GM Rednal's Legendary Planet AP (Inactive)

Game Master Rednal

Unused
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Trebelbet
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Current Goal: Find the Opus Aeterna and learn how to repair Gates


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Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Vincent looked around the room, then nodded in agreement, "I can't say I have much experience with gladiatorial combat, but if you think so, I'll take your word for it. Let's get going then. I've got some strong words for whoever captured me. Hopefully we can find our equipment on the way, since barefisted fighting is not exactly my area of expertise." Staying within arms reach of his two new companions, Vincent edged carefully around the outside of the room towards the door, giving plenty of time for the other creatures to move away.


    There are no creatures in the remaining tubes - all of them are now empty. (Unless the glowing liquid you got all over you is a creature, of course... but probably not)

    The canine creatures kept a good distance from you as you moved over to the door. The door itself is not one in the normal sense of the term - there's no cracks you can see, no handles to grab, no hinges to swing on, and it seems to be made of a material similar to that of the walls. The disk of green light beside it is still blinking.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "Let's get out of here." Vincent said as he reached out and touched the blinking green disk.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Reaching out a hand to stop Vincent, Ooran leans down to examine the disk. "Wait, there may be a surprise. These things are designed to keep us in."

    Perception (locate traps): 1d20 + 9 ⇒ (9) + 9 = 18

    If he finds nothing amiss, he releases Vincent.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "You think it will be as easy as touching that disc? If so, it seems unlikely we are to be gladiators, would not our captures control the opening mechanism, to make a spectacle of our entrance into an arena, and prevent us from waiting in here?"
    And if it were just about touching that glowing green light, maybe those canines would have thought of it, too...
    Nevertheless, Phai walks alongside the others to the door, taking a handful of the goo with her, for conservation and analysis, if she would get a chance to do that.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "Not really sure, to be honest. Figured I'd just touch it and find out. If we are to be gladiators, I'd expect this door wouldn't lead directly to the arena. What makes for a better show, a bunch of slimy, naked people half-dazed from some sort of stasis, or healthy combatants in shiny armor ready to fight?

    "Anyone have any idea what this goo actually is? Perhaps we were put in the capsules for our benefit? Or to protect something from us? Or.... well... anything really."


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "If it is an antechamber that allows us to ready up for a fight, I do hope they thought to give us ample time. I have seen you tried to weave a spell. I am capable of some...sort of magic myself, but I have to align with the lifelines of the world I am at, and hold in my mind what I need. Right now, I feel empty and burned out."


    There don't seem to be any traps on the door, though the panel does look like something a person who had tools could tweak. With no other real options, Vincent presses the disk - and the door hisses open, sliding completely to the side and allowing you to step through.

    On the other side is a dimly-lit chamber with quite a few other doors in it, lit only by flickering conduits along the wall. There's a shaft-like construction in the middle of the chamber, with a door on the right-hand side. There's also a door directly across from you, to the left and right, and more doors on the upper-right and lower-left, through some short hallways.

    There are no creatures visible here, though you can hear some kind of faint noise coming from far away.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "I do have some simple magical abilities," Vincent said as his fingers snapped out a quick arcane sigil in the air, causing his fingertip to begin to glow with a soft blue light. "I was just caught a bit out of sorts being attacked so soon after waking up."

    Vincent stepped through the door and beckoned his companions to follow. "At this point I'm wondering if we got released by mistake. No one here to guard us or direct us, and many places we could run to. Unless this is some kind of prison complex and these doors just lead to other cells like the one we just left." Hoping to find some clues, Vincent cast detect magic and took a look around the room.

    Perception: 1d20 + 1 ⇒ (8) + 1 = 9


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    As Ooran steps through the odd door, he watched Vincent create light. "Our release is looking more and more accidental as we go on. I agree, a prison is just as likely as an arena. That shaft is probably some form of lift. If this is an arena, it could go up to the fighting grounds. Or it just goes to more levels like this one. We should consider checking the other doors. One or more may lead us somewhere important."

    Perception: 1d20 + 8 ⇒ (18) + 8 = 26


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "You're probably right. Let's check out this floor first. How about this way?" Vincent said as he motioned to the passage furthest to the left.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    "That seems as good a choice as any." Ooran replies.

    We'll head to the lower left passageway unless our Perception checks turn up anything else.


    Good choice. XD

    This rectangular room holds several shelves and racks filled with various pieces of equipment, weapons, and armor - lighting remains dim and flickery on its own, but Vincent's spell definitely helps. The only exit is a door-shaped panel without hinges set at the northern end of the east wall. This door automatically closes faster than the one from the room you left, moving erratically and actually bumping into Phai as she moved past. As all three of you entered, however, it shut with an audible click behind you.

    On the bright side of things? Some familiar-looking items are on the racks...

    You've recovered your gear. In addition, there are two potions of cure light wounds - in bottles whose designs you've never seen before - sitting on one of the shelves.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Vincent smiles as he begins putting his clothes on, strapping on his sword and getting into his armor. Noticing the potions, he takes one and tosses the other to Phai, "Drink up, this should help with that nasty dog bite."

    Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4

    "Could anyone help me with this buckle?" Vincent asked as he struggled with his breastplate. Afterwards, he loaded his dagger into his arm compartment and strapped on his shield.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Ooran also breaks into a grin as he pulls his belongings from the shelves. "This will definitely help if we encounter any further beasts. It's good to be armed again." He says with a laugh as he slides into his well oiled leathers.

    "I have a free hand." Ooran reaches over to assist Vincent with a pair of arms as he straps sheathes to his wrists with the others. Once properly strapped into his armor and pack, Ooran turns to the errant door and attempts to get it open.

    Perception: 1d20 + 8 ⇒ (15) + 8 = 23
    Disable Device: 1d20 + 10 ⇒ (1) + 10 = 11


    The door doesn't budge - no matter how many times you press the button, it simply hisses slightly and remains in place.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I'm a little confused. Is the only door in this room the one we just came through? Or is there a second door? Which one is shut tight?


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    I am also confused. I did not intend my Disable Device roll to imply I was pushing the button repeatedly. I was hoping to take it apart or some such. The roll was horrible, so I understand not succeeding at that, but I am now uncertain about the room's description.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Perception: 1d20 + 9 ⇒ (11) + 9 = 20
    Considering the door to be shut for good behind them, Phai will be looking for any other openings in the room, no matter in which location/size, anything that is large enough to even stick an arm into will be checked.


    The only door is the one you came in through. Ooran, if you're ever attempting to take something apart instead of, say, fiddle with it, please be sure to note that - just making the roll won't tell me what your intentions are, and I try to interpret stuff as you -want- it interpreted. ^^

    As Ooran continues fiddling with the button on the door, one particularly deep poke hits something inside, where a few strange tendrils are waving around... and the light goes dead. There are no further reactions from it, regardless of how it's poked or prodded.

    There don't seem to be any holes in the wall large enough to stick a limb into - there aren't even any smaller cracks in the stone-like material, despite the fact that somebody has obviously carved it. The closest you find to openings are very tiny vents along the walls, and with a bit of experimentation, you find a very slight breeze blowing into the room from the vents on a regular, rhythmic basis.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Would it be possible to use my traveler's any-tool to make a crowbar and pry the door open?

    "The button... has tendrils? That doesn't sound very good."


    Unfortunately, there are no openings appropriate for using a crowbar on - the doors are designed to be rather more secure than that. You could, however, try creating a tool to actually break the door down with.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Ooran grimaces as the light dims and the little tendrils cease to writhe.

    "I think I broke it. We may have to find another way out of here.

    After a quick search of their small room, he ponders out loud. "This place may be alive. The walls are warm and give to the touch, and it seems to be breathing. What can that mean. I suppose we'll have to break down the door."

    He steps up to the door, drawing his greatsword and gives a mighty swing.

    melee attack: 1d20 + 4 ⇒ (11) + 4 = 15
    damage: 2d6 + 3 ⇒ (3, 3) + 3 = 9


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "Alive, you say...those regular breezes definitely seem like breathing. I thought maybe something in there is alive, but it may well be this whole place is, in a way..."

    Not really expecting it to work, Phai attempts to use her healing hex on the button/tendril-thing.


    The healing hex doesn't seem to do anything to the button - possibly because the area is already 'dead'. In some sense, anyway. Ooran's weapon slams into the door a moment later, stabbing a little ways into it. The material it's made of is quite tough, however, and it takes quite a few more blows to open up a passage large enough for the three of you to fit through. The entire time, there's no reaction - though, having carved through the door, you can see that it all seems to have been made from the same material, and was not made with layers.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Ooran climbs through the hole in the door and looks around. "Ok, now I'm certain that we're still supposed to be in those tubes. Someone must have heard that and it doesn't seem like there's been any alarm raised."

    A quick look around the corner to be sure of his own words. "Shall we see what's behind the next door? We can use that any-tool, or a dagger to keep the next door from closing on us."


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "Sounds like an excellent plan to me. Let's get going, and keep an eye out for guards."


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Phai climbs through the hole too, following the others to the next door: "I keep thinking about the option of this place being alive. Maybe we are supposed to still be in those tubes...and got released because it's dying. In that case, it's caretakers would likely be long gone...but I doubt a location would die of old age, either. No matter what, we best keep our guard up."


    Note: While there are times I can guess, please try to be as precise as possible when describing where you want to go, especially when there are multiple options available. Trust me, it'll help.

    The three of you head to your left, up to the next door - unfortunately, when you press the button, the door doesn't budge. It seems to be locked somehow - to get through, you'll have to find a key, use tools to try and trick it into opening, or simply start breaking this door down as well.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Before, there was a faint noise audible in this room. While the others consider what to do with the door, Phai will try and pinpoint it's origin as accurately as possible if she can still hear the sound.
    She will also keep an eye on the door to the chamber they originally came from...those canines surely would not stay put for long, unless they were animalistic enough to not understand how Vincent managed to open the door...


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "Ooran, think you can figure out how to get this door open, or would you like to check the next door?"


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    "If this place is living, and dying, perhaps the caretakers are simply busy elsewhere and will come to deal with us once their duties are resolved. We should not get complacent, besides, since we were released, who knows what else has been."

    Looking at the stubborn door, Ooran sighs quietly. "I think we should try another door and come back to this one. I don't really know how these locks work. I can make guesses, but I don't want to have to break down all the doors and then find a key."

    Ooran suggests the door down the corridor just north of us.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "Oh, I was not suggesting complacency...quite the opposite, actually. As said, I doubt a place would die of old age. If the idea is correct, I think something may be killing it. While that may have caused us to be released, it is no guarantee the assailants are benevolent...no matter why we were released, I expect we will have to fight to get out of this...location", Phai says, while listening on a wall, looking more a warrior than a scientist, holding bow and arrow with two hands, while leaning on a spear held in a third, and gesticulating with her fourth arm wielding a shield.


    The distant noises are still audible, but seem no closer.

    The northern door, like the western one, seems locked - but you can hear some noises from inside, muffled by the door. While it's almost impossible to be absolutely sure, it seems like there are at least two living things inside, possibly more.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "So, do we try to communicate? Enter? Or just pass this door as well...personally, I would try and knock first. If whoever is behind this door got released in a similar matter as us, crushing the door with a greatsword as way of introduction may come across as slightly hostile."


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "Let's knock, and see if they answer. If not, we can move on and return here later if needed." After checking with Ooran first, Vincent stepped forward and knocked twice on the door.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    "I agree, we should knock. It is unlikely that everything here is hostile." As Vincent steps forward to knock, Ooran places each hand on the hilt of a weapon.


    The noises from the room grow louder for a moment, before abruptly cutting them out. The door, on the other hand, doesn't open - though it's hard to tell if it's because they can't open it or just don't want to.

    You can make Disable Device attempts, by the way. ^^


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    "Well, now they know we're out here. Might as well try to get this door open." With that that, Ooran pulls out his tools and kneels down to look at the panel. As he carefully pries the cover off to look inside he looks over his shoulder at his newfound compatriots.

    "Be ready. This door may open without warning and we don't know who or what is on the other side."

    I'm going to try taking 10 on Disable Device for a total of 20.

    Yeah, I assumed I could, Ooran is just nervous since his botch.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Phai will stand next to Ooran, giving him room to work, but gripping the spear with her main hand, nervously eyeing the door from behind her shield.


    Poking and prodding the nerve fibers inside the button takes longer than you first thought - they're alien enough that your tools, not specifically built for the job, aren't as effective as they would normally be. Still, it's not like they can't be used at all, and eventually the door hisses open.

    The same fragrant smell of the goo released from the open cylinders fills this stone chamber. Eight more of the dark green leathery cylinders stand in the four corners between the walls, their transparent panels already open. Lying on the floor are four unconscious dog-men - standing above them is a woman who looked at you both hesitantly and nervously. Her eyes flicker to your weapons, and she slowly raises her hand.

    "I-I'd really rather not fight." she said, her accent a bit odd but the language quite understandable as your world's common trade tongue.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Phai lowers both shield and spear, using her primary hand to point at the dog-men: "Neither do we want to fight! Not like those gave us a choice in our cylinder-room...you took care of them by yourself? Do you have any idea where we are or how you got here?"


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Ooran gathers up his tools and puts them away. "We're not looking for a fight. Only a way out. Just recently were we in the same predicament."


    The woman clearly remained on her guard, though the way Phai and Ooran lowered their weapons definitely helped to reassure her. "I woke up in one of these tubes." she said, gesturing to one of the empty ones. "These... um... I think they're Bahgra, actually..." she gestured to the sleeping dog-men. "Although I don't know how that's possible. It sounded like they thought I was the one who put them here, and they wanted to attack, so I put them to sleep. I guess it's hard to blame them for reacting like that - one moment I was home, then suddenly I'm here. My name's Andretta."


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "My name is Vincent Riker. Putting them to sleep is a nice trick. We were forced to fight them off with our bare fists. Like you, we're not sure how we got here, we just woke up and managed to get out of the room we woke in. We're trying to find our way out of here, and you're welcome to join us if you wish.

    You mentioned that you don't know how it's possible for them to be... What did you call them? Bahgra? Why is that not possible?"

    Is she similarly covered in goo and missing most of her gear and clothing? If so, I'll offer her a blanket.


    The blanket is appreciated. XD Despite the pic - official art of the character - she's dressed similarly to you.

    "Well, they're creatures of folklore." Andretta said, blinking. "They were described in ruins on my planet as the servants of an ancient empire, and they looked like they actually understood me when I tried speaking in Ultari, a dead language their empire supposedly used. All of them disappeared a long time ago, though. And even if some of them are still alive somewhere, why are they here? It doesn't make any sense." Her brow furrowed a bit as she looked at the sleeping creatures. "...I'd like to leave before they wake up, though. Won't be long."


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "Sure enough. Are you alone? We thought we had heared voices from inside, which is why we knocked on the door. Or did you use that diversion to put them to sleep? I am merely asking because while I can't speak for the others, I'm a bit on edge considering the situation we are in, and if you have any invisible friends here with you, I'd like to know about it."
    Sense Motive: 1d20 + 9 ⇒ (9) + 9 = 18

    Phai retreats from the room, probably together with everybody else, and attempts to close the door again.

    "We did find a room containing some of our gear. There were some other things in there, and while I am not sure if any of it belonged to you, you may find some equipment and clothes to use and wear there. I can show you while the guys take a look at that other door we passed."

    I would like to stay together. While there's a chance the build is symetrical and her gear is in the next clockwise door, we know too little about this place, so would track back and try to pick the tentrilock on the door we passed, while she looks for something fitting in the storage room.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    "Yes, take a look with Phai, see if any of your belongings are there. Vincent and I can take a look at this door." Ooran will head back to the previous door and sets up his tools.

    Since he has the time, Ooran will take 20 on Disable Device for a 30. Hopefully he can use this time to learn more about how these doors work.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Sounds good to me.

    Vincent ushered Andretta out of the room, gave the Bahgra one last look, then shut the door and followed his companions back to the storage room. "Does anything you've seen here look familiar to you? I've never seen a building like this and I'm not really sure what else we'll find here. If you don't mind me asking, which planet are you from?"


    Andretta shook her head. "It was just a bit of magic, and I was lucky it worked." she said, clearly the type who recognized the limits of their own abilities. "They were distracted when you knocked, and I used that as my chance to cast." The door promptly slid shut as all of you exited, seeming to lock itself again, and Andretta headed over to the storage room as the rest of you moved back to the western door. This one, too, took several attempts to open.

    This stone chamber is lit by a glowing metal panel bolted to the ceiling. Eight dark green, leathery cylinders with transparent hatches stand in the four corners between the walls. Vague humanoid shapes (three hobgoblins, two fetchlings, and three lizardfolk) can be observed through a thick liquid film that fills the cells - none of the cylinders have been opened.

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