Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


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Reflex DC 16: 1d20 + 3 ⇒ (2) + 3 = 5

Round 3
The skeleton falls to the ground and then gets back up provoking from Johanna and Koldur.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen and Ulcia will delay and let the strikers do there thing. For the time being.


GM Wolf wrote:

Reflex DC 16: 1d20 + 3 ⇒ (11) + 3 = 14

Round 3
The skeleton falls to the ground and then gets back up provoking from Johanna and Koldur.

Reflex DC 16: 1d20 + 3 ⇒ (8) + 3 = 11

*Edit

The skeleton falls again negating its attack.

Round 4
Reflex DC 16: 1d20 + 3 ⇒ (8) + 3 = 11

Reflex DC 16: 1d20 + 3 ⇒ (8) + 3 = 11

Round 5
Reflex DC 16: 1d20 + 3 ⇒ (19) + 3 = 22
Reflex DC 16: 1d20 + 3 ⇒ (5) + 3 = 8


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

How many Aoos is that lol?


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Round 3
AoO: 1d20 + 11 - 2 + 4 ⇒ (19) + 11 - 2 + 4 = 32
AoO Confirmation: 1d20 + 11 - 2 + 4 ⇒ (7) + 11 - 2 + 4 = 20

Damage: 2d4 + 10 + 8 ⇒ (3, 1) + 10 + 8 = 22

Johanna slams her fist into the creature delivering a vicious punch armed with her cestus causing the skull of the creature to crack a bit.

So is it our turn for round 4 actions?


Round 3

Jevar's first arrow hits hard making a chunk of the skeleton fall to the ground including an arm. Johanna hits the black skeleton to little effect and smashes the falling green skeleton!

Round 4

More arrows hit but seem to have little effect, though they are collecting to make a fine feathered shirt. A bit in the way for fighting though. The skeletons miss, swinging wildly. The other skeleton keeps slipping and cannot get up to attack.

Skeleton's stats:

AC 15, hp 24, DR 10/magic, DR5/B.

black 9/24

green 12/24

skeleton sword: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 3 ⇒ (1) + 3 = 4

Round 5

Round 6
Reflex DC 16: 1d20 + 3 ⇒ (6) + 3 = 9
Round 7
Reflex DC 16: 1d20 + 3 ⇒ (3) + 3 = 6
Round 8
Reflex DC 16: 1d20 + 3 ⇒ (18) + 3 = 21 gets up and swings
Reflex DC 16: 1d20 + 3 ⇒ (4) + 3 = 7 falls down
Round 9
Reflex DC 16: 1d20 + 3 ⇒ (3) + 3 = 6
Round 10
Reflex DC 16: 1d20 + 3 ⇒ (14) + 3 = 17 gets up and attacks
Reflex DC 16: 1d20 + 3 ⇒ (14) + 3 = 17 and stays up
Round 11
Reflex DC 16: 1d20 + 3 ⇒ (9) + 3 = 12 swings and falls
Round 12
Reflex DC 16: 1d20 + 3 ⇒ (19) + 3 = 22 gets up and attacks
Reflex DC 16: 1d20 + 3 ⇒ (18) + 3 = 21 and stays up

Round 13
Reflex DC 16: 1d20 + 3 ⇒ (19) + 3 = 22 attacks and stays up
Round 14
Reflex DC 16: 1d20 + 3 ⇒ (11) + 3 = 14 attacks and falls
Reflex DC 16: 1d20 + 3 ⇒ (14) + 3 = 17 gets up
Round 15
Reflex DC 16: 1d20 + 3 ⇒ (19) + 3 = 22 attacks and stays up
Round 16
Reflex DC 16: 1d20 + 3 ⇒ (12) + 3 = 15 attacks and falls
Reflex DC 16: 1d20 + 3 ⇒ (5) + 3 = 8 stays down
Round 17
Reflex DC 16: 1d20 + 3 ⇒ (20) + 3 = 23 gets up
Reflex DC 16: 1d20 + 3 ⇒ (20) + 3 = 23 swings and stays up
Round 18
Reflex DC 16: 1d20 + 3 ⇒ (18) + 3 = 21 attacks and stays up
Round 19
Reflex DC 16: 1d20 + 3 ⇒ (18) + 3 = 21 attacks and stays up


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Round 3
Koldur with axes in hand begins swinging his axes in wide swaths, avoiding hitting Johanna but more likely in part that she's familar with the routine he was now using. A routine he call Storming Axes.

Moonshine 1d20 + 9 ⇒ (15) + 9 = 241d10 + 6 ⇒ (2) + 6 = 8
D.Maulaxe 1d20 + 7 ⇒ (10) + 7 = 171d6 + 4 ⇒ (5) + 4 = 9
5 foot stepping as needed to slam axes into a skeleton.
Target green, then black, white, orange.

Round 4
His dance still continues as axes slam left, right and continuous overhead slams in a manner reminiscent of a thunderstorm. Each blow angled for maximum damage with the least effort while covering exposed spots. A steel web of thundering axes.

Moonshine 1d20 + 9 ⇒ (19) + 9 = 281d10 + 6 ⇒ (8) + 6 = 14
D.Maulaxe 1d20 + 7 ⇒ (19) + 7 = 261d6 + 4 ⇒ (4) + 4 = 8
5 foot stepping as needed to slam axes into a skeleton.
Target green, then black, white, orange.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Round 4

Cestus Attack: 1d20 + 11 - 2 + 2 ⇒ (8) + 11 - 2 + 2 = 19
Damage: 1d4 + 5 + 4 ⇒ (3) + 5 + 4 = 12


Round 4With all those attacks and the dwarf does 4 damage... and Johanna adds 2 of her own.

The one skeleton keeps falling provoking attacks of opportunity from both Johanna and Koldur, don't forget those too!

The skeleton not in grease continues to swing its sword... again missing...

skeleton sword: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 3 ⇒ (2) + 3 = 5

Round 5

skeleton sword: 1d20 + 7 ⇒ (1) + 7 = 8 It would provoke if you didn't already try to hit the slippery one...
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Round 6
skeleton sword: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d8 + 3 ⇒ (3) + 3 = 6

It is almost hilarious to see the two wailing on the skeletons, one slipping nearly every round and the other swinging and missing, then your allies are hitting but doing nearly no damage.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Round 4
Moonshine 1d20 + 9 ⇒ (11) + 9 = 201d10 + 6 ⇒ (6) + 6 = 12
D.Maulaxe, bludgeoning side. 1d20 + 7 ⇒ (17) + 7 = 241d6 + 4 ⇒ (6) + 4 = 10
Aoo with D.Maulaxe 1d20 + 7 ⇒ (17) + 7 = 241d6 + 4 ⇒ (1) + 4 = 5
5 foot stepping as needed to slam axes into a skeleton.
Target green, then black, white, orange.

Koldur ignores the skeletons attempting to attack brushing off their attacks with pure brute force as he continues weaving his axes in their web. The power of the of blows slaming down on his targets though a skilled warrior can tell that he's shifted stances and using his secondary weapon to hit with its heavy flat head.

Round 5
Moonshine 1d20 + 9 ⇒ (16) + 9 = 251d10 + 6 ⇒ (7) + 6 = 13
D.Maulaxe, bludgeoning side. 1d20 + 7 ⇒ (10) + 7 = 171d6 + 4 ⇒ (1) + 4 = 5
5 foot stepping as needed to slam axes into a skeleton.
Target green, then black, white, orange.

Koldur doesn't let up as he still smashes into his foes.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"It is very resistant to our attacks. Perhaps I should have used my smite and ended it. Keep attacking we are wearing it down."

Round 5

Attack: 1d20 + 11 + 2 - 2 ⇒ (13) + 11 + 2 - 2 = 24
Damage: 1d4 + 5 + 4 ⇒ (4) + 5 + 4 = 13

AoO: 1d20 + 11 + 2 - 2 ⇒ (7) + 11 + 2 - 2 = 18
Damage: 1d4 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Round 6

Attack: 1d20 + 11 + 2 - 2 ⇒ (11) + 11 + 2 - 2 = 22
Damage: 1d4 + 5 + 4 ⇒ (1) + 5 + 4 = 10


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Round 5:

Seeing the problems the group is having Halseen will try to store the spell magic weapon on his ring.

Spellcraft dc 20: 1d20 + 10 ⇒ (15) + 10 = 25

Which he does successfully.

Round 6:

"Wait. Here you go."

Halseen reaches out and touches Johanna's cestus and makes it magical (magic weapon). +1 attack and damage.

"I hope this helps."


With Halseen's magic Johanna's cestus cuts through the skeletons like butter. They easily crawl over the pile of bones left from the first destroyed skeleton letting her get at them.

How long does the spell last Halseen?

Even using the blunt side of his maulaxe the dwarf continues to have troubles.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Magic weapon is a minute per level spell


Round 7
2 skeletons down and 7 more to go. Will you let them come to you or advance?

Green has been destroyed and black still slips on the grease provoking but not getting up. Another skeleton does take green's place, swinging a rusty sword as it does.

skeleton sword: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 3 ⇒ (8) + 3 = 11


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Round 6

Moonshine 1d20 + 9 ⇒ (1) + 9 = 101d10 + 6 ⇒ (8) + 6 = 14
D.Maulaxe, bludgeoning side. 1d20 + 7 ⇒ (9) + 7 = 161d6 + 4 ⇒ (6) + 4 = 10
5 foot stepping as needed to slam axes into a skeleton.
Target black, white, orange.
Urgh bad rolls.

Round 7

Moonshine 1d20 + 9 ⇒ (7) + 9 = 161d10 + 6 ⇒ (7) + 6 = 13
D.Maulaxe, bludgeoning side. 1d20 + 7 ⇒ (17) + 7 = 241d6 + 4 ⇒ (6) + 4 = 10
5 foot stepping as needed to slam axes into a skeleton.
Target black, white, orange.

Koldur may not be faring the best in his battle against the skeletons but with his previous martial skill, hampered by the battle with the vampires, he's still unable to fully showcase his skill that earned him accolades in battles and earned him his weapon-master status.

Still his aces swing as he immerse himself into his dance once more.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Round 7 Halseen will cast Magic weapon on D.Maulaxe's bludgeoning side Koldur.


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Round 5

Jevar sighs and puts away his bow carefully and pulls out his Nodachi. He sizes up one of his opponents as he moves into the fray alongside the other two

Round 6

Jevar begins trying to slash his way through the skeletons alongside his comrades.

Nodachi+Studied Target: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage if hit: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Round 7

Seeing there are still more foes to slay, he continues to swing his weapon.
Studied target if new target is needed and five foot step is available.

Nodachi+Studied Target: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage if hit: 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Round 7

Johanna moves up to engage with Koldur.

Attack Cestus: 1d20 + 11 + 2 + 1 - 2 ⇒ (17) + 11 + 2 + 1 - 2 = 29
Damage magic/bludgeoning: 1d4 + 5 + 4 + 1 ⇒ (3) + 5 + 4 + 1 = 13


Round 7

With the blessings of Halseen's magic Koldur begins to destroy the undead faster than Johanna. Jevar gets into the swing of things as well putting out a bit of damage. 2 more skeletons fall to your blows.

Round 8

Likely with your blows, the last two skeletons fall... and ends combat for now.

The room has a stillness to it again. No sounds but from the labored breathing of your allies and the skuffing of your own shoes on the cold hard stones. Looking around you don't see much but where the skeletons used to lay their bones. Nothing much of worth, the weapons seem to be in decent shape perhaps mastercraft items.

Perception DC 15:
You see some extra coin and gems hidden away in one of the alcoves. 2d6 x 10 silver, 1d6 x 10 gold, 1d6-2 x 50 value of gem found.

Perception DC 18:
You see a crack in the stone on the far wall. Upon closer inspection you think it is a fake door. With another perception check DC 15 you find the releasing stone you must press for the door to open, or if you got a 20 on the check.

Perception DC 24:
You see a spider up in one of the corners it doesn't seem to be alive but has a glowing eye on it. It looks more like a metal spider, even with all the cobwebs around it.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen begins to scan the room. He cast detect magic to see if it helps in the process.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Aid from his animal companion : 1d20 + 1 ⇒ (15) + 1 = 16

Halseen and Ulcia from a two person search party.

"We have some money, a secret door, and a strange spider with and eye on it."


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Perception 1d20 + 9 ⇒ (10) + 9 = 19

"Good eye Halseen, Best we gather ourselves first. Guardians like that should mean that the tomb should be interesting once more..."


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

"Wait there is what? Good eye indeed. Let us leave the strange spider but keep watch if it becomes aggressive. We should try the secret door if all agree."


Ulcia pads up toward the spider thing to see if it reacts.


The spider is high above in one of the corners of the room. Will Ulcia climb up to it?


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

She just went over to see if it came alive and/or attacked. Halseen will focus his detect magic on the spider then if it is not magic will try to pull at it with mage hand.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"If it's not a living thing or hostile creature, we should just retrieve it.. No telling what it maybe." Koldur ventures.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"It does not seem to be living, I am trying to determine if it is not hostile."


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Johanna awaits to see what happens if the thing is a construct or just a statue.


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Jevar picks back up his bow and stows his melee weapon. He looks around and nods to Halseen's discernments. "That is the extent of my vision as well. I cannot perceive anything else in this tunnel of interest." he said simply.

He pulls an arrow and preps it in case the spider reacts to the cat.

Readied Action+Studied Target+Point Blank Shot: 1d20 + 10 + 1 + 1 ⇒ (15) + 10 + 1 + 1 = 27
Damage if triggered and hit: 1d8 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12


It appears to be stuck as mage hand does not work, it also does not move at the cat approaches it.


It appears to be just a 'statue' made of metal.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen will pull at glowing eyes if they don't come free he will say, "Should we check the next room?"

North next?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur begins moving into the next room...

Perception 1d20 + 9 ⇒ (19) + 9 = 28


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Indeed.

Johanna follows her old teacher.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"Let's see what do we have here. For this horde to be guarding so zealously."


You open the false wall and you see a hallway that is 10 feet wide. It has pictographs of hunters and warriors fighting.

Perception DC 10:
There is a thin layer of dust on the ground.

Perception DC 15:
You see a secret spot on the wall to the right after 30 feet. It opens easily and you find a hidden cache. A potion, a wrapped stick, and a large ruby ring set in a box. The potion has the symbol of a spider on it.

Perception DC 20:
You see another metal spider up in the corner of this passage.

Perception DC 25:
15 feet down you see another secret spot. Pressing down on the stone lets you move it aside, revealing a lever. On the lever is a symbol of a crescent moon.

At the end of the hallway you find red stars, yellow suns, and blue crescent moons on each five foot section. See map.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Perception : 1d20 + 10 ⇒ (18) + 10 = 28

"There is a lot of stuff in here. Take a look. There is another metal spider up there. Wait there is a spider on this bottle. Also there is lever with a moon on it."

Can Halseen identify the items?

Halseen cast detects magic to check the item.


Three Spellcraft checks.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Percpetion 1d20 + 9 ⇒ (8) + 9 = 17

"All these symbols of spiders and what not. Have we stumbled onto a cult's hideout or something?"


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Spellcraft : 1d20 + 14 ⇒ (20) + 14 = 34
Spellcraft : 1d20 + 14 ⇒ (14) + 14 = 28
Spellcraft : 1d20 + 14 ⇒ (2) + 14 = 16


Halseen:
The potion is a potion of spiderwalk CL 5. The wand is a wand of explosive runes CL 3. The ruby ring is magical but you are not sure what is on it, abjuration you believe. You believe that all of the squares are marked with magic, evocation.

You have now looted the hallway and are up to the marked spots for the next hallway. The lever has not been touched and no movement yet.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

"A good eye Halseen. So do you think the lever controls traps? Would you say going into the next area is dangerous?"


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"We now have a potion and a wand. The ring likely has some kind of abjuration protection magic on it but I need to study it more. All of these squares have evocation magic. They are likely very dangerous."

Spellcraft: 1d20 + 14 ⇒ (19) + 14 = 33

Halseen tries to figure out the nature of the Evocation magic.


Halseen:
Each of the squares has explosive runes placed upon them, which detonates once 'stepped' upon. You believe that some of the runes are merely mimicking the spells beside them and likely there is a 'safe' path. Though if you detonate a wrong spot it may destroy the squares beside them as well.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen will tell the group about the runes.

"Some of the runes will explode others are fake."


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"Would the runes the affect the path if they explode?" queries the dwarf.

"How does it trigger and can you tell which is fake?"


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"If some are magic and some are fake can you not discern the path with detect magic?"


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

GM are the fakes mundane or magical fakes? Can I guide the group past the explosive runes?


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Jevar scratches his head a bit as he listens to what the others are saying about the room. He chuckles "You know, this reminds me of a story I was told once by a traveler. He had to go steal the hat of a wizard in the woods. But the whole house was booby trapped with all kinds of dangerous spells. Since he had more time than knowledge...the crazy man gathered up a bunch of squirrels and rabbits. He dumped bag after bag of them into the chimney and waited till everything went quiet." he offered.

He looked at the others a bit "Could work here, just gotta watch to see which spots blow up and which don't."

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