
GM Chyro |

Vassago spots a 4th lever in the NW corner, hidden under cloth.

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Try it Cassago, what can happen? Keera winks and then proceed to check for traps in the newfound lever or in the room.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
I´ll suggest to use the hidden lever first. And to cast a guide in the man who offers to pull it.

GM Chyro |

------------------------------
Fun as that would be, that is not your fate in this room. :3
Vassago notices the lever is quite rusty, requiring some muscle effort.
DC 12 strength to flip a lever. I'll assume you make it for this one.
The anticipated sounds of stretching and screeching from the rust ensues, but the lever now leans backwards.

GM Chyro |

Good for a laugh or two, tension resulting in 'oh, all's good'. ^^
Some rolls for the other levers, if you please.
Any particular order you pull them in?

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Noting Keeras butchering of Vassago's name
"Yes well done Cassago.... I should probably go and flip this one over here on the right .. unless someone has a different idea on how they all work?"
Sele seems to be making a joke... and then he moves up to a lever waiting a few moments to give his companions chance to reply

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This is Seles' roll for after he has given his companions chance to say no at least
I take 10 if I can
Str: 1d20 + 4 ⇒ (19) + 4 = 23

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And you made me smile at it too.
Me too
Thanks Cele. Keera winks at the paladin, it looks we have to strong men to pull the levers

GM Chyro |

I've not played taking ten on ability score rolls.
I'd have done alot of fancy stuff if i could. :)
Kicking in a heavy wooden door, followed by being bit in the leg by a spider, is probably one of the best moments of a str check for me.
Sele moves to the lever SW.
The lever NW resets, as it flips back up. The portcullis makes a sound, as if some progress has been thwarted.
Is it you, or did you hear something?
Flapping of wings maybe?

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After upwards of a minute of staring into space (possibly seized by the sudden urgent need to compose a short sonnet, based on the way his lips were moving), Spenser tries pulling the lever in the opposite corner from Sele.
Strength check: 1d20 + 4 ⇒ (2) + 4 = 6
He still has his mind on that sonnet, though....
Strength check #2: 1d20 + 4 ⇒ (3) + 4 = 7
Spenser looks at the lever in puzzlement, then chuckles gently. "But of course - 'tis a PULL lever!"
Strength check #3: 1d20 + 4 ⇒ (19) + 4 = 23

GM Chyro |

Spenser's lever, like Sele's, makes a more assuring ticking sound from the portcullis.

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perception: 1d20 + 8 ⇒ (10) + 8 = 18

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Perception: 1d20 + 9 ⇒ (3) + 9 = 12 Nothing to be heard
I´ll pull my lever, but it looks we´ll need to pull all at once.
Strengh check: 1d20 + 1 ⇒ (11) + 1 = 12

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"Good idea, miss Keera!", Vassago waiting for the others to get into position before putting his weight into the pull.
Strength to pull the lever when the others do!: 1d20 ⇒ 18

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Kenji will man a lever as well..
str: 1d20 + 3 ⇒ (12) + 3 = 15

GM Chyro |

Yet, when Kenji walks up to the 4th.....
1d3 ⇒ 11d2 ⇒ 1
Sting vs FF Kenji: 1d20 + 8 ⇒ (9) + 8 = 17Poke+poison DC 13: 1d4 ⇒ 1
Sting vs FF Spenser: 1d20 + 8 ⇒ (5) + 8 = 13Poke+poison DC 13: 1d4 ⇒ 1
Kenji, a fort DC 13 please, or for the next 6 rounds 1d2 dex dmg, 1 cure = 1 save.
Imps, little devils who are into mischief, they like to harass people with their poisonous attacks.
Keera & Alacorta: 1d20 + 3 ⇒ (14) + 3 = 17
Kenji: 1d20 + 1 ⇒ (9) + 1 = 10
Sele: 1d20 + 1 ⇒ (20) + 1 = 21
Spencer: 1d20 + 2 ⇒ (8) + 2 = 10
Vassago: 1d20 + 7 ⇒ (20) + 7 = 27
Imps: 1d20 + 3 ⇒ (4) + 3 = 7
Darn imps, round 1
Vassago & Sele
Keera & Alacorta, Spenser, Kenji
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Imps

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fort save dc 13: 1d20 + 4 ⇒ (12) + 4 = 16 whew

GM Chyro |

I'll second that, 6 rounds with a max potential of 12 dex....not a good thing.

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"What little pests!", Vassago moving up to blast the imp on Spenser with a hydro-fastball!
Water blast @ green imp: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage on hit: 2d6 + 6 + 1 ⇒ (6, 1) + 6 + 1 = 14
physical bludgeoning type for DR purposes
But Vassago continues to be a perfect aid to shampoo commercials, the water splashing off of the far wall.

GM Chyro |

The imp cackles madly, mocking Vassago.
Darn imps, round 1
Vassago shoots a blast, but it misses.
Sele
Keera & Alacorta, Spenser, Kenji
-----
Imps

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As he can get there Sele will move to Spenser and strike at the imp with his sword
greatsword: 1d20 + 10 ⇒ (19) + 10 = 292d6 + 7 ⇒ (1, 4) + 7 = 12
greatsword crit confirm: 1d20 + 10 ⇒ (2) + 10 = 122d6 + 7 ⇒ (2, 6) + 7 = 15

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Stupid rng I don't know know ifI've actually confirmed a crit ever on this site.. grumble grumble

GM Chyro |

I'm sure you did in our series so far.
Unfortunately...[sees Sele's dismay].....you need to climb the ladders to get to him. A double move gets you to him.
...But, you could charge towards Kenji's square and attack his imp.
I'll keep those rolls.
Darn imps, round 1
Vassago shoots a blast, but it misses.
Sele pending choice :)
Keera & Alacorta, Spenser, Kenji
-----
Imps

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K. planes: 1d20 + 7 ⇒ (4) + 7 = 11
Keera send Alacorta to help Kenji and she goes up to cast a flare the other imp. [ooc]DC 13 Fort save
Alacorta bite, charge: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 121d6 + 1 ⇒ (1) + 1 = 2 If Sele killed that little critter, Alacorta will go against the other.

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I'll do that
what ladders did I miss something?

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"Hazzath! What ill doth break upon mein gentlesteel jack? Thou shaltn't stay us, pheasantine homunculus!"
greatsword, Power Attack: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 2d6 + 12 ⇒ (3, 2) + 12 = 17

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@GM: I don't think Sele needs a ladder to attack the one on Kenji; the map doesn't show any debris or anything that would make it appear that a charge would be impossible. So Sele, if you want to attack now, the one on Kenji is a valid target. OTherwise, the one on Spenser will require some climbing as the GM noted :)

GM Chyro |

Vassago, that was what i was saying :)
Darn imps, round 1
Vassago shoots a blast, but it misses.
Sele hits the imp harassing Kenji hard.
"Big oaf! That hurt!"
Keera casts flare on green Fort: 1d20 + 1 ⇒ (18) + 1 = 19 & Alacorta attacks Kenji's imp, missing though.
Spenser steps out of the square and swings his greatsword at his imp,
"Hahaha, big man fail at hitting."
Kenji
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Imps
Blue (-7)
Green

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Kenji strikes at his imp twice...
to hit: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
dmg if hits: 1d6 + 3 ⇒ (3) + 3 = 6
to hit: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
dmg if hits: 1d6 + 3 ⇒ (6) + 3 = 9

GM Chyro |

"Kekeke, this one's a weakling.", the imp cackles as he dodges both punches Kenji throws at him.
Blue 5ft steps (flies) NW up. See combat map for indication.
"Kekeke, now you see me, now you don't.."
Focus, DC 19: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10, Kenji makes an aoo.
Kenji punch!: 1d20 + 5 ⇒ (10) + 5 = 15
It doesn't hit the imp, who poofs out of sight.
Focus, DC 19: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25, as does green near Spenser. It moves unseen.
-----------------
Round 2
Vassago & Sele
Keera & Alacorta, Spenser, Kenji
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Imps
Blue (-5)
Green

GM Chyro |

Yes, if you prefer cast defensive as wording, i'll stick to that.

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Just wanted to make sure I understood what was going on :) Also sent you a PM!
Vassago readies a blast, in case the imp comes within range when it pops up again.
Readied Blast: 1d20 + 6 ⇒ (9) + 6 = 15 +1 more if within 30'
Damage on hit: 2d6 + 6 ⇒ (3, 2) + 6 = 11 +1 more if within 30'

GM Chyro |

The gremlins within the clock of time must be messing around, as the imp near Kenji's still visible.
It though 'thinks' it's invisible.....prove it wrong ;)

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is the imp still in seles range? as in height you said it flew.

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Sele will move up and hit the imp if he can or draw and throw a chakram if he can't
Attack +5 chakram cold iron: 1d20 + 10 ⇒ (7) + 10 = 172d6 + 7 ⇒ (3, 4) + 7 = 141d8 + 4 ⇒ (6) + 4 = 10

GM Chyro |

Sele indeed reaches the imp with his sword.
EEEEH!, it cries, now badly hurt.
keera & Alacorta, Spenser, Kenji
------
Imps
Blue (-14)
Green

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Alacorta will move over Kenji to continue attacking the imp.
bite: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (4) + 1 = 5
Where are you hidding little bug?Says Keera as she quickly unsheaths a wand of faerie fire.
Perception to pinpoint the imp: 1d20 + 9 ⇒ (12) + 9 = 21
If he locates the imp, she will cast the spell on it. If not, which is more probable, she will ready an action to cast the spell on the imp when it appears

GM Chyro |

Alacorta hits once with his bite, but the imp laughs.
"Aww...what's the whittle birdie going to do? I didn't feel a thing...kekeke >XD"
Keera can't pinpoint the imp's location.
Spenser & Kenji
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Imps
Blue (-14)
Green

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I'm not entirely sure I understand how the ladder deal works, so I may not be able to move as far as I did, but in the hopes that I can....
"Avast ye, honorless flitster!" Bellows Spenser as he chases after the imp.
greatsword, Power Attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 2d6 + 12 ⇒ (3, 2) + 12 = 17

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If the imp is still in reach, Kenji will strike at it..
to hit: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
dmg if hits: 1d6 + 3 ⇒ (1) + 3 = 4
to hit: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
dmg if hits: 1d6 + 3 ⇒ (2) + 3 = 5
IF the imp is out of reach, just use the first miss as a sling attack, which of course also misses and would have done less damage if it had hit
Kenji grumbles under his breath... "Damned imp... get back here, coward!"

GM Chyro |

Spenser, to your question;
The stairs are 10 feet high. The imp you don't yet know the location of, as it went invisible next to you first, then flew off.
Alternative action, or will you stay in current position for tactical advantage?
Kenji's punches are dodged again by the cackling imp.
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Imps
Blue (-14)
Green

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Instead I double-move as shown (having accounted for the ladder) toward the nearest source of current hubbub.

GM Chyro |

Right-o
Blue's wounds slightly close. It makes
Concentration: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
"Bye bye...kekeke"
Blue vanishes from sight, green moves about unseen.
---------------------
Darn imps, round 3
Vassago & Sele
Keera & Alacorta, Kenji, Spenser
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Imps
Blue (-12)
Green

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Vassago readies another water blast, waiting for one of the imps to appear.
Readied water blast: 1d20 + 6 ⇒ (10) + 6 = 16 +1 if within 30'
Damage on hit: 2d6 + 6 ⇒ (2, 3) + 6 = 11 +1 if within 30'
Damage is bludgeoning type, subject to DR