Emerald Spire (PFS) (Inactive)

Game Master Michael Hallet

Maps


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Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree steps up to the remaining bandit. With both hands on his axe he swings down on its head.

battleaxe,assist: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
damage,two hands: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Grand Lodge

The remaining guard falls in a heap to Bree's battleaxe...

Footsteps echo from the hallway though and after a few seconds three more guards round the corner with crossbows at the ready. They appear to be wearing masks similar to the ones you saw when you came through the secret door...

They almost run into Flint as they round the corner. Two of them are so surprised that they fire their crossbows at point blank range at Flint.

Flint, go ahead and take your AOO against either one for using a ranged weapon while threatened.

Crossbow for bad guy #3: 1d20 + 3 ⇒ (13) + 3 = 16

Crossbow for bad guy #4: 1d20 + 3 ⇒ (3) + 3 = 6

But they both miss!

The remaining guard also fires his crossbow at Flint.

Crossbow for bad guy #4: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9

And he also misses!

Grand Lodge

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Round 5 combat order:

Aldy Aid another
Flint Miss with earth blast
Breelajah Drops bad guy #1 with battleaxe
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy #3 Miss with crossbow
Bad guy #4 Miss with crossbow
Bad guy #5 Miss with crossbow
-----
Arkolo
Brand

Note: Flint gets an AOO (if holding a weapon)

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo quickly swivels and fires on the middle enemy...

Twang!: 1d20 + 9 ⇒ (3) + 9 = 12
Thud!: 1d8 + 4 ⇒ (7) + 4 = 11
My feats prevent the penalites for firing into melee and for 1 ally provding cover.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

I do have my dwarven axe out, for just this kind of occasion! Also... for the looks.

Flint turns around and lashes out with his ancestral axe in his left hand.

AoO: 1d20 ⇒ 17
Damage: 1d8 - 2 ⇒ (5) - 2 = 3

Grand Lodge

The poison gas cloud still lingers, but the guards seem to be unconcerned about it behind their masks...

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand rushes up to lend his fellow dwarf a hand, his own axe a similar craft to Flint's own.

Grand Lodge

Is that a double move, Brand, or can you make an attack too?

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Double move. Dwarves have these short legs you see.

Grand Lodge

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Round 5 combat order:

Aldy Aid another
Flint Miss with earth blast
Breelajah Drops bad guy #1 with battleaxe
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy #3 Miss with crossbow
Bad guy #4 Miss with crossbow
Bad guy #5 Miss with crossbow
-----
Arkolo Hits bad guy #3 with AOO
Brand Double move

Secret DM roll: 1d20 - 4 + 1 ⇒ (13) - 4 + 1 = 10

Round 5 complete!

Grand Lodge

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Round 6 combat order:

Aldy
Flint
Breelajah
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy #3
Bad guy #4
Bad guy #5
-----
Arkolo
Brand

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree stares down at the fallen men and then moves towards the others. He strikes out with his battleaxe.

battleaxe@south bad guy: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 3 ⇒ (2) + 3 = 5

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint takes a step back, grabbing some dirt from the wall in the process. He reaches around Brand (and his short legs) to toss the earthball at the enemies.

Elemental Blast @ Middle enemy: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 8 ⇒ (1) + 8 = 9

Grand Lodge

One of the guards falls limply to the floor as Flint's earth blast strikes him in the temple.

The other guard give a muffled grunt behind his mask, but is still standing after Bree's blow.

Grand Lodge

I added colored triangles to each enemy to make it easier to identify them. When you attack someone, just add their color. I think I've been accurate so far, but this will make it easier going forward.

Grand Lodge

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Round 6 combat order:

Aldy
Flint Elemental blast
Breelajah Attack with battleaxe
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy #3 Unconscious
Bad guy #4
Bad guy #5
-----
Arkolo
Brand

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Double move.

Aldy will use bodyguard to aid another whoever gets attacked, giving +4 AC.

Aid: 1d20 + 7 ⇒ (11) + 7 = 18
Aid: 1d20 + 7 ⇒ (14) + 7 = 21
Aid: 1d20 + 7 ⇒ (11) + 7 = 18
Aid: 1d20 + 7 ⇒ (3) + 7 = 10
Aid: 1d20 + 7 ⇒ (1) + 7 = 8

first four succeed - if there is a 5th attack, no AC bonus.

Grand Lodge

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Round 6 combat order:

Aldy Aid another +4 AC: 4 times
Flint Elemental blast
Breelajah Attack with battleaxe
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy #3 Unconscious
Bad guy yellow
Bad guy blue
-----
Arkolo
Brand

Grand Lodge

The guard watches his partner fall, then stabs wildly at Brand. "A pox on adventures like you!", his voice muffled by the brass mask on his face.

Bad guy yellow: 1d20 + 3 ⇒ (6) + 3 = 9

The other guard drops his crossbow, steps over the crumpled body of his comrade and stabs Aldy.

Bad guy blue: 1d20 + 4 ⇒ (15) + 4 = 19

But they both miss their targets!

Grand Lodge

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Round 6 combat order:

Aldy Aid another +4 AC: four times
Flint Elemental blast
Breelajah Attack with battleaxe
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy red Unconscious
Bad guy yellow Stab and miss!
Bad guy blue Stab and miss!
-----
Arkolo
Brand

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

'A Pox on return upon you." Brand retorts as he slams his own axe back at the man.
Beat up. 1d20 + 7 ⇒ (13) + 7 = 201d10 + 3 ⇒ (8) + 3 = 11
Feeling his axe hit something, he grins.
"You sound unwell, maybe this will clear your lungs up."

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo sends another arrow flying towards the guard in the blue hat...

Twang!: 1d20 + 9 ⇒ (4) + 9 = 13
Thud!: 1d8 + 4 ⇒ (7) + 4 = 11
My feats prevent the penalites for firing into melee and for 1 ally provding cover.

Grand Lodge

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Round 6 combat order:

Aldy Aid another +4 AC: four times
Flint Elemental blast
Breelajah Attack with battleaxe
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy red Unconscious
Bad guy yellow Stab and miss! And now Unconscious!
Bad guy blue Stab and miss!
-----
Arkolo Fire and miss
Brand Drops a guard with his battleaxe

The guard in front of Brand drops to the floor..."Pox...", he says with a phycotic grin and speaks no more.

Round 6 complete!

Grand Lodge

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Round 7 combat order:

Aldy
Flint
Breelajah
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy red Unconscious
Bad guy yellow Unconscious
Bad guy blue
-----
Arkolo
Brand

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

”Give up, fool.”. The dwarf lobs another clump of rocks.

Elemental Blast @ Blue: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 8 ⇒ (3) + 8 = 11

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Ridley will aid Bree's attack (that I assume will come)
then tumble to the other side of the bad guy.

Aid, +4 to hit for Bree: 1d20 + 7 ⇒ (3) + 7 = 10

Tumble: 1d20 + 11 ⇒ (19) + 11 = 30

Aid for AC: 1d20 + 7 ⇒ (18) + 7 = 25
Aid for AC: 1d20 + 7 ⇒ (6) + 7 = 13
Aid for AC: 1d20 + 7 ⇒ (15) + 7 = 22
Aid for AC: 1d20 + 7 ⇒ (17) + 7 = 24
Aid for AC: 1d20 + 7 ⇒ (12) + 7 = 19

He will use his AoOs to aid his allie's AC using the bodyguard feat.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree steps over the body of the fallen bandit and strikes out at the standing one.

battleaxe@red,aid: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
damage@red: 1d8 + 3 ⇒ (1) + 3 = 4

Grand Lodge

The remaining guard stumbles back from Bree's blow...almost into Aldy. He stabs wildly at Aldy after recovering his balance.

short sword attack: 1d20 + 4 ⇒ (20) + 4 = 24
confirm crit: 1d20 + 4 ⇒ (10) + 4 = 14
No confirm on the crit!
short sword damage: 1d6 + 2 ⇒ (2) + 2 = 4

Grand Lodge

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Round 7 combat order:

Aldy Lots of aid anothers @ +4
Flint Elemental blast miss
Breelajah Hit with battleaxe
-----
Bad guy #1 Unconscious
Bad guy #2 Unconscious
Bad guy red Unconscious
Bad guy yellow Unconscious
Bad guy blue Stab and hit!
-----
Arkolo
Brand

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo fires on the last remaining guard.

Twang!: 1d20 + 9 ⇒ (10) + 9 = 19
Thud!: 1d8 + 4 ⇒ (4) + 4 = 8
My feats prevent the penalites for firing into melee and for 1 ally provding cover.

Grand Lodge

Secret rolls!:

Bad guy 2 stabilize: 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6
Bad guy red stabilize: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14
Bad guy yellow stabilize: 1d20 + 2 - 6 ⇒ (2) + 2 - 6 = -2

Grand Lodge

Arkolo's arrow strikes true, but the remaining guard is still up!

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand steps up to bat this time and his axe sings through the air powered by mighty arms!

Kill? 1d20 + 7 ⇒ (14) + 7 = 211d10 + 3 ⇒ (9) + 3 = 12

"Pox on you too." he says pleasantly.

Grand Lodge

And the last guard falls under the blow of Brand's axe.

Five bodies are strewn about the room and hallway. Their masks give them an otherworldy appearance....

Combat over!

I assume you want to search the bodies. I'll post their stuff later today. Let me know what else you want to do immediately following this encounter.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint looks at the men, shaking his head. "I mean, I get that we're invading their space. But surely they could have just pointed us to the next floor and let us do our thing? Ugh." He decides to look into the boxes in the room.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"I was too busy protecting myself so I didn't notice. Was there a door in the other room?" Bree points back to the room that held the first bandits he encountered.

"And what's with all this fog or smoke or whatever it is?"

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand makes sure to grab one of the mask and affixes it to his own face.

"Whatever it is. Grab one of these masks. There should be a reason why they keep using it."

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

”You make a good point”

Arkolo grabs one of the masks and puts it on.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

”Good call. “ The dwarf grabs a mask for himself as well. ”You want to go through the other door? Seems fine. “

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

They worship Norberger - god of murder. They were gonna attack us eventually.

Once everyone has finished looting the bodies and surrounding crates, Aldy will go peer down the next hallway.

Stealth: 1d20 + 16 ⇒ (19) + 16 = 35

Perception: 1d20 + 12 ⇒ (16) + 12 = 28

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree finds a mask and puts it on. "Ok. Next door."

Grand Lodge

The party searches around the rooms before heading down the hallway...

In C3...
The rope that one of the guards pulled still sways a bit in the aftermath of the battle. There is also an iron lever in this room.

Hanging from the wall are also 7 wooden contraptions. Flint examines one...it appears to be a noisemaker of some kind.

There is also a key hanging from a peg.

In C5...
This appears to be an armory. Most of the weapons appear to be mundane, but three of the composite short bows appear to launch arrows with much greater force (+2 Str composite short bows).

There are also 15 blood-red robes hanging in a wardrobe.

The masks...
You smell a sweet, cloying odor from the mask. It appears that there is a reservoir in the nosepiece with some sort of liquid in it.

Grand Lodge

Does any of the information above change your actions before we move on?

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand picks up one of the bows. Might turn out to be useful later.
Sniffing the contents of the mask though, he turns to ask.
"Anybody knows what this stuff is?"

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will attempt to figure out what the iron lever and the rope do. Aldy will also take the key.

Not sure what to roll for figuring that stuff out - disable device? kn engineering? Let me know, or feel free to just check my profile and roll for me to keep us moving.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint makes sure the group grabs the key and any valuable loot, then looks to the next door. ”Glad those murder-boys didn’t have a chance to pull this lever. More woulda come running.”

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree pulls on one of the shortbows. "Wow. This is much stronger than the one I have. Anyone mind if I take one?"

After taking a bow, he looks at the wooden noise makers. "There must be some reason for these. I'm going to hold onto one. Anyone else?"

Take one shortbow and one noise maker.

Grand Lodge

Flint int check: 1d20 + 0 ⇒ (15) + 0 = 15
Bree int check: 1d20 + 0 ⇒ (5) + 0 = 5
Arkolo int check: 1d20 + 0 ⇒ (5) + 0 = 5
Brand int check: 1d20 + 0 ⇒ (6) + 0 = 6
Aldy int check: 1d20 + 4 ⇒ (14) + 4 = 18

Flint and Aldy:

You recall that the second group of guards ignored the poison gas when they ran up to you. Perhaps the liquid in the mask reservoir is antidote for the gas.

Grand Lodge

Aldy knowledge(engineering): 1d20 + 8 ⇒ (13) + 8 = 21

Aldy:

You think that the lever will open and the close the iron bars that separate room C1 and C2.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo studies all of the red robes, masks & noise makers carefully eventually even checking them for magic.

Cast Detect Magic and check them all.

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