Order of the Gate (Inactive)

Game Master SOLDIER-1st

Enforce tyranny! Save the world! Probably die!

Map of Crowhollow


1,451 to 1,497 of 1,497 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

"Can't we just walk through without a light?" Kallant passes the trapped room without a light using his darkvision.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan rests a hand on the back of Kallant's armor, and says, "You'll have to guide me - I cannot see."


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Pech, if we got you close enough, could you disable the fire beams?" Morvan quietly asked the halfling.


"About an 88% probability of success," she decides after a moment of musing.

"How you going to get me up there?"


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant can boost Pech up if he’ll reach.


Disable Device: 1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34
Disable Device: 1d20 + 18 - 2 ⇒ (4) + 18 - 2 = 20


Balancing atop Kallants broad shoulders, Peck carefully disables the first trap, but the second trap proves more difficult, and something goes wrong. A beam of light fires from it, but unlike previously, this is constant, firing against the far wall and gradually causing it to glow with heat.

"Oh shit. Ummm... we should probably move out of here..." Peck says quickly and nervously.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Well, at least we can see a bit, now. Let's try to sneak past these undead and go through the doors in front of us."


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar telepathically acknowledges Morvan's instruction, then floats invisibly into the chamber ahead and prepares to begin screaming if the humanoids are noticed and a distraction becomes necessary.

Stealth: 1d20 + 45 ⇒ (10) + 45 = 55


Perception 1: 1d20 + 7 ⇒ (16) + 7 = 23
Perception 2: 1d20 + 7 ⇒ (7) + 7 = 14
Perception 3: 1d20 + 7 ⇒ (9) + 7 = 16

Peck Stealth: 1d20 + 19 ⇒ (9) + 19 = 28

Everybody go ahead and roll stealth


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu hesitates by the trap. "One good shock should take care of this.." He reaches toward it and then stops, remembering the robots; this was not a time to be wasting spells.

He follows the others deliberately, though he has trouble in the dark and stumbles into some loose furniture.

stealth: 1d20 + 2 ⇒ (4) + 2 = 6


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Stealth, invisibility: 1d20 + 1 + 20 - 5 ⇒ (3) + 1 + 20 - 5 = 19

Thankful for the invisibility, Morvan is stealthier than he is used to.

Don't forget +20 for invisibility.


Kallant Stealth: 1d20 + 7 + 20 ⇒ (20) + 7 + 20 = 47

Peck Disable Device: 1d20 + 18 ⇒ (13) + 18 = 31

Right, sorry. Also remember though that blind characters (specifically Urashu and Morvan) take a -4 penalty on Str and Dex based skill checks, and require an DC 10 Acrobatics check to move at more than half speed (not pertinent yet, but may potentially become so).

As you carefully make your way across the room, Urashu stumbles over some debris and shifts an overturned chair slightly. The nearest zombie cocks its head and wanders over to where the sound came from, but by the time it gets there you have moved on. Peck easily opens the door, and you all quietly shuffle through it.

Darkvision:
You find yourselves in a short hallway with two doors, one directly to your right, and one straight ahead at the end of the hall. Nothing else seems to be in the room.

Will update the map eventually.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

We're in a hallway with one door immediately to our right and another up ahead at the end, Kizziar reports to his comrades. I'm for checking the closer room before continuing onwards.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant closes the door behind them and whispers, "Alright, do you want to try a light in here?"


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu whispers back, “Is there another one of those traps?


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan looks at Pech, and asks, "If we boost you up, could you check the ceiling for another of those traps?"


"Of course!" the halfling replies, clambering up Kallants back and peering closely at the ceiling, particularly the corners.

Peck Perception: 1d20 + 20 ⇒ (4) + 20 = 24

"Looks clear," she replies after examination.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Let's try this again."

Morvan casts light on his mace.


Light floods into the room, and everyone can see clearly, though it takes a moment for your eyes to adjust. Nothing untoward happens. The room appears just as Kizziar described.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant set Peck done. "Right. Check the doors for locks and traps?"

His spins his greatsword along its long axis as a comfortable habit.


Perception: 1d20 + 20 ⇒ (20) + 20 = 40


"Both doors are locked, but otherwise nothing of note," Peck informs you confidently.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Right. Let's unlock the South door first. I'll extinguish my light, then Peck can open the door, and we'll see what's inside. Kizziar, be ready."

Morvan will end his light spell.


Disable Device: 1d20 + 18 ⇒ (11) + 18 = 29

Peck Perception: 1d20 + 20 ⇒ (10) + 20 = 30
Kizziar Perception: 1d20 + 22 ⇒ (16) + 22 = 38

Peck opens the door, examines the area (alongside Kizziar) and signals the all clear.

Map updated.


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu follows the others, carefully scanning the new area.

perception: 1d20 + 9 ⇒ (3) + 9 = 12


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Okay, now, Peck, let's look for any of those light-seeking traps."


Already did, she gave you the all clear.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Ah, I misread that. In that case...

Morvan again casts his light spell, seeking to illuminate the room they were in.


1 person marked this as a favorite.
Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar silently ponders the tragic inferiority of mortal senses as he waits for his companions to observe the hallway.


The room is a short, slightly curved hallway, nearly identical to the one you were just in.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Menrozzar extinguishes his light spell, then says, "Let's go straight. Pech, Kizziar, lead the way."


Peck Perception: 1d20 + 20 ⇒ (9) + 20 = 29
Kizziar Perception: 1d20 + 22 ⇒ (1) + 22 = 23


Darkvision:
The room is disgusting, blood, rust, and dirt covering the floor, walls, and even ceiling. Standing in stark contrast are the two operating tables, and a workbench. The operating tables are spotless steel, with restraints and trays of tools, small blades, and other unusual implements on them. The workbench contains more and stranger tools, all neatly placed and organized (you presume). Across the room are four doors, with another to your left.

Kizziar:
Hovering in the middle of the room is a roiling cloud of darkness. As you watch, you see screaming, ghostly faces flicker throughout the cloud.

Monster Perception: 1d20 + 22 ⇒ (1) + 22 = 23
Wow. Since it got a nat 1 and you're all invisible, I'll assume that it doesn't see you and didn't notice the door opening, so don't worry about rolling Stealth.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

"Disgusting. Their interrogation room is filthy. What a horrible way to work. No pride." Kallant shakes his head looking around the room.

Perception: 1d20 + 13 ⇒ (18) + 13 = 31


Kallant:
Hovering in the middle of the room is a roiling cloud of darkness. As you watch, you see screaming, ghostly faces flicker throughout the cloud.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan thinks to Kizziar, "Is there a monster or denizen of some kind in this room?"

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Also, I can't see in the dark, so maybe it's making noise?


Morvan:
You are blind, and hear nothing other than your companions.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar sighs internally and replies, Yes, there is in fact a substantial cloud of darkness pocked with shrieking, spectral faces located directly before us. And Kallant, maybe don't compromise our invisibility by speaking aloud before we're sure what's in the room?


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

::Probably best to tackle that roiling cloud of darkness with magic. What's the plan?:: asks Kallant through Kizziar's telepathy.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Is Vespartius in here? If not, perhaps we would be better served backing out of this room and checking out the other room. Avoid a fight we don't need.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

My link with Vespartius doesn't give me any information about his location, I'm afraid. It's purely empathic. I can't see any indication that he's in this room, but he could be behind one of the many doors here.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan frowned and attempted to figure out what the roiling cloud of darkness with shrieking spectral faces in it was.

Knowledge (religion): 1d20 + 6 ⇒ (15) + 6 = 21


Morvan:
Knowledge (Religion): You recognize the creature from the book On Spirits and Sufferings, an infernal tome on incorporeal undead. Its name is translated as 'Caller in Darkness'. They are spiritual devourers, a cloud of psychic anguish that seeks to devour the minds of sentient creatures. They live in darkness, and can be warded away by sunlight.


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Sorry guys, mother in law is coming This weekend so lots of cleaning.

know arcana: 1d20 + 1 ⇒ (14) + 1 = 15


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Can anyone create sunlight, or light bright enough to be similar to the sun? The creature is an incorporeal undead known as a Caller in Darkness. They are spiritual devourers, a cloud of psychic anguish that seeks to devour the minds of sentient creatures. Sunlight wards them away."


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu shakes his head, then realizes he needs to speak up, “[b]No sir, nothing that bright. [.b]”

know religion : 1d20 + 10 ⇒ (16) + 10 = 26

1 to 50 of 1,497 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Order of the Gate Gameplay All Messageboards

Want to post a reply? Sign in.