GM NotEspi's Master of the Fallen Fortress (Standard) 2 (Inactive)

Game Master NotEspi

Map

Initiative:

[dice=Opposition]1d20 + x[/dice]
[dice=Celegon]1d20 + 6[/dice]
[dice=Durun]1d20 + 3[/dice]
[dice=Jorun]1d20 - 2[/dice]
[dice=Kiddir]1d20 + 4[/dice]
[dice=Mae]1d20 + 2[/dice]
[dice=Zahira]1d20 + 3[/dice]


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Sovereign Court

female Vishkanya Exemplar 2
Spoiler:
|AC 18, T 12, FF 16 (+1 dodge vs crit)|HP: 21/21|F +5, R +5, W -1 (+2 vs poison/charm/compulsion)|Init +2, Perc +5|CMB +4 CMD 16|4/4 Flexibility, 2/2 Venom, 1/1 Scion

Appraise: 1d20 + 2 ⇒ (4) + 2 = 6

"What a bunch of junk. To be expected, I suppose...."


Durun Ghosteye wrote:


Any Chain shirts or something along those lines?

Old and rusted, sure. It almost breaks apart when you pick it up.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Once the last lizard man falls, Mae comes over to take a closer look at anyone that was in the fray.

"Is anyone hurt? Don't try to be a tough guy and lie if you did. I won't have any festering wounds showing up on my charges that's for sure!" Mae then proceeds to give everyone a quick once over to make sure. After which she'll take a look at the lizard folk out of medical curiosity and to see what they're wearing.

Heal: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

Durun grimaces as the rusty chainshirt falls apart. "I am not injured, Lady Mae." He takes the time to take out a rag and make an impromptu mask to help filter out some of the smell. "Let us move on before more of those creatures ambush us from the next room." He moves up next to the door and listens into the next room.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

Now that the immediate danger has passed, he tears a strip of clothe and ties it over his nose and mouth to try to keep some of that stench out. "My stars! That is horrendous. I do hope that there are no more of these further in."

He then notices the items displayed around the room and pulls out his journal and begins taking notes and trying to copy down images. "This is simply marvelous. Look at the age on some of these pieces."

Now let's see if he actually can figure out what any of it is.

Knowledge(local): 1d20 + 3 ⇒ (9) + 3 = 12
Appraise: 1d20 + 2 ⇒ (1) + 2 = 3
Knowledge(history): 1d20 + 7 ⇒ (11) + 7 = 18


Durun:

You can hear growling and water dripping and splashing from the northern door.

Some bard you are! (MOST of my comments are for comical relief only. Any offense you might have taken should be considered a weakness or insecurity on your end.)

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

LOL!

Durun reports back with what he heard from the next room. "There is some sort of creature in the next room. Lady Mae, do you have anymore of that jerky? Perhaps we could entice it?"

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae's eyes narrow then brighten when Durun suggests a possibly nonlethal method.

"I've got more rations yup. What sort of creature do you think it is? It isn't one of those dead people is it? Was it another hungry puppy?"

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

Durun shrugs. "Not sure, I just heard some growling mixed in with dripping water and splashing."

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae crosses her fingers. "Lets hope its a puppy I guess!" And she hands over some rations.

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

As Durun and Lady Mae begin planning, Celegon finishes up his detailed, but sloppy, notes. "So... we're thinking possible dogs?" he inquires. "Might as well be ready for anything..." He reaches over his shoulder for his bow and cocks his head quizzically until he realizes that he dropped it back in the other room.

He hurries back with it and nocks an arrows staying well clear of the door in case something makes its way through.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae hollers to Celegon as he grabs up his bow. "Would you mind grabbing me some of those javelins from the lizards? Ones that don't look too smelly? I should really have something to throw or shoot or something... just in case right?"

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

Celegon nods to Lady Mae from the other room, then returns with 4 javelins that have been wiped off on some of the old equipment nearby. "It's the best I can do, unfortunately. I don't know if it got the stench off. That smell is still permeating everything in here." He hands the javelins to Mae and then gets his bow ready and asks, "Want me to open this door magically as well so everyone can be ready for what's inside? It may also help with traps."

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae grabs up the javelins, and gives them a quick sniff and look over. She then puts away her dagger and tucks three of the mini spears into her belt and holds the last.

"Thanks Celegon. It is Celegon right? Sorry I feel like we really haven't even met yet! Everyone seems as ready as they're going to get so I guess open the door?"


Opening the door reveals yet another octagonial room. Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor. In the puddle, sits a horned lizard-like creature. Small bolts of lightning crackling from its horns all the way down its scales before dissipating in the puddle. It looks at you excitedly and a small arc of lightning appears between the horns, but makes no advances towards the door.

Sense Motive 20:

The creature does not seem to be hostile towards you.


Kn Arcana 12:

This creature is a Shocker Lizard. They can make odd household pets, assuming the owner does not mind receiving electrical shocks from it when it is excited or happy.

Ask an additional question about it whenever you beat the DC by 5 or it's multiplier.

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

Celegon stands with his bow taut, examining the creature, while waiting for the creature to show signs of aggression.

Perception: 1d20 + 0 ⇒ (11) + 0 = 11
Knowledge(Arcana): 1d20 + 7 ⇒ (14) + 7 = 21

Seeing that I failed the Sense Motive, maybe the Knowledge(Arcana) will help me out. For my question, can it be bribed with food?

He calmly says, "Hold on just a second guys," as he lowers his bow and pulls his pack down off of his back. Setting it down in front of him, he opens it up and begins digging through, trying to keep from crumpling the few pieces of paper that didn't make it back into his scroll case. Finally finding some of his trail rations, he takes a small piece of dried meat and tosses it to the lizard.

Not sure if a Handle Animal or something would be appropriate, but it's a straight up Charisma check either way. For what it's worth, he would love a new pet.

Charisma: 1d20 + 2 ⇒ (14) + 2 = 16

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Can you update the map if possible please

After Celegon opens the door Mae will step up to the doorway to see the full inside of the room and smells the air.

"Well at least it smells a bit better in here.. mildew is better than that lizard stink back there for sure." Once she sees the lizard in the puddle she stops. "Oh... sorry, I didn't mean you stink as a lizard umm... aren't you a cute and zappy little fellow... I wonder what you are?"

Sense Motive: 1d20 + 6 ⇒ (4) + 6 = 10


Did, done.

Celegon:
It can be bribed with food. Quite effectively.

The lizard lets out another small arc and proceeds to steal the dried meat into "his own" dark corner of the room, where it chews happily.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae squeels with delight as the little zappy lizard snags the food and backs away chewing and purring with delight. "Ahhh! So cute! Maybe we should have brought more food then we could have all gone home with new cute pets!" She then proceeds to snag the rations back from Durun and toss a bit of them towards the dark corner with the lizard.

This adventuring thing isn't so bad.. its more like a big petting zoo!


Once the creature is done with the current meal, it runs towards the Mae-made pile and snags another piece, takes it into the corner and chews it up.

Sovereign Court

female Vishkanya Exemplar 2
Spoiler:
|AC 18, T 12, FF 16 (+1 dodge vs crit)|HP: 21/21|F +5, R +5, W -1 (+2 vs poison/charm/compulsion)|Init +2, Perc +5|CMB +4 CMD 16|4/4 Flexibility, 2/2 Venom, 1/1 Scion

"Well, that was easy - where to now?"

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

"Let's make sure to secure this door before we move on, which I suggest we do quickly since we know there are more of those troglodytes in the tower." He looks at the last door. "Looks like probably upwards?"

Once more he gets close to the door and listens intently while the others play with the lizard. Take 20 on Perception.


Durun:

You don't hear anything from the door. The sound of the shock lizard chewing is pretty much the only thing.

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

"Sounds clear! Let's keep moving." He will open the door and peek around the corner.


Opening the last door on the floor leads you to a circular staircase. It is clearly blocked by debris and rubble on the lowest level, but upper floors seem accessible.

Map updated

The Exchange

M Half-Orc | Rage 6/6 | HP 19/19 | Init +4/+6 | DV 90' | Perc +5 | Stealth +9/+11 (& +2 in dim light or darkness) | AC 18/20 T 14/16 FF 14 | F +4 R +6/+8 W 0 | CMD 15/17

'As usual, I'll go first.'

Stealthily he climbs the stairs.

Stealth: 1d20 + 9 ⇒ (9) + 9 = 18


The stairs continue to spiral to the top of the tower. On the 3rd floor, you find a door to the west and nothing else.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae slowly and steadily climbs the tower stairs, doing her best to not trip over anything to give Kiddir away. Not talking apparently slipped her mind, as she whispers to Celegon "What was that cute zappy lizard? Do you know? I wonder how big they get? Was it just a baby?" She's obviously smitten with it.

The Exchange

M Half-Orc | Rage 6/6 | HP 19/19 | Init +4/+6 | DV 90' | Perc +5 | Stealth +9/+11 (& +2 in dim light or darkness) | AC 18/20 T 14/16 FF 14 | F +4 R +6/+8 W 0 | CMD 15/17

'Mostly in such places I'm interested in one question'. Kiddir turns to Lady Mae. 'What the hell do they eat? They were walled up here for centuries...' Without waiting for a reply, he turns away, shrugs, and puts his hand on the door. 'Get ready to heal me, girl. Somehow I have a feeling that I will need this.'

He pushes the door...


Kiddir pushes into the door, but it remains closed. After trying the door handle, you find out this door is locked.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae giggles as Kiddir half walks into the closed door that he clearly expected to swing open.

"My healing is available for everyone for sure, hopefully we won't need it." She says with a more serious face before returning to the 'important' matter at hand. "Maybe Zappy weaseled his way into the room through some cracks after the earthquake, like that water did? Either way, he's super cute and I'm going to bring him home!"

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

Durun nods to Kiddir to let him know that he's ready as well. He cannot help but smile and shake his head at the young woman's antics with the strange lizard thing...

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

Celegon climbs up the stairs at the back of the party, trying to protect them from any possible ambush. He whispers back to Mae while climbing, "That was a shocker lizard and he was probably close to full-size. I've actually heard that they make great pets. If we're able to return to the entrance, I'd be up to check on him and see if we can take him with us when we leave this place. He can give some pretty good shocks when he gets excited, but other than that he'd be great."

The Exchange

M Half-Orc | Rage 6/6 | HP 19/19 | Init +4/+6 | DV 90' | Perc +5 | Stealth +9/+11 (& +2 in dim light or darkness) | AC 18/20 T 14/16 FF 14 | F +4 R +6/+8 W 0 | CMD 15/17
GM NotEspi wrote:
Kiddir pushes into the door, but it remains closed.

Kiidr pulls the door. :)

If that fails, he turns to his comrades with the question: 'who of us knows how to pick locks?'


The dead silence after Kiddir's question might be taken as an answer. The only sound you hear are tremors of the rocks beneath you shifting just slightly, and smell of charred flesh fills your nostrils. Soon, you realise it's the door that is the source of the smell. Or rather - the seams in it.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Lady Mae stands about looking lost in thought as Kiddir mentions picking locks, absentmindedly sniffing the javelin then wrinkling up her nose in distaste.

"Oh don't look at me. I'm a good little girl who stays out of trouble. No picking locks for me. Oh, did anyone else notice that burnt smell?"

She then takes out a vial from her belt pouch and dabs a bit on her wrists and also the javelins. A faint waft of perfume attempts to cover up the lizardmen stink.

Well, it was worth a shot I guess.

Scarab Sages

Male Elf Bard 1
Spoiler:
HP:8/8 | AC:17 | T:14 | FF:13 | CMD:15 | Fort -1 | Ref +6 | Will +2 | Init +6 | Prcptn +7 | 1stLevelSpells: 2/2 | BardicMusic: 6/6

Celegon stands still for a second listening and sniffing the air at the back of the group. "I do smell that, but it also seems like the ground is shaking a bit. That's very discomforting. Should we try to break down the door? Makes me worried that there are more of those troglodytes inside eating on something." He shivers.

Perception check to try and determine what may be causing the tremors or if the charred flesh smell is covering up the smell of a nasty troglodyte?
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

"I am not skilled in such things. Perhaps you muscle bound types could smash through it? I do not like that smell either. I fear that maybe the bard we are seeking to rescue. I suggest haste."

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae's eyes go wide when Durun mentions the subject of our quest. "Do you really think it could be him? Raaroasting over a fire or something? We've got to do something!" She says, her voice quivering with fear as her mind conjures up the most horrifying thing possible.

She looks to the rest of the group, especially Kiddir and Zahira "We've got to save him! Smash the door down if you have to!"

Sovereign Court

female Vishkanya Exemplar 2
Spoiler:
|AC 18, T 12, FF 16 (+1 dodge vs crit)|HP: 21/21|F +5, R +5, W -1 (+2 vs poison/charm/compulsion)|Init +2, Perc +5|CMB +4 CMD 16|4/4 Flexibility, 2/2 Venom, 1/1 Scion

"We may be too late, if so," Zahira shrugs. "I don't hear any screams. Perhaps they're just having dog - or bat, or lizard - for dinner, and it's the height of impropriety to just barge in on people in the middle of dinner."

Zahira looks over her weapon, wondering if she could force the lock with it.


Celegon wrote:

Perception check to try and determine what may be causing the tremors or if the charred flesh smell is covering up the smell of a nasty troglodyte?

Tremors are probably parts of the wall collapsing due to aftershock. As for the smell, it's more of a combination of the two.

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

Durun sighs in irritation at the delay, forces his way between everyone staring at the door, and then kicks the door as hard as he possibly can, trying to break the door down!

Strength check: 1d20 ⇒ 20

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae nods in agreement with Durun on his plan and runs up and kicks the door with him to hopefully help dislodge it from its hinges. Strength Assist: 1d20 ⇒ 14

Someone's in trouble and I need to help, I'm glad to see Durun taking action!


Anyone else wants to help? *cough*

The Exchange

M Half-Orc | Rage 6/6 | HP 19/19 | Init +4/+6 | DV 90' | Perc +5 | Stealth +9/+11 (& +2 in dim light or darkness) | AC 18/20 T 14/16 FF 14 | F +4 R +6/+8 W 0 | CMD 15/17

Strength Assist: 1d20 ⇒ 14

'I am particularly lucky to have a silly situation in this cursed place...'

Sovereign Court

female Vishkanya Exemplar 2
Spoiler:
|AC 18, T 12, FF 16 (+1 dodge vs crit)|HP: 21/21|F +5, R +5, W -1 (+2 vs poison/charm/compulsion)|Init +2, Perc +5|CMB +4 CMD 16|4/4 Flexibility, 2/2 Venom, 1/1 Scion

Seeing the door appears tougher than she thought, and deciding it would be better not to use her weapon for other than its intended purpose, Zahira lends her shoulder.

aid Strength check: 1d20 + 2 ⇒ (16) + 2 = 18


The four of you press against the door a few times. Strength in numbers seems to be prevalent here, and the door comes down from the hinges and crashing down into the room beyond.

Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.

Kn Religion 10:
This room is a temple dedicated to Nethys, the god of magic, in both of his aspects: protection and destruction. The writings on the walls are quotes from Nethys’s holy book.

The room has one more surprise, however. As you compose yourself from whatever is left of the door on the floor, you notice two humanoid skeletal beings engulfed in flames turning their attentions towards you. Their jaws open in a noiseless shriek and long finger bones ready to rend and char flesh of the living once again.

This is a separate check from the above. Feel free to roll twice.

Kn Religion 11:

These undead are burning skeletons. Compared to their "regular" counterparts, the heat they are known for causes severe burns to anyone who remains in their close proximity for even a short while. Much like their non-burning cousins, they are easily destroyed with blunt instruments.

Kn. Religion 16:

Apart from the burns they cause, they also emit a small "last will" fiery explosion when destroyed.

Initiative:

Skeletons: 1d20 + 6 ⇒ (1) + 6 = 7
Celegon: 1d20 + 6 ⇒ (20) + 6 = 26
Durun: 1d20 + 3 ⇒ (18) + 3 = 21
Jorun: 1d20 - 2 ⇒ (8) - 2 = 6
Kiddir: 1d20 + 4 ⇒ (6) + 4 = 10
Mae: 1d20 + 2 ⇒ (17) + 2 = 19
Zahira: 1d20 + 3 ⇒ (5) + 3 = 8

Turn 1 - Go if bolded
Celegon
Durun
Mae
Kiddir
Zahira
Bones

You lucky dogs, you! Look at that init roll!

Sovereign Court

female Vishkanya Exemplar 2
Spoiler:
|AC 18, T 12, FF 16 (+1 dodge vs crit)|HP: 21/21|F +5, R +5, W -1 (+2 vs poison/charm/compulsion)|Init +2, Perc +5|CMB +4 CMD 16|4/4 Flexibility, 2/2 Venom, 1/1 Scion

[dice="common" Knowledge (Religion)]1d20+2[/dice]

Zahira's no mage, but she recognizes the distinctive decorative scheme of the mad god of magic when she sees it.

Of course, there are more immediate concerns; she sets her pata aside in favor of her cestus, and gets ready to strike the first one to come near.

readied attack with cestus: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Kellid 1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

Durun grins when he spots the fiery skeletons. Although he doesn't know much about them... he does know that fire does not like ice and he had plenty of that! He quickly moves into a better position and sends a ray of freezing cold streaking into the room towards the closest skeleton (Blue)!

Cold Blast: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Cold Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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