GM Feral's Eyes of the Ten II (Inactive)

Game Master Feral

Combat Map
Handouts

Inits:
[dice=Atum]1d20+3[/dice]
[dice=Faldoc]1d20+10[/dice]
[dice=Karu]1d20[/dice]
[dice=Kyrac]1d20+5[/dice]
[dice=Markavious]1d20+16[/dice]


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Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Fort: 1d20 + 16 ⇒ (6) + 16 = 22
Fort: 1d20 + 16 ⇒ (11) + 16 = 27
14 damage, not poisoned or distracted

88/120, 22 points of stoneskin

Atum roars in frustration as the enemies keep multiplying and the bugs keep eating away at his stony skin. He swings with reckless abandon at the summoned enemies. Can reach purple, blue, and yellow so start with the most injured and work my way around if any fall.

+3 impact adamantine bec de corbin: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
damage: 2d8 + 24 ⇒ (3, 4) + 24 = 31

+3 impact adamantine bec de corbin: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
damage: 2d8 + 24 ⇒ (8, 6) + 24 = 38

+3 impact adamantine bec de corbin: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
damage: 2d8 + 24 ⇒ (2, 7) + 24 = 33

+3 impact adamantine bec de corbin: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21
damage: 2d8 + 24 ⇒ (8, 5) + 24 = 37


Atum's rampage destroys two of the elementals and damages a third.

Yet another elemental appears followed by a familiar volley of punishing hailstones. The hailstones finish Atum's work destroying the third elemental.

Bludgeoning Damage vs Markavious, Kynrac, Atum, and Karu (and two elementals): 3d6 ⇒ (6, 4, 1) = 11
Cold Damage vs the same targets: 2d6 ⇒ (1, 6) = 7

Slam vs Karu: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Slam vs Karu: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17

Slam vs Faldoc: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Miss: 1d100 ⇒ 74
Slam vs Faldoc: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Miss: 1d100 ⇒ 21

The party is up.

Silver Crusade

Active Buffs:
--
HP: 127/127 | AC 32 | T 16 | FF 27 | Fort +23 | Ref +16 | Will +23 (+2) | CMD 28 | Initiative +0 | Perception +6 | Sense Motive +20 | Acrobatics +13 | Diplomacy +22 | Kn.(A/L/P) +8 | Knowledge(D/E/G/H/Na/No) +4 | Kn.(R) +13 | UMD +7
Resources:
Ki: 6/6 | Lay on Hands: 11/11 | Elemental Fist: 7/7 | Stunning Fist 10/10 | Smite Evil/Chaos: 2/2 | Spells: 5/5 | Wands: Longstrider: 40; CLW: 13 | BoS: 10/10

Karu ignores most of the damage from the falling hail and deftly avoids the elementals attacks as he presses the advantage.

1 damage after Stoneskin.

The Champion lets his Haste laspe and focuses on the elemental in front of him.

Punch! @ Purple: 1d20 + 17 - 3 - 3 ⇒ (2) + 17 - 3 - 3 = 13
Punch!: 1d20 + 12 - 3 - 3 ⇒ (1) + 12 - 3 - 3 = 7
Punch!: 1d20 + 7 - 3 - 3 ⇒ (15) + 7 - 3 - 3 = 16

I doubt any of that will do anything!

Karu sighs as his fists flail rather than executing the vision that he held in his mind. "I must practice more..." he states dourly.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Faldoc also tries to take out the elementals! Start with the injured and work our way.

Bow: 1d20 + 19 ⇒ (2) + 19 = 21 for Arrow: 2d6 + 14 ⇒ (6, 1) + 14 = 21 and Manyshot: 2d6 + 14 ⇒ (1, 2) + 14 = 17
Bow: 1d20 + 19 ⇒ (19) + 19 = 38 for Arrow: 2d6 + 14 ⇒ (6, 5) + 14 = 25
Bow: 1d20 + 19 ⇒ (5) + 19 = 24 for Arrow: 2d6 + 14 ⇒ (6, 5) + 14 = 25
Bow: 1d20 + 14 ⇒ (5) + 14 = 19 for Arrow: 2d6 + 14 ⇒ (5, 1) + 14 = 20
Bow: 1d20 + 9 ⇒ (1) + 9 = 10 for Arrow: 2d6 + 14 ⇒ (2, 1) + 14 = 17

Confirm #2?: 1d20 + 19 ⇒ (13) + 19 = 32 for Arrow: 2d6 + 14 ⇒ (1, 5) + 14 = 20

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Stoneskin: 61 pts left.

"Markavious, don't go into the misty hallway! I'll silence the area."

With those words, he starts casting a complex spell.

Casting silence in the misty hallway (see area on the map). One round casting time.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Kynrac wrote:
Markavious, don't go into the misty hallway! I'll silence the area."

Excellent Plan Kynrac

Mark moves into a corner and fires on the wounded elemental

MM: 1d4 + 7 ⇒ (3) + 7 = 10
MM: 4d4 + 4 ⇒ (1, 4, 3, 4) + 4 = 16


In a flurry of arcane missiles and arrows Faldoc and Markavious destroy the last two summoned elementals.

I'm going to call it here because the druid is more or less out of useful spell slots. =P

The half-elf returns a moment later brandishing a vicious scythe but he's quickly overpowered and slain by the party.

Encounter over!

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

That was annoying. Very annoying. Faldoc goes about collecting his missiles. Do we have a means of Restoration among us? I can't feel all of my fingers.

I'm down 6 Dex.

Faldoc will then heal himself with his wand.

CLW: 5d8 + 5 ⇒ (2, 2, 4, 1, 8) + 5 = 22 5 charges.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

That was really annoying, Hestram is going to pay for that

CSW: 3d8 + 5 ⇒ (3, 4, 8) + 5 = 20
CSW: 3d8 + 5 ⇒ (8, 5, 1) + 5 = 19

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Kynrac lets out a sigh of relief as the current threat is over.

"Allow me to heal your ailments." says the lorekeeper as he taps himself with his wand of infernal healing.

I don't have restoration, only the lesser version.

Lesser resto @Faldoc: 1d4 ⇒ 3

Lesser resto @Faldoc: 1d4 ⇒ 2

Lesser resto @Karu: 1d4 ⇒ 1

Lesser resto @Karu: 1d4 ⇒ 1 That'll remove exhaustion and fatigue as well.

Lesser resto @self: 1d4 ⇒ 4

CLW, mass @group: 1d8 + 13 ⇒ (5) + 13 = 18

CLW, wand @self: 3d8 + 3 ⇒ (1, 3, 8) + 3 = 15

Also, recasting fly on myself.


Is Kynrac just going to live with being fatigued?

Edit: Never mind.

Where to now?

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

I assume that will relieve my fatigued condition also. If CLW Mass was going to be used I can save three charges on my wand.

Shall we see what lies down this hallway next?


I don't think you were fatigued, you were sickened from the wild teleportation. Lesser restoration won't fix that but a suitably high heal check would.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

I am down 4 pts of dex as well

Hmm... I suppose we should continue in this counter-clockwise direction

Unless anyone objects, let's go towards 18

Markavious will go Invisible


The party heads down the hallway on the right. Surprisingly, what appears to be a short 15 foot long hallway (#18) turns out to be some kind of dimensional trick and is over 100 feet long. Eventually the hallway opens into a wedge-shaped room (#19), its outer wall bisected by a spherical chamber. Blackened, lightning-shaped streaks run across the walls and floors. In the middle of the spherical chamber floats an ebon gemstone with fifteen facets. Long chains forged from a strange blue alloy run from the center of each facet to the chamber walls.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Spellcraft: 1d20 + 26 ⇒ (15) + 26 = 41

Now what in Caina is this


It would be arcana in this case but that's high enough.

Markavious believes this to be a highly modified mirror of life trapping that's activated by touch. It's empty now but four souls were released from it recently.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20
DM Feral wrote:
I don't think you were fatigued, you were sickened from the wild teleportation. Lesser restoration won't fix that but a suitably high heal check would.

Ah yes, never mind. I'd love a heal check, though maybe someone else might have a better shot at helping me? If I can try to assist,

Heal, Aid: 1d20 + 0 ⇒ (2) + 0 = 2 Or not, he must be acting like I do when I get sick, heh.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Four souls? Hmm, didn't we just encounter three? The last could be that one thing that fled from the initial room we teleported into.

If there are no other exits from this room and the party is finished with its examination, Faldoc suggests trying the doors in Room #15 (I think those are doors, I missed them earlier).


There's no other doors in #15. There's a door on the west side of #16 and there's another exit from #17.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

I see two little white slivers in 15, I thought they might have been double doors that was half-covered. No matter. We'll check out that room off of 17 and, if nothing interesting is there, go to the west side of 16. Sound good?

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Yeah...No need to go in here unless it's absolutely positively necessary Mark says referring to room #19


The floor of this chamber is inlaid with giant circular mosaic of the four primary elements divided into quarters that swirl counter-clockwise. A brass plaque encircles the mosaic, engraved with a passage that reads: “The shortest year has five seasons of fire.”

In the northwest corner, a short passage leads to a door.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Five seasons of fire? What in blazes does that mean? Faldoc will wait to see if the others wish to do some investigation before sending the Bold Strider to the next door.

Perception on door if/when we get there: 1d20 + 26 ⇒ (10) + 26 = 36


Faldoc confirms that it is a door. It doesn't appear trapped or locked.

Karu/Atum open the door to see a wedge-shaped room. On both sides are two closed doors. Next to each door (including the one the party is entering through) is a silver lever.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Faldoc tries to determine what the lever is specifically for, if possible. Just take 10 on checks, if required.

Faldoc will then suggest the north door if everyone is prepared.

If I'm moving too fast we can wait for others to chime in, I might be missing something.


Looking over the levers, Faldoc believes the levers open the doors but also trigger some kind of trap.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Hmm, maybe you guys should watch yourselves.

Faldoc will try to have the party position themselves where he best believes everyone will be safe. Faldoc will then try to disable said trap. As I don't think we have a pure rogue here.

Disable Device: 1d20 + 22 - 2 ⇒ (7) + 22 - 2 = 27 If someone can do something about my sickened condition, eliminate the -2 there.


I'll assume you had everyone wait outside.

Faldoc's attempt quickly goes awry and the room fills with flames.

Fire damage (reflex 22 for half): 6d6 ⇒ (3, 3, 3, 5, 3, 3) = 20

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Reflex: 1d20 + 18 ⇒ (19) + 18 = 37

Faldoc jumps out of the room in time to avoid being burnt. If the lever is now safe to pull he'll allow the frontliners to lead the way.


Unfortunately that does not appear to be the case. It appears the trap has reset instantly.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Faldoc will try again, prepared to leap out of the way if he fails again.

DD: 1d20 + 22 - 2 ⇒ (20) + 22 - 2 = 40 Maybe that's got it...


That did it.

This time the ranger has more luck and scratches out the hidden runes trapping the room without triggering them.

Now pulling the northern lever?

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

clw: 2d8 + 2 ⇒ (4, 6) + 2 = 12
121/120, 12 points of stoneskin

Atum nudges Kynrac for a bit more healing from his wand before continuing on.

When Faldoc leaps back from the flames, Atum says, "I'm not as quick as you, Faldoc. I'll stay just behind you though if you need immediate help."

Atum will wait at the door until Faldoc gives the all-clear that he has taken care of the trap before entering.

"I thought you took care of the trap, right? So what does the lever do?"

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Hopefully it opens that door, otherwise I'm just playing with fire. Faldoc points to the north door as the lever is pulled. I hope this works...


The party piles into the room and Atum/Karu pull the lever. The entrance door closes, there's the sense of motion as if the room itself was moving, and then the northern door opens revealing a similar layout but without an exit door.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

"Wait. How much did we move? Maybe we should just stay here and pull the lever again until it pulls us around to the exit. Allow me to investigate."

Without explanation Atum approaches the outer wall and walks directly into it, his body melding with the stone as it hits the barrier.

Using my at-will meld with stone. I'm hoping Atum can get a sense of how far around the chamber has moved. If that fails:

Atum reappears in the room, walking directly out of the wall as if he were part of the stone itself. He then walks to the interior wall and performs the same process.

Trying to look in on the adjacent room to see if the exit is the other way.


There's a hard limit of 100 lbs of gear on meld into stone. I think you're just at the limit but I suppose you could drop your weapon or something.

Atum merges with the worked stone walls and returns a moment later. He estimates the chamber rotated ~45 degrees. From within the stone he spotted another exit door in the chamber adjacent the new chamber the party just got access to.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Hmm, so you guys want to see about getting through this next room? Assuming so, Faldoc will again look for a trap on the lever, taking precautions as usual.

If there is a trap, Disable Device: 1d20 + 22 - 2 ⇒ (13) + 22 - 2 = 33


Faldoc spots another trap.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Did the 33 disable it?


Oh, yeah.

Silver Crusade

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Active Buffs:
--
HP: 127/127 | AC 32 | T 16 | FF 27 | Fort +23 | Ref +16 | Will +23 (+2) | CMD 28 | Initiative +0 | Perception +6 | Sense Motive +20 | Acrobatics +13 | Diplomacy +22 | Kn.(A/L/P) +8 | Knowledge(D/E/G/H/Na/No) +4 | Kn.(R) +13 | UMD +7
Resources:
Ki: 6/6 | Lay on Hands: 11/11 | Elemental Fist: 7/7 | Stunning Fist 10/10 | Smite Evil/Chaos: 2/2 | Spells: 5/5 | Wands: Longstrider: 40; CLW: 13 | BoS: 10/10

Karu pulls back his fist after it connects with the druid's jaw, happy that his power has felled the summoner. "Sigh... this magician has left me exhausted. I need a few minutes." he remarks.

As Kynrac blesses him, he feels rejuvenated and stands up boldly, ready to move forward.

---

Seeing that Faldoc has approved the next lever, Karu strides forward and boldly pulls the metal rod. "Gird your loins, men!" he calls out as he pulls with vigor.


When Karu pulls the lever there's a feeling of motion again and the next door opens revealing yet another nearly identical chamber. This one has an exit door much like the chamber the party originally entered through, though it's currently closed. As the previously chamber there's three levers on the walls, one by each door.

Melding with the stone, Atum can verify that the chamber has rotated another 45 degrees.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Well, lets try this again. Shall we exit? SLPP (standard lever pulling procedure). Check for traps by take 10 if I can, if a trap then,

Disable Device: 1d20 + 22 - 2 ⇒ (20) + 22 - 2 = 40 Ok then.


Faldoc disarms the trap.

Which lever are you pulling this time? The one attached to the door you entered through, the lever next to the door leading to the next chamber, or the lever next to the 'exit' door?

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Bah, I said to the group "shall we exit" so that's the one I meant. Should have stated more clearly with action.


The chamber rotates again (another 45 degrees) and the exit door opens but all that's on the other side is a stone wall.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Faldoc will ask Atum to again take a look with his melding ability in order to determine the proper method to exit the rotating rooms.

All:
I'm off to bed but somebody can roll the Disable checks or what-not while I'm gone.


Faldoc if you're still awake roll me another disable device check.

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