From Humble Beginnings WotW (Inactive)

Game Master The Indescribable

Alternate Crafting Rules

Veil of Useful Items.

The Nine Lessons

Frost Hammer


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Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex feels the warmth of the spell pass through him, unlike the gentle warm ministrations of Mitra, the healing power of an Asmodean burns like fire. Dex nods to him, "Thank you Counselor".

He then heads to the door and begins to examine it, "Quite the little maze here".

Perception Take 10=16 for traps on the door.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Perception: 1d20 + 7 ⇒ (1) + 7 = 8 Gone badjuju!

Following behind the others, Isabella draws a dagger as they head further into the basement-dungeon. She nods at Dexter's statement. "How many more 'lessons' do you think the Cardinal has for us?"


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

"If we are to assume that there is a lesson for each chamber and we passed through two of them, then there are seven more lessons to learn," Lukasz stated calmly as they waited for Dexter. "Of course, that is assuming that what we seek is in the final chamber for recall that our ultimate goal is to find a medallion."

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo perked up at the mention of the number nine. Nine? How many was that again? If anybody were to look at the goblin captain, they would see him looking at his hands in confusion. [i]'One...two...seven...nineteen...eighty-one...eleventy-five...nine?'[/b]

Holding up seven fingers, he looked over at Izzy and asked, "Leekoo Weekoo hold up nine? Leekoo Weekoo not make mind."


What's Isabella trying to perceive?

Dex doesn't find a trap. He does see the inscription Know your enemy. Shatter all that blinds you and then burn thy adversary to ashes.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex shrugs and tests the handle on the door.

"Let us see what it is that blinds us shall we?"


The door is unlocked.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex turns the handle and pushes the door in holding position in front of the door to peer inside first.


On the other side of the door is darkness.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

I have darkvision, am I also unable to see in the room?


Allyson:
[ooc]I am at the point where I may start getting anal about positioning. Had you not moved on the map the only answer you'd have received was not from your position.[ooc] There is yet another stone chamber within, in the middle of the room is a stone pedestal with a black sphere sitting on it. The floor of the room is covered in holes.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

The site with the map is blocked by my work, so it is harder for me to move my token accurately. I am trying to describe as best as I am able. My intention is to stay in the marching order though any of the halls though, so if Dex goes to a door and clears it, I will position next to him before he opens it every time.

DM:
How big are the holes, are they like pit traps or smaller? Also do I notice any other doors out of the chamber?

Allyson will place a hand on Dexter's shoulder. "Be careful, there are holes in the floor." Calling to the others behind her, "The room looks to be trapped. Do any of you have a light?" Noticing the clue inscribed above, she adds, "May not be a bad idea to have a torch ready anyways, since we will obviously need fire in this room."

Edited**


Ally:
More like the kind that have spikes shoot out of them. Spikes may or may not be included. You see a door across from you and a door to the north.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

DM:
Last question (I think), is there any pattern to the holes that makes them avoidable, or do they literally cover every square in the room?

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

As a fellow creature with darkvision, I assume I can see what Allyson sees?


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

With the request for light, Lukasz pulls out a silver piece from his belt pouch, gripping his holy symbol as he states, "The Prince can reveal that which is difficult to see to those willing to look." With his prayer completed, light floods out from the silver piece which Lukasz then tosses into the room.


You all see a pedestal with a black sphere on it and many holes in the floor. They are spaced evenly and will be impossible to completely avoid.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Isabella stares into the magically-lit gloom, uncertain about how to proceed without triggering the trap hidden in plain sight.

"Leekoo, fly around the room and see what you can through the darkness. Stay off the ground."

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13

Leekoo nodded his head at Izzy. At least she wasn't watching her own feet! Flying into the room on She, he looked around the room for anything out of the ordinary as well as trying to discern anything about the orb.


Leekoo is unable to identify the sphere as anything other than a big pretty jewel.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Do I see anything else in the room? Don't want to roll a perception check and get yelled at for it.


Doors holes jewel and pedestal


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

"Is there anything in there to shatter Leekoo? The clue says we have to shatter something".

Dexter holds back, wary of the darkness.


Dex, Lukasz threw a light in. You can see the sphere on the pedestal


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

"The sphere seems the obvious answer, but I fear what lurks inside the sphere. "Burn your adversary." My thought would be some tiny creature or ghost like apparition that can only be felled by flames. Allyson also holds fast in the doorway, weary of the holes in the ground until whatever "adversary" they are to face shows itself.


Nothing in the room moves except for Leekoo flying on his bat.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

K:arcana: 1d20 + 8 ⇒ (7) + 8 = 15 Regarding the orb.

Perception check was just in general, kinda looking for traps; hoping for a better roll to describe Izzy's agitation as alertness. But mostly to kill the gremlin crawling through our dice roller

Staring intently at the most likely candidate for shattering; Isabella calls out to the goblin "Can you open any of the doors from the air? I think you should smash the crystal, Leekoo."


Isabella doesn't know the object, but is able to identify the spell darkness affecting this room.

Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield

Payn pipes up. "Everyone please stop talking. You are letting your fear of death cloud your judgment. Leekoo, please come back."

She takes a knee and takes out from her backpack five flasks of oil. She cuts off five short lengths from her silk rope and stuffs them all into the flasks, letting the oil soak the silk. She holds four of them out, keeping one for herself.
Then she cuts a sixth length, and, with her flint and steel, sets in slowly burning.

"We need to burn something in the second step, and this should prove a viable avenue. But in the first step, could we try throwing things at it? I could try throwing spells, if you like. Or does any of us have a bow? Either way, if we all could be outside of the room that will shortly contain the thing we'll need to set ablaze, that may prove useful.

Unless getting set on fire is your idea of a good time. I'm not one to judge."


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Allyson looks confused at the psychopath as to what purpose the rope was to serve.

"If you have spells then use them. She does little to hide the disgust for the half-elf in her voice, growing impatient and frustrated with these "tests."

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo came flying back, shaking his head in the negative. "Leekoo Weekoo not find stuff. Leekoo Weekoo just find fluff," he said as he picked up a bit fur from his armor and tossed it aside. As he looked, he noticed Spooky starting to assemble a boom device and became animated. "Leekoo Weekoo make a boom! Leekoo Weekoo blow up room!" With that, he pulled out his alchemy kit and started messing with the various fluids inside.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

As the others prepared Lukasz remained focused on the first part for he had no fire with which to enact the second. "Patience will likely be a quality asset as we continue. But we should push forward nonetheless. If no one as a way of breaking the sphere form here, then two of use should move in, smash it and then move out of the way for anyone throwing fire at whatever reveals itself in the room." Lukasz prepares himself to be one of the people that rushes the pedestal, drawing his longsword out and readying to charge.

Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield

Payn frowns. "We have no ranged weapons among us to even try to break the thing from here? Perhaps if we could even just knock it of the pedestal it would break?"

She fishes another flask from her back and holds it out to Ally. She asks, breathily, as a damsel to her champion, "Brave warrior, will you not be our knight errant and cast this object forcefully! And so slay the vile sphere?"

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Psst! Leekoo has a bow


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

What are you handing her, and also don't you have a bow from the prison.

Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield

A flask of oil. Maybe you can throw it at the sphere. Or, Leekoo, you would've heard me. Just try shooting it. :p

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Next level, I believe, I'll be able to put a bomb on my arrows >:3

Attack vs Orb: 1d20 + 5 ⇒ (4) + 5 = 9
Would that be vs AC5 for targeting a non-moving item? I really hope so...

As Leekoo mixed up a bunch of bombs for use, he heard Spooky talk about knocking the orb thingy off of the stone thingy. That he could do! Placing his bombs in his bomb holder straps, he took up his bow, notched an arrow, and let it fly at the orb.


You can only make one bomb at a time.

1d4 ⇒ 4 The arrow flies true striking the orb causing it to hit the floor

1d6 ⇒ 3 with a clunk. It's now out of sight behind the pedestal.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Sorry, meant to say that I prepared a number of catalyst vials, not the bombs themselves.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Do the shadows move, relative to the ball and Lukasz's light-coin, indicating it's the source of the darkness spell? Does it work like that?

Isabella lets out a single huff of air as she gently pulls Leekoo's arm back and walks into the room, mindfully noting the holes beneath her feet.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

As she carefully walks around the pedestal, Isabella raises one hand and points three fingers back towards the others, gaze shifting from Allyson to Leekoo and locking on Lukasz before she brings her dagger down on the sphere.

Piranha Strike: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Just move me back on the map for any saves needed.


A mist rises from the holes near Leekoo as you shatter the globe. With the tinkling of the obsidian orb the darkness winks out. An ethereal tendril lashes out at you.

Touch: 1d20 + 7 ⇒ (17) + 7 = 24

BLEED DMG: 1d6 ⇒ 5

CON DMG: 1d3 ⇒ 1

1d8 ⇒ 6

The mist sinks back into the floor

Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield

Payn smiles. "This looks like one of those problems that can be solved with fire."

She takes the flask back from Ally and moves to the door, brushing fully against Dex without a word. With her flaming brand, she lights her flask of oil and tosses it into the room, just to the right and ahead of Leekoo.

ranged touch AC5: 1d20 + 4 ⇒ (7) + 4 = 11


The oil lands where Payn wants it but doesn't ignite. You realize the mist's under the floor right?


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Seeing the creature work, Lukasz quickly sets his analytical mind awhirling. Then, with a thought in place, Lukasz calls, "For those with fire, ready yourselves to use it as soon as the creature reveals itself."


Lucky's init: 1d20 + 4 ⇒ (14) + 4 = 18
Izzy's init: 1d20 + 4 ⇒ (5) + 4 = 9
Leekoo's init: 1d20 + 3 ⇒ (13) + 3 = 16
Allyson's init: 1d20 + 4 ⇒ (13) + 4 = 17
Payn's init: 1d20 + 2 ⇒ (18) + 2 = 20
Dex's init: 1d20 + 5 ⇒ (3) + 5 = 8
Mist1d20 + 8 ⇒ (19) + 8 = 27

The mist flows from the floor in front of Isabella a claw made from bloody red mist extends swiping at her and hurting her before moving back into the floor.

Touch: 1d20 + 7 ⇒ (9) + 7 = 16

BLEED DMG: 1d6 ⇒ 1

CON DMG: 1d3 ⇒ 3

1d8 ⇒ 6


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Round 1

Dex stands by the doorway and begins to prepare an infusion.

Weapon Augmentation, Personal. It is a full round to cast.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

So the mist goes then we all go, right?

Hit twice before she could react, Isabella staggers as the strange mist drains her blood again and sinks back into the floor. Guess we know what the holes are for. She thinks wryly, retracing her own steps back to the others in the hall.

"Don't let it touch you." She gasps after downing a vial from her belt. "Any longer in there and the damn thing would've sucked me dry."

CLW: 1d8 + 1 ⇒ (3) + 1 = 4


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

"If you do not have fire magic, then we should just run past the thing. Pick a door and go to it. The mission is to get an amulet not pass these tests." her opinion spoken, Allyson will move across to the far door and push it open.

I assume it will cost an action to open the door so I stopped in the doorway. If I have the movement left I would like to move out of the room.


As she runs Allyson realizes to her horror that a beam prevents the door from opening. It will move without too much effort. (A full round action.) A quick glance reveals the same of the other door.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Seeing the bar on the door Allyson will pause taking a defensive stance watching the floor.

Using my remaining standard to take total defense since I can't open the door this turn. AC 24, T 18, FF 16.

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