was mistaken as to the strength therein. Looks like its back to old fashioned work."


Male Human Soulknife (Soulbolt) Lvl 1

Dwight mutters something to himself about talking swords and the stones they are found in and follows after Koon after making sure he didn't move the thing by accident.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus snorts "More like back to watching me work. Not that your help'd do much against solid granite." The Dwarf states bluntly as he goes back to his hammering, stopping a few swings later to knock more stone out of the way. "I don't hear any screams so I'm guessing the rest of our band of @#$#heads have yet to die horribly. That spiky grey brick stack looks like he would take a good amount of killing to actually fall over."


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Sorry I have been gone. I have recently started schooling and tutoring which has thrown my daily life and schedule into disarray. But anyway, Where were we...

Dench & Gurthok How would you like to proceed?

Koon and Dwight Moved

Shellin You begin to inspect the trap. I'll allow inspection but disarming is more of a disable device thing. You see the tip of a pin or nail sticking out from the door, currently bowing inward (away from you). You think the door has been rigged to do something should the tension on the door be let up even tiniest bit. What that is, you don't know.

Argus Your work is half complete...

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