GM Tyranius Master of the Fallen Fortress (Inactive)

Game Master Tyranius

Tactical Map


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Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel sipped his sword clean on the dead troglodyte, barely holding his breakfast. After he's done, he helps search the room thoroughly, especially interested in the weapon racks.
Take 20 on perception to search the room and the weapon/armor racks

Liberty's Edge

Female Dwarf Warpriest/1 | AC 20/11/19 | F+4, R+1, W+5 | Per +3, Init +3 | HP 14/14 | Blessings 4/4

"Yes...it's the smell...not even a week old battlefield should have this stench...Hhrk!" She turns away, dry heaving into the corner. You'd think she'd be made of sterner stuff, but this is her first real adventure. She's green around the gills still. Literally.

"Onward then?"

Please tell me I feel better when we leave the horrid smell behind.

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Yea you all begin to feel better

Looking about the room the group just notices broken and rusted weapons from ages past.

Which direction?

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Wipes... Kel wipes his sword on the trog. I hate my phone.

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel goes and inspects the top doorway.
Take 20 on perception

Well, that was a bit of a slaughter. Let's all recover from that stench and then see what's in here.

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Seeing nothing suspicious about the door Kel Na'Yaa opens it.

Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though it's 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. Standing inside is a dog sized lizard with two horns. One on either side of it's head and green scales that crackle with sparks of electricity.

Dc 12 Knowledge Arcana:
You recognize this creature as a Shocker Lizard. A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard.

A shocker lizard colony is usually located near a source of water. Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them. A solitary shocker lizard is a timid and hesitant creature—but when several of them gather they become formidable and fearsome opponents capable of killing creatures several times their own size.

A shocker lizard relies on its electricity abilities in combat, and a lizard tends to bite only after its shock has rendered an opponent unconscious, or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade's discharges and attempt to administer lethal shocks to their foe.

Many have attempted to capture and tame shocker lizards, but this often proves a difficult and painful task. Alone and in captivity, shocker lizards tend to wither and die swiftly unless their keepers spend a lot of time grooming and playing with the lizards to keep them company. Kept in pairs or larger numbers, captive shocker lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who aren't themselves immune to electricity.

Init:

Kel Na'Yaa: 1d20 + 5 ⇒ (13) + 5 = 18
Dandy Hobo: 1d20 + 4 ⇒ (16) + 4 = 20
Febida: 1d20 + 3 ⇒ (16) + 3 = 19
Morrin: 1d20 + 3 ⇒ (3) + 3 = 6
Eveladane: 1d20 + 7 ⇒ (20) + 7 = 27
Monster: 1d20 + 6 ⇒ (3) + 6 = 9

Round 1
Eveladane
Dandy
Febida
Kel Na'Yaa

------------------------------
Monster
-----------------------------
Morrin

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

S!*%. I don't even have to read the spoiler to know what that is. Unfortunately, Kel has no idea and is likely going to get fried. Let's just pray there is only one.

Grand Lodge

M Elven Evoker 1.1 NG | HP: 8/8 AC: 14/13/11 | Init: +5 Fort: 1 Ref: +3 Wil : +2 Per: +1 Sorril +9 Stealth +4 | CMB -2 CMD 11

ok, so what's behind this door?... Oh my, what is that?

k arcane: 1d20 + 9 ⇒ (9) + 9 = 18

Grand Lodge

M Elven Evoker 1.1 NG | HP: 8/8 AC: 14/13/11 | Init: +5 Fort: 1 Ref: +3 Wil : +2 Per: +1 Sorril +9 Stealth +4 | CMB -2 CMD 11

A quick mental check through his arcana animalis Ev has it.

shocker lizard, zaps then bites. Timid if alone, aggressive in numbers!

The plucky elf ducks into the room and splats the lizard with an acid blast.

acidicus expeliarmus

acid bolt: 1d20 + 3 ⇒ (11) + 3 = 14
dam: 1d6 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Female Dwarf Warpriest/1 | AC 20/11/19 | F+4, R+1, W+5 | Per +3, Init +3 | HP 14/14 | Blessings 4/4

No Arcana. Should invest in that.

"Things wanting to kill us. We must be going in the right direction."

Febida reaches out and touches Kel's sword, saying a few words in an ancient Dwarven dialect. His blade glows red hot, but he feels nothing. "Try that on him. You've only got one shot, so make it count!" It lasts 1 round/level, so you only get the one shot.

Febida then steps up and to the side, ready to enter after anyone else. 5-foot step.

I also moved Ev into the room.

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You get 1 question if you would like Eveladane[/ooc]

Eveladane hurls an small bolt of acid at the small crackling lizard which just seems to take it from hopping around to pissed of as small sparks snap from it's horns.

Febida asks for divine favor as she touches Kel's blade. As soon as her hand leaves small flames wreath his blade. Sun metal I am assuming?

Round 1

Eveladane
Dandy
Febida
Kel Na'Yaa
------------------------------
Shocker Lizard (-2 hp)
-----------------------------
Morrin

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Thanks Feb!

Kel takes a moment to steel himself, and then he rushes the lizard.
Let's hope it doesn't decide to start zapping!

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Febida, you can roll whatever bonuses you put on my sword.

Oh snap! Another Crit Threat!
Crit Confirm?: 1d20 + 5 ⇒ (7) + 5 = 12
Extra Crit Damage: 1d8 + 1 ⇒ (8) + 1 = 9

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@ Kel- It adds 1d4 fire damage that is not multiplied on a Crit. Also Don't forget to roll confirm crit.

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

I rolled the confirm in an edit to the post.
Feb's Blessing: 1d4 ⇒ 3

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

Dandy will lash with his whip in futility to trip it.

Trip @Lizard: 1d20 + 5 ⇒ (10) + 5 = 15

-Posted with Wayfinder

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Dandy is persistent that he will trip something in this tower. Unfortunately it won't be this lizard. It did not fail by 10 or more so you are not tripped instead

Kel Na'Yaa rushes in at the lizard and stabs into it's body.

The lizard arcs lightning across it's horns and lashes out at Kel Na'Yaa with an arc of lightning.

Damage: 1d8 ⇒ 8 Non-lethal

DC 12 Reflex save for half damage

Round 2

Eveladane
Dandy
Febida
Kel Na'Yaa (4/12 hp)

------------------------------
Shocker Lizard (-12 hp)
-----------------------------
Round 1
Morrin

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Morrin comes into the room after hearing a commotion, and looks at the lizard thing.

You know, if it weren't attacking us, and were the kind to keep pets, I'd want one of these things.

If Morrin Finds anything weighing under 5 pounds within 15 feet:
Point Blank Telekinetic Blast: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12damage: 1d6 + 1 + 4 + 1 ⇒ (6) + 1 + 4 + 1 = 12

If Morrin doesn't find anything under 5 pounds within 15 feet:
Morrin opens his ammunition bag of sling bullets and has it start to float around his head

Grand Lodge

M Elven Evoker 1.1 NG | HP: 8/8 AC: 14/13/11 | Init: +5 Fort: 1 Ref: +3 Wil : +2 Per: +1 Sorril +9 Stealth +4 | CMB -2 CMD 11

Now, i remember reading about these lizards in arcana animalis, what did it say about how tough they are? guessing HD, if that's the kind of question i'm allowed?

Meanwhile he sends another acid splash at the beastie. i imagined the adventuring life being more varied... i must find some more spells to cast!

splash: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
dam: 1d3 + 1 ⇒ (1) + 1 = 2

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You can do like strengths; weaknesses, special attacks; so on so forth. usually gets you more info as it is slightly vague.

Grand Lodge

M Elven Evoker 1.1 NG | HP: 8/8 AC: 14/13/11 | Init: +5 Fort: 1 Ref: +3 Wil : +2 Per: +1 Sorril +9 Stealth +4 | CMB -2 CMD 11

ok, weaknesses please!

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel slashes at the lizard again.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

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@ Kel- Need a reflex save for half damage

Morrin hurls a stone at the wall, causing it to clatter about the chamber.

@ Morrin- You won't have a problem finding anything under 15 feet in the whole tower. There is rubble material laying all throughout.

@ Eve- Nothing for weaknesses on these guys so I will give you the rest of info on them as they really only got one special deal.

Eveladane knows that Shocker lizards are immune to electricity damage. He knows that a Shocker lizard can shock an individual in close proximity knocking them unconscious. Additionally if two or more shocker lizards are within 20 feet f each other, they can work together to create a lethal shock every couple of seconds that blasts out and electrocutes everything within 20 feet.

Eveladane hurls another dart of acid at the creature but ends up throwing it in the water. The water begins to bubble and hiss as if something is below the surface.

Kel Na'Yaa darts his sword once again at the shocker lizard, though it's pointy blade bounces off of the creature's thick scales.

Round 2

Eveladane
Dandy
Febida

Kel Na'Yaa (4/12 hp)
------------------------------
Shocker Lizard (-12 hp)
-----------------------------
Round 1
Morrin

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Reflex: 1d20 + 5 ⇒ (2) + 5 = 7

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

"Have at you, electric reptile!", Dandy switching to his cane sword and slashing at the beast.

Cane sword @ shocker lizard: 1d20 + 4 ⇒ (8) + 4 = 12
Damage on hit: 1d6 ⇒ 5

I'm starting to think it's just me and this module...

Liberty's Edge

Female Dwarf Warpriest/1 | AC 20/11/19 | F+4, R+1, W+5 | Per +3, Init +3 | HP 14/14 | Blessings 4/4

Rushing up behind Kel, Febida uses Morrin's wand on Kel.

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7 Good heal. Thank you RNG!

Move action up to behind Kel, Standard action to use the wand.

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Hehehe You are just saving the good rolls for the boss

Dandly slashes at the reptile. The blade scraps across the scales which seem to make it more angry.

Febida moves behind Kel, mending his wounds with the wand.

The lizard continues to lash out at Dandy. Electricty courses through it's horns and snap out at Dandy.

Shock damage vs Dandy: 1d8 ⇒ 2 nonlethal

DC 12 Reflex for half damage

Round 3

Eveladane
Dandy (9/11)
Febida
Kel Na'Yaa (11/12 hp)

------------------------------
Shocker Lizard (-12 hp)
-----------------------------
Round 2
Morrin

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

This is more annoying than the dogs!

Taking another piece of rubble, Morrin flings the object at the lizard.

Point Blank Telekinetic Blast: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Damage: 1d6 + 1 + 4 + 1 ⇒ (3) + 1 + 4 + 1 = 9

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Morrin slams a stone into the creature's thick neck With a snap the reptile slumps to the ground in a heap.

Combat Over

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel cleans his blade off, slides it into its scabbard, and starts searching the room.
More annoying than the dogs, but most definitely not as lethal as those wretched skeletons. Now let's see what this room has...

Kel lets his voice trail off as he looks around
Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

M Elven Evoker 1.1 NG | HP: 8/8 AC: 14/13/11 | Init: +5 Fort: 1 Ref: +3 Wil : +2 Per: +1 Sorril +9 Stealth +4 | CMB -2 CMD 11

Fantastic, a live sighting of a shocker lizard . It's a bit of a shame we didn't see a pair, they're meant to be much more interesting when they start bouncing off each other you know!

Ev joins the search around the room.

perception: 1d20 + 9 ⇒ (11) + 9 = 20
max perception: 1d20 + 11 ⇒ (5) + 11 = 16

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

With what I saw with the one lizard, I think that I would prefer the dogs or skeletons.

Morrin also searches the area, while mentally picking up a stone and having it float around his head.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

Reflex: 1d20 + 5 ⇒ (6) + 5 = 11

Dandy gets jolted by the creature before it gets defeated. The dapper man sighs. "I do apologize for my sullen state. I am quite disappointed in my performance so far."

He'll then help the others scout the place, hoping his keen eyes will make up for his poor skill at arms.

Taking 20 for a 25

Grand Lodge

M Elven Evoker 1.1 NG | HP: 8/8 AC: 14/13/11 | Init: +5 Fort: 1 Ref: +3 Wil : +2 Per: +1 Sorril +9 Stealth +4 | CMB -2 CMD 11

Cheer up dandy! As Drakguld's compendium says we all have different parts to play, maybe your time to shine is right behind the next door!

Liberty's Edge

Female Dwarf Warpriest/1 | AC 20/11/19 | F+4, R+1, W+5 | Per +3, Init +3 | HP 14/14 | Blessings 4/4

"And knowing our luck it'll be the Destroyer of Worlds."

Febida helps search the room as well, hoping it won't kill her. Again.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13

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The group does not find anything of use in the chamber besides large puddles of stagnant water.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

I guess we should check the other room before heading back up.

Morrin will start to head back, but will keep some distance in case another surprise shows up.

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel takes point at the southernmost door, listening at it and giving everyone else time to get ready before opening it.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15

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Kel listens intently at the door but is unable to hear anything on the other side.

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel opens the door once everyone is ready.

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Kel opens the door and proceeds inwards to look around. The octangonal room is covered in a fine layer of dust. It's clearly been abandoned for a long time. He sees faint reptilian tracks in the dust leading to the room he just came from. As if you already didn't know

Perception:

Kel Na'yaa: 1d20 + 7 ⇒ (5) + 7 = 12
Dandy Hobo: 1d20 + 5 ⇒ (19) + 5 = 24
Febida: 1d20 + 3 ⇒ (5) + 3 = 8
Morrin: 1d20 + 4 ⇒ (16) + 4 = 20
Eveladane: 1d20 + 7 ⇒ (10) + 7 = 17

The second Kel steps into the room Dandy and Morrin grab him by his shoulder. It seems he was about to step onto a pressure plate that they point out. Looking across the room it looks as if he would have been impaled by a deadly javelin!

Liberty's Edge

Female Dwarf Warpriest/1 | AC 20/11/19 | F+4, R+1, W+5 | Per +3, Init +3 | HP 14/14 | Blessings 4/4

"What was that about? It's just a room." Then Morrin points at the pressure plate and the javelin. "Oh....can anyone disable this trap?"

Is there any other noticeable door here?

Grand Lodge

M Elven Evoker 1.1 NG | HP: 8/8 AC: 14/13/11 | Init: +5 Fort: 1 Ref: +3 Wil : +2 Per: +1 Sorril +9 Stealth +4 | CMB -2 CMD 11

A-ha, this is an ideal situation for a theurumatic consciousness projection incantation. Hmm, drat already done that for today...

Other options, one of our company steps on the plate and then Febida heals them... Appealing prospect?

Or, we go next door, drag one of the bodies back here and one of you strong types throws it on the pressure plate! Sounds like the best idea to me... What do you all think?

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Morrin whistles a bit and walks to one of the dead troglodytes, picks up a leg, and starts to drag the body back the the group. As soon as he gets to the doorway, the man lifts the carcass, and throws it on to the trap.

Here's one way to spring it without hurting us!

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Morrin tosses the dead Troglodyte onto the pressure plate. A click is heard as a long javelin arcs towards the plate. The javelin impales the corpse. If it wasn't dead before it definitely is now.

Looking about the room the group finds nothing but a thick layer of dust and allergies.

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel again takes point, heading back to the stairs and beginning his descent, quietly and as sneakily as possible. When he is at the next floor, he peers around the door/entranceway warily, his blade drawn.
Stealth: 1d20 + 3 ⇒ (9) + 3 = 12
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

You have already cleared the 1st floor. All that is left is the 4th and 5th floor

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

"Up we go!", Dandy tossing the rope to the 4th floor.

-Posted with Wayfinder

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

I most definitely meant ascent... yep... *nods head furiously*

Kel assists Dandy in tossing the rope up to the fourth floor once he realizes that the only way left to go is up. Once done, he starts the climb.
Climb: 1d20 + 1 ⇒ (11) + 1 = 12

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

But, there's stairs leading up.....

Morrin complains as he watches Kel and Dandy start to get ready to climb.

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

"But more adventurous!", chimes in the wanderer. "How about I scout ahead on the rope first to see where this all leads?"

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