[PFS - PbP Game Day 2] #4-18: The Veteran's Vault (Inactive)

Game Master StephNyan


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Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

"I will do what I can..."

Aid Another:Heal: 1d20 + 1 ⇒ (6) + 1 = 7 Oh...

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Aid another:Heal: 1d20 ⇒ 3
Xander's bungling, while well intentioned, do little to help.


Rabbai decides to help Vitarri with Misarru's recovery. He proves to be quite good at this.

Heal, aid Vitarri: 1d20 + 2 ⇒ (19) + 2 = 21

When he's done doing whatever he can to help Misarru, Rabbai shakes his head and takes a step back. "Guys, I'm leaving for now. I hope to see you later."

Having said so, Rabbai leaves the party and heads back for the sewer's exit.

I wrote Rabbai out of the story, because his last post was April 29 and he didn't reply to the PM I sent on May 8. If he happens to return to paizo within considerable time I'll let him rejoin the game.

The map's updated.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Cast Shield of Faith - Convert to Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Seeing that their efforts failed Vitarri did the last thing he could do. He pulled forth the symbol of the lord of iron and called forth the divine armor of his faith to encase Misarru. As the shimmering magical field started to form Vitarri kept his casting up until it was almost complete. On the verge of completion he turned and balled his free hand into a fist, which he then used to drive through the center of the magical armor. Shattering it and scattering the positive energy across Misarru's body.

In an instant the tieflings injuries stitch shut, most of the severe injuries he suffered were gone and Vitarri was left feeling much weaker then before. "The Lord of Iron's will wain's I cannot heal anymore today..." He says this in a truthful faction, knowing full well that only two abilities of his remain and none of them had the ability to heal...

He packs up his kit and tucks it away, standing somewhat staggered like but his resolve to finish the mission keeps him from falling completely.

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

The only way out we know is past the shocking fungus I am not sure we can survive another crossing there. I suggest we see if this natural cavern leads anywhere.
Xander then takes his scorpion from his shoulder and puts him down. Go see if there are dangers around the corner.
Scorpion Stealth: 1d20 + 15 ⇒ (19) + 15 = 34
The scorpion's coloring allows to disappear against the natural stone as it explores the cavern beyond.

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

Misarry wakes up with a soft and slow grunt.
"Ugh... I hate days like this. The last time this happened it was because of a fun reason."

He scrabbles to his feet and seems to look for his weapons, before continuing with the others.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

"Days like these... Heh." Vitarri chuckles at Misarru's comment, finding humor in it. "The last time I had been knocked down I awoke to find our ship burning to the waterline just off the coast of Absalom." He runs his gauntleted hand across his face, wiping off the much of the sewer. He explains the possible plans forward after MIsarru recovers his equipment and adds on at the end of the explanation. " Just to warn you, my strength is gone so try not to get hurt too badly this time around." Vitarri grins at the Tiefling as he waited for Xander's scorpion to return...

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

"Vitarri, you ok? You seem a little pale to me.
I'm supposed to be able to make a difference between your skin and hair."

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri smiles at Muchiko. "Weakened but not beaten yet Muchiko. Hehe, that reminds me of..." HIs thoughts drift to his most recent escape from a certain Chelish Noble. "Of something more unpleasant then this sewer..."

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Muchio leans in slightly, unless somebody was right next to them, they wouldn't hear the low sound question.

"Would that involve your...promise...to the eccentric paracountess? You agreed to pay her a social visit if you could take the silver with you if i recall."
A slight teasing smirk formed on her face.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

For the first time since he entered the sewer he shudders. "I'd rather fight the Otyugh then face her again..."


Xander's scorpion stealthily moves into the cavern beyond, not encountering a single creature. It follows a tunnel that ends at a stone wall, and returns to Xander.

The map's updated. There's even an actual scorpion on it now!

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

It looks like this way is clear but seems to be a dead end. I would like to do a search for secret doors before we look down the other way.
Assuming no one objects Xander and Snips head back through the cavern and search for a secret door.
Snips Perception to Aid: 1d20 + 4 ⇒ (8) + 4 = 12
Perception+Aid: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Dagnobar decides to wait for someone to lead the way, he's still too injured (and getting injured too often) to lead the way.

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

Misarru is on the same page as Dagnobar, everytime he went in to check for traps he got ambushed.

He is patiently waiting for others to tell them it's safe.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Map

Acrobatics: 1d20 - 2 ⇒ (7) - 2 = 5
Swim: 1d20 - 2 ⇒ (17) - 2 = 15
Climb: 1d20 + 2 ⇒ (18) + 2 = 20

Vitarri scrambles across to the otherside of the channel again, he fails to clear the jump but manages to stay above water and pull himself up on the otherside. Standing once more he unsheathes Oathkeeper once more and turns to the others. "If I fall and things have taken a turn for the worse..." He turns from them continuing to speak before striding off into the darkness. "... leave me and save yourselves." He smiles as he moves off into the natural cavern ahead content that the Lord of Iron stood with him.

I'll lead the way! :D

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*
Misarru wrote:

Misarru is on the same page as Dagnobar, everytime he went in to check for traps he got ambushed.

He is patiently waiting for others to tell them it's safe.

I can't see past 10' - I don't think you want me leading anywhere.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri can see out to 60ft so he is leading. Damned Garuda blooded Aasimar's ;)

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

I have no objection to sending the scorpion forward. I was just looking searching the "safe" cavern first.
Assuming the search of the cavern turned up empty Xander will again send the scorpion, Snips, ahead to look for trouble.
Snips Stealth: 1d20 + 15 ⇒ (9) + 15 = 24
Snips Perception: 1d20 + 4 ⇒ (17) + 4 = 21


When Xander and Snips enter the tunnel Xander notices the stone wall at the end is in fact a stone door. When he tries to open it Xander notices the mechanism is broken en rusted. It's impossible to open the door.

Aeilín and Muchiko notice their vision returns to normal, and they can finally see everything the dim-lit tunnel reveals to them.

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Hearing Xander talk about a rusted door (and that there doesn't appear to be danger), Dagnobar limps his way towards the rusted door, and with his dwarven eyes will look closely at the surrounding stone to see if there is another way to open the door.

Revised Map

Perception for unusual stonework +2: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Muchiko pinches her eyes, "Ah, at least i can see clearly again."


Dagnobar discovers the door frame's cracked, creating an aperture just large enough for a tiny creature to squeeze through.


Please decide what the party will do: camp, return, or proceed. If a decision can't be made I'll move the story forward tomorrow.

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

"I suggest we camp and recover as much as possible before going further."

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

I wonder if that scorpion could fit through that hole and see what is on the other side of the door? Hmmmmmmmmm

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

"Camping sounds a good idea, we should find a good spot to rest though. "

Misarru says as he lloks about the filth of the sewer.
"We could try that openen room near that otyugh or the open space we have here."

Map

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

"This narrow cleft (B2) will be easier to guard, I think. My eyes, too, have returned to normal. I will take first watch."

-~= MAP =~-

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri was impatient but wasn't going to argue. "I will take the next watch then, camping here in this cleared area will be easier then retracing our steps. Besides that fungus will keep things from coming from that direction." with that he settles down in a corner, pulling off his armor and sleeping in his drenched padding with Oathkeeper across his knees. If he could get enough rest he could focus his strength once more.

MAP - Vitarri sleeping in a corner

I moved Muchiko and Misarru closer so that we were altogether, if you guys don't like the move please updated it back to where you want to be. ;)


The party rests, and eventually goes to sleep. Every party member takes watch at some point. Sounds, footsteps and eerie giggles, can be heard as creatures move through the sewers, but time passes uneventfully.

The next morning everyone wakes up again, and is ready for a new day of sewer crawling.

You all heal 1 HP, and enough time has passed for spells/abilities to replenish. I'll assume everyone who needs to prepare spells has had enough time to do so.

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Lets see what is on the other side of this opening before we set up camp here. In you go Snips.
Xander heads to the opening Dagnobar found and slip the scorpion into the gap.

Snips Stealth: 1d20 + 15 ⇒ (7) + 15 = 22
Snips Perception: 1d20 + 4 ⇒ (10) + 4 = 14


Snip's not intelligent enough to let Xander know what exactly is on the other side, but the haste with which Snip returns probably indicates there's something alive that spooked the scorpion.

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

This doesn't seem to be much of a resting spot after all. Alright Snips. Let's go see what's down the passageway.
Xander will keep an eye on the opening until it is out of sight then head back out to the main Hall. There he will again send snips out to look at the intersection with the stairs.
Snips Stealth: 1d20 + 15 ⇒ (19) + 15 = 34
Snips Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Sorry Xander but it's the next day. ;)

Vitarri straps on his armor, ignoring the wet squelch as the sewers had soaked him all night. He was thankful he slept at all in the horrid conditions but as his fractured memory reminded him. He had slept through worse, much worse...

Once his armor was on he prayed for sometime to regain the favor of the Iron Lord this day. If the rest of the trek proved as interesting as the beginning then he looked forward to the beating they received today. He raised his symbol and healed all those present, grunting as he realized the Iron Lord was still displeased with him...

"That's all for now, I can lead the way." He draws Oathkeeper and makes his way back out onto the main sewer walkway, heading left and for the unexplored area.

Channel Energy 2/3 Remaining. Healed Equal's ->: 1d6 ⇒ 2

MAP

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

"Please do, my scratches and cuts seem to have healed completely now. Not in a small part thanks to you. Lead the way and I'll follow ya, I owe you one."

Map

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

GM -- Since Vitarri did his channel while in the main sewer line and I was back near the door, do I get the benefit of his heal channel? The wall is blocking and I might be out of range.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

I assumed that his channel took place in the camp (B2), with the rest of us, before he moved away. His post seems to reflect that.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

"Thank you, cleric. It is now my turn to protect you." Stepping past the others, Aeilín takes the lead.

Are we all ready to move?

-~= MAP =~-

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)
Aeilín Ardghail wrote:

"Thank you, cleric. It is now my turn to protect you." Stepping past the others, Aeilín takes the lead.

Are we all ready to move?

-~= MAP =~-

I'd wait for Steph to come back. He's missing today from a few games. Hope everything is okay with him.


Yesterday got unexpectedly busy, but that's been taken care of.

When Vitarri channels the positive energy reaches every party member, and heals them of some of their scratches.

Aeilín moves east while Snip scouts ahead. The others follow and the party ends up in front of a pair of stairs. Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.

The stairs the party arrived at are probably the same stairs where Sascha installed a javelin trap, which she told the party about before they headed for the sewers. It's unclear if the trap's still in place.

Updated your location on the map.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

"Misarru - can you see a trap mechanism? Surely this must be the place, given the ornate door."

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri chuckles at Aeilin's good intentions but finds being called a mere Priest humorous. "Lets stand side by side then but don't treat me like a mere alter boy Aeilin. I think you know I can take a hit and I know that you can as well. Heh." He mean's it all good naturedly, in fact his mood had been better now then in many days as he had been bored out of his mind in the Grand Lodge's barracks.

Vitarri can/will move back if it is safer for Misarru to work on finding the traps. :)

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

"Hmm...Lemme check, keep away any nasty critters and we'll see where this trap is exactly."

Can I take 10 on looking for the trap? Would be 17 total.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

The PRD says you can actually take a 20 to find any traps.

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

Then I would do that, just to be sure nothing explodes or someone gets hurt. Take 20 for a 27 total then.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

To be clear, that is to spot a trap, not to attempt disarming it. Attempting to take a 20 on a Disable Device (trap) would almost certainly wound or kill you.


Misarru is able to spot the javelin trap at the right side of the stone and steel door. He's also able to determine which positions would trigger the trap, which looks incredibly lethal.

The map's updated. Blue square = trap. Red area = don't stand here.

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

Misarru approaches the door carefully and takes a good look at the door and how to disable the trap.

"Watch your step, the area in front of this door looks to be dangerous. Now let me check this door." He says as he begins to use his tools of the trade to disable the trap and eventually open the door.

Disarm Trap: 1d20 + 8 ⇒ (18) + 8 = 26

Map


The javelin trap is succefully disarmed, and the ornate door easily opens. Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.

The map's updated.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

"Well done, Misarru! How shall we proceed?"

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