GM Charles Dexter Warden's In Madness You Dwell - A Strange Aeons Campaign

Game Master MordredofFairy

Campaign Mood Music

Map - Sanitarium

Initiative:
Belrim [dice]1d20+1[/dice]
Granite [dice]1d20+6[/dice]
Kolaiah [dice]1d20+5[/dice]
Lothalian [dice]1d20+3[/dice]


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hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

Grendl hangs back and casts mage armor on himself before taking offensive action.


Shadow's Status

A Boiler Room

Thral's Falchion bites the creature deeply cutting off a few of its tentacles, it emits an ear piercing shriek in response to the pain.

Grendl brings up his defenses as he steps into a melee from the basement!

GM CDW ONLY:
Rat #1 Bite 1d20 + 1 ⇒ (1) + 1 = 2 - Damage 1d4 ⇒ 4. Rat #2 Bite 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22 - Damage 1d4 ⇒ 2. Zoog Bite 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 - Damage 1d3 - 2 ⇒ (3) - 2 = 1 + Bleed.

All three creatures press the attack against Thral but oly the first Rat strikes this time. Take 2 damage +1 more from Bleed. Also make a Fortitude save.

Initiative Round 2 -
Kaloora & Belrim - GO!

Initiative - Round 3
Thral & Grendl.
Dire Rats (2) & Strange Creature
Kaloora & Belrim.


Male Umbral Dragonwrought Kobold Clever Godling 2

fort: 1d20 + 1 ⇒ (16) + 1 = 17


Shadow's Status
Thral Bitterbite wrote:
[Dice=fort]1d20+1

Success!


Male Gnome Spiritualist 3 | HP 30/30 | AC 18 TO 14 FF 15 | F +6 R +4 W +3 (+2 v ill/fear/despair) | CMD 12 | Init +3 | Perc +4 DV LLV | Channel 3/3 | Et Hope 1/1 | Heal Hand 3/3 | Heal Satc 10/10
Spells:
1st 3/4
SLA:
Ghost Sound 1/1 Grease 1/1 Silent Image 1/1 | Enhanced Diplo 1/1 Know Direction 1/1 Purify F&D 1/1 Recharge Innate 1/1
Phantom:
HP 19/19 | AC 16 TO 12 FF 14 | F +4 R +3 W +3 | CMD 16 | Init +2 | Perc +6 DV | DR 5/Slash | Bane 2/3 Bless 3/3

Can I assume the Mage Armor I cast on the previous fight is still one?

I don't see the enemies on the map - neither where we "come from" there. Could you please point out? I want to know where can I move to and angle myself so I can use one of my spells, hopefully without catching Thral on the area of effect.


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

Belrim climbs up the shaft to see the kobold in melee. The dwarf removes his heavy pick from his back, and shouts at the attackers, in hope to draw some away from Thral. I don't think Belrim can attack and climb out and arm himself in one round without Quick Draw feat.


Shadow's Status
Kaloora Plimp wrote:

Can I assume the Mage Armor I cast on the previous fight is still one?

I don't see the enemies on the map - neither where we "come from" there. Could you please point out? I want to know where can I move to and angle myself so I can use one of my spells, hopefully without catching Thral on the area of effect.

Yes. I updated the map.


Shadow's Status
Belrim Ironbeam wrote:
Belrim climbs up the shaft to see the kobold in melee. The dwarf removes his heavy pick from his back, and shouts at the attackers, in hope to draw some away from Thral. I don't think Belrim can attack and climb out and arm himself in one round without Quick Draw feat.

I am viewing the climb out as mainly having taken place Round 1 so you can go ahead and attack now in Round 2.


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

Sadly, Thral is in the way of melee. If I push him back, he might get AoO on him. Hmm. I could draw a dagger, but I already drew my heavy pick.
The dwarf barks at the kobold. "Get behind me!" Belgrim then takes a defensive stance.


Male Umbral Dragonwrought Kobold Clever Godling 2

Thral will quickly spin his head, blood hemorrhaging from his face. Giving the dwarf a nod and a wink from his left eye.


Shadow's Status

Initiative - Round 3
Thral & Grendl - GO!
Dire Rats (2) & Strange Creature
Kaloora & Belrim.


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

Grendl casts grease under the large strange creature and one of the rats (the one on the left is fine), dc 15 reflex save.


Male Gnome Spiritualist 3 | HP 30/30 | AC 18 TO 14 FF 15 | F +6 R +4 W +3 (+2 v ill/fear/despair) | CMD 12 | Init +3 | Perc +4 DV LLV | Channel 3/3 | Et Hope 1/1 | Heal Hand 3/3 | Heal Satc 10/10
Spells:
1st 3/4
SLA:
Ghost Sound 1/1 Grease 1/1 Silent Image 1/1 | Enhanced Diplo 1/1 Know Direction 1/1 Purify F&D 1/1 Recharge Innate 1/1
Phantom:
HP 19/19 | AC 16 TO 12 FF 14 | F +4 R +3 W +3 | CMD 16 | Init +2 | Perc +6 DV | DR 5/Slash | Bane 2/3 Bless 3/3

Kaloora positions himself and casts Color Spray, trying to hit the creatures (as many as he can).

Using the Northeast corner of my square and spraying Southeast, it should get all of the three on the 15-feet cone, and not get my allies. The Will DC is 16. All creatures count as if their HD was 5 less for this effect. I think Eldritch Godlings don't have to concentrate to cast defensively, right? I'm still learning the "Godling" thing :$


Male Umbral Dragonwrought Kobold Clever Godling 2

Thral will hop behind the goblin, allowing the dwarf to move in.


Shadow's Status

A Boiler Room

Grendl looks to level the playing field while Thral withdraws from the combat, having taken enough strikes already.

GM CDW ONLY:

Grease Reflex save Zoog 1d20 + 5 ⇒ (5) + 5 = 10
Reflex save Dire Rat 1 1d20 + 5 ⇒ (2) + 5 = 7
Rat #1 Stand 1d20 + 3 ⇒ (8) + 3 = 11
Rat #2 Bite vs. Kaloora 1d20 + 1 ⇒ (18) + 1 = 19 - Damage 1d4 ⇒ 1.
Zoog Stand 1d20 + 12 ⇒ (10) + 12 = 22

Both the creature and the rat slip and fall on the spell coated floor. Both quickly get back to their feet and hold positions.

The rat nearest to Kaloora snaps out at him with its teeth and manages to break the Goblins skin.

Make a Fortitude save DC 12 Kaloora. Also make Concentration check DC 11 to get your Color Spray spell off - once you do that I will resolve that action.

Initiative - Round 3
Belrim GO!

Initiative - Round 4
Thral & Grendl - GO!
Dire Rats (2) & Strange Creature
Kaloora & Belrim.


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

was expecting Thral would be there to aoo them if they fell and tried to get up... wasted spell then I guess... oops

Grendl touches Thral with his hex which heals him for clw: 1d8 + 1 ⇒ (1) + 1 = 2

this should end the bleeding too, yes?


Male Umbral Dragonwrought Kobold Clever Godling 2

Shit, that went over my head. I will repay you for that one.
Thral, looks over to Grendl, giving a small nod in appreciation. "Thanks."


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

it's okay... these things happen in the chaos of combat


Shadow's Status
Grendl Mistwalker wrote:
this should end the bleeding too, yes?

Yes! I think Thral had enough of a beating for that round :-)


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

Round 3
Stepping forward, Belrim sneers a threat and attacks the strange creature.
"Biggest always gets hit first."
Heavy pick: 1d20 + 4 ⇒ (15) + 4 = 19
Dmg.: 1d6 + 3 ⇒ (1) + 3 = 4


Shadow's Status

A Boiler Room

Belrim's pic strikes the creature in the face, it shrieks again but the thing, whatever it is, is tough and seem to have some fight left.

CDW ONLY:
Zoog HP=2/11

Once Kaloora makes his check, I'll resolve the color spray.


Male Gnome Spiritualist 3 | HP 30/30 | AC 18 TO 14 FF 15 | F +6 R +4 W +3 (+2 v ill/fear/despair) | CMD 12 | Init +3 | Perc +4 DV LLV | Channel 3/3 | Et Hope 1/1 | Heal Hand 3/3 | Heal Satc 10/10
Spells:
1st 3/4
SLA:
Ghost Sound 1/1 Grease 1/1 Silent Image 1/1 | Enhanced Diplo 1/1 Know Direction 1/1 Purify F&D 1/1 Recharge Innate 1/1
Phantom:
HP 19/19 | AC 16 TO 12 FF 14 | F +4 R +3 W +3 | CMD 16 | Init +2 | Perc +6 DV | DR 5/Slash | Bane 2/3 Bless 3/3

Hi GM! My AC is currently 20 (not 16) because of Mage Armor. Besides that, eldritch goblins (I mean, godlings) don't need to make concentration checks, as far as I understand the ridiculously broken class


Shadow's Status

A Boiler Room

Kaloora:
Alright then! No damage and no saves to worry about!

The Goblin's spell erupts from his fingers as a kaleidoscope of light at the foes harassing the "patients".

CDW ONLY:
Zoog Will Save 1d20 + 1 ⇒ (4) + 1 = 5
Dire Rat #1 Will Save1d20 + 1 ⇒ (9) + 1 = 10
Dire Rat #2 Will Save1d20 + 1 ⇒ (13) + 1 = 14
Stunned 2d4 ⇒ (2, 3) = 5

One of the Rats and the odd looking creature falls to the floor limp.

The other Rat hisses as the light shines over it but is not effected.

Initiative - Round 5
Thral & Grendl - GO!
Dire Rat 1 & Strange Creature - Stunned - Dire Rat 2 Battle Ready
Kaloora & Belrim.


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

Grendl grabs something loose on the ground and throws it at the conscious rat.

telekinetic projectile to hit: 1d20 + 3 ⇒ (16) + 3 = 19
dmg if hits: 1d6 ⇒ 1


Male Umbral Dragonwrought Kobold Clever Godling 2

Thral moves up to the vile rat, bringing his falchion down upon it.

Falchion: 1d20 + 2 ⇒ (12) + 2 = 14 Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Male Gnome Spiritualist 3 | HP 30/30 | AC 18 TO 14 FF 15 | F +6 R +4 W +3 (+2 v ill/fear/despair) | CMD 12 | Init +3 | Perc +4 DV LLV | Channel 3/3 | Et Hope 1/1 | Heal Hand 3/3 | Heal Satc 10/10
Spells:
1st 3/4
SLA:
Ghost Sound 1/1 Grease 1/1 Silent Image 1/1 | Enhanced Diplo 1/1 Know Direction 1/1 Purify F&D 1/1 Recharge Innate 1/1
Phantom:
HP 19/19 | AC 16 TO 12 FF 14 | F +4 R +3 W +3 | CMD 16 | Init +2 | Perc +6 DV | DR 5/Slash | Bane 2/3 Bless 3/3

I'm not sure if I'm correct about those assumptions, by the way! I never played an Eldritch Godling before, but I always get shocked when I read this type of thing about the class :s


Shadow's Status

A Boiler Room

Thral dances back and attacks the last rat standing. The other creatures, stunned by the Goblins' spell, are easy to finish off.

Combat Over!

As your group searches the area beneath the boiler, you find two sunrods.

To the east is the only door that leads out of this room.

Do you want to rest here or keep exploring?


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

Sunrods!! And we all have darkvision. hehe.
"Everyone alright", questions the dwarf to the room at large.
Belgrim pockets the sunrods. Who knows, thinks the dwarf. Maybe we can get some coin for these things.


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

"Let's keep going... I'm fine.. I want to find a way out of here."


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

"Considering the racket we just made", said Belrim, as he looked down at his ruined opponents, "whatever can hear us, already has."
At that, the dwarf opened the door leading out with his shield arm, heavy pick at the ready.


Male Gnome Spiritualist 3 | HP 30/30 | AC 18 TO 14 FF 15 | F +6 R +4 W +3 (+2 v ill/fear/despair) | CMD 12 | Init +3 | Perc +4 DV LLV | Channel 3/3 | Et Hope 1/1 | Heal Hand 3/3 | Heal Satc 10/10
Spells:
1st 3/4
SLA:
Ghost Sound 1/1 Grease 1/1 Silent Image 1/1 | Enhanced Diplo 1/1 Know Direction 1/1 Purify F&D 1/1 Recharge Innate 1/1
Phantom:
HP 19/19 | AC 16 TO 12 FF 14 | F +4 R +3 W +3 | CMD 16 | Init +2 | Perc +6 DV | DR 5/Slash | Bane 2/3 Bless 3/3

Kaloora was running out of spells, but didn't want to wait.

We go! Move! Escape! - said the Goblin, following right behind.


Male Umbral Dragonwrought Kobold Clever Godling 2

Wiping the blood off of his snout.
" What about the hurt man, if we return him to where he belongs. Others might view us with less suspicion. Maybe more clues to why we woke up here?"


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

"You remember what he said", admonished Belrim. "He won't feel safe until the way is clear, which is what we are doing."


Shadow's Status

The Hallway

The group decides to exit the room. The room empties into a long hallway. To the south, a 3-foot-high barricade of broken furniture and fallen masonry fills the hall blocking off the southern portion of this broad hall.

Broken lanterns and several battered doors line this cold, rubble-strewn filthy hall. Lanterns flicker upon the walls, casting shadows upon several closed doors. Some lanterns still flicker on the wall casting an eerie light.

Your ears play tricks on you, you sense you can almost can hear echoes of something far away echoing towards you. Or perhaps it is just your imagination...


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

Grendl examines the barricade... does it look easily climbable? Grendl does have a climb speed


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

Looking around the hallway, Belrim remarks, "There was definitely a battle, or at least a standoff."
The dwarf gives his pick arm a few practice swings away from the others, knowing it will be needed again soon.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
"You hear that?"


Male Gnome Spiritualist 3 | HP 30/30 | AC 18 TO 14 FF 15 | F +6 R +4 W +3 (+2 v ill/fear/despair) | CMD 12 | Init +3 | Perc +4 DV LLV | Channel 3/3 | Et Hope 1/1 | Heal Hand 3/3 | Heal Satc 10/10
Spells:
1st 3/4
SLA:
Ghost Sound 1/1 Grease 1/1 Silent Image 1/1 | Enhanced Diplo 1/1 Know Direction 1/1 Purify F&D 1/1 Recharge Innate 1/1
Phantom:
HP 19/19 | AC 16 TO 12 FF 14 | F +4 R +3 W +3 | CMD 16 | Init +2 | Perc +6 DV | DR 5/Slash | Bane 2/3 Bless 3/3

Sorry! The site isn't showing updates to me on the past days!

Kaloora cowers for some seconds, then finally speaks in a stuttering tone.

Maybe echoes on the mind? Kaloora going crazy!

The goblin looks around, curious as if analyzing the room and what Belrim said. He thinks he saw battles in his past, besides the ones from this escape. Or has he?

Perception: 1d20 + 1 ⇒ (13) + 1 = 14


Shadow's Status

The Hallway

The barricade appears climbable. Despite concentrating neither Belrim or Kaloora can ascertain from which direction that odd sound came. As the group stands in the hall the sound is still there, almost like an echo but from somewhere else in this place. If it is close by it is behind one of the many doors that line this hallway.

See the map linked above lots of doors to choose from...


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

Being unsure where to go next, Belrim examines each door handle in the hallway, looking for the ones that appear to have the most wear.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

Grendl cautiously and stealthily climbs up the barricade and peeks over the top if he can.

stealth: 1d20 + 6 ⇒ (20) + 6 = 26


Male Gnome Spiritualist 3 | HP 30/30 | AC 18 TO 14 FF 15 | F +6 R +4 W +3 (+2 v ill/fear/despair) | CMD 12 | Init +3 | Perc +4 DV LLV | Channel 3/3 | Et Hope 1/1 | Heal Hand 3/3 | Heal Satc 10/10
Spells:
1st 3/4
SLA:
Ghost Sound 1/1 Grease 1/1 Silent Image 1/1 | Enhanced Diplo 1/1 Know Direction 1/1 Purify F&D 1/1 Recharge Innate 1/1
Phantom:
HP 19/19 | AC 16 TO 12 FF 14 | F +4 R +3 W +3 | CMD 16 | Init +2 | Perc +6 DV | DR 5/Slash | Bane 2/3 Bless 3/3

Kaloora goes a little behind Belrim, and every some steps he stops to detect magic, trying to cover the entire hall (or, at least, all doors). He stops to concentrate if he detects magic, as to identify more about it (school, aura strength, etc.).


Male Umbral Dragonwrought Kobold Clever Godling 2

Thral advances beyond Belrim, to the first door beyond the group.

Looking under the crack attempting to see what lies beyond it.
perception: 1d20 + 8 ⇒ (13) + 8 = 21


Shadow's Status

The Hallway

The handle closest to the barricade is the most well worn of the three that are close by.

Thral nor Kaloora see nor hear anything behind either door nor does the Goblin detect any magic behind or near any of the doors.

As Grendl climbs the barrier quietly and carefully he sees down the hallway a set of double doors of the west wall and a single door that leads directly south. He also sees a group of four humans wielding crossbows near those doors, they have yet to see him...

Map updated.


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

Grendl climbs back down quietly and blinks his odd bulging eyes as he approaches the others... Very quietly he whispers, "Over the barrier there is a halway with doors to the west and south... and four big folk with crossbows near the doors... I don't think they saw me."


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

In a hushed whisper, Belrim replies "And you want to creep over and attack? It could work if they didn't see you, or we can try this door", that the dwarf points to, "and see if there's a way around?"


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

"okay... door first and barricade only if other options don't play out, eh?" Grendl whispers.


Shadow's Status

The Hallway

As Belrim looks more closely at the door it becomes plain that something tried to beat its way through this door already. For some reason though the handle is pristine as if whatever threw itself at the door had no idea how doors worked. The handle does not turn as it is locked. The handle and lock appear fairly sturdy designed to keep any non-professional burglar out.

If you bash in the door it is likely the humans will hear you. You can also try to disable device.


Male Dwarf, Hill| HP: 30/30 | AC: 19 (11 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +7, SM: +6 Mighty Godling/2nd| Speed 20ft (20ft) | Active conditions: None.

"S#it!" curses the dwarf under his breath. "Unless any of you have the tools and skill to pick this lock, we just MIGHT have to storm the barracade."


Male Gnome Spiritualist 3 | HP 30/30 | AC 18 TO 14 FF 15 | F +6 R +4 W +3 (+2 v ill/fear/despair) | CMD 12 | Init +3 | Perc +4 DV LLV | Channel 3/3 | Et Hope 1/1 | Heal Hand 3/3 | Heal Satc 10/10
Spells:
1st 3/4
SLA:
Ghost Sound 1/1 Grease 1/1 Silent Image 1/1 | Enhanced Diplo 1/1 Know Direction 1/1 Purify F&D 1/1 Recharge Innate 1/1
Phantom:
HP 19/19 | AC 16 TO 12 FF 14 | F +4 R +3 W +3 | CMD 16 | Init +2 | Perc +6 DV | DR 5/Slash | Bane 2/3 Bless 3/3

Kaloora approaches, and the first thing he does is to check for traps at the door.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Absolutely convinced it was safe - but unskilled to disable devices, despite his considerable agile hands - the Goblin bowed to open way for someone who could at least try. If he and the dwarf can't, maybe the grippli or the kobold could?


hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 | grippli godling adept/2
skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

"locks are good for keeping you out of things..." he states simply indicating little more knowledge of them than that obvious fact.

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