Red's Rise of the Runelords (Inactive)

Game Master GM Fuzzfoot

Initiative:

[dice=Rene]1d20+8[/dice
[dice=Aurora]1d20+1[/dice
[dice=Tylur]1d20+4[/dice
[dice=Skarn]1d20+4[/dice
[dice=Cordwin]1d20+2[/dice


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Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Cordwin will try to launch a bolt at the foe.

Attack: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Damage: 1d10 ⇒ 9


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown
Skarn Hornfels wrote:
As an aside, DR 5 is a killer at 3rd level!

Yah, that's pretty rough. But with some knowledge and the right weapons, this can sometimes be overcome fairly easily.

Round 10: (Bold may act)
Monsters: Green (EvilEye: -2 to hit, saves, AC until round 18, misfortune, 20 dmg)
Tylur (5 dmg)
Cordwin
René
Skarn (8 dmg)
Aurora


Male Human (Chelaxian) Fighter Level 5 HP 51/51| AC:21| T:13 | FF:18| CMB: +7 | CMD:19 | Fort:+5 Ref:+3 Will:+2 | Init:+4 | Perc: +1 | Status:

Tylur continues trying to attack the hound.

AC 21

Spiked chain: 1d20 + 6 ⇒ (5) + 6 = 11
dmg: 2d4 + 3 ⇒ (3, 1) + 3 = 7


Male CN Male Human
Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

Doesn't really matter for the attack roll, but that save vs daze should have had 2 rolls and taken the worse one due to Misfortune. Also a -2 from evil eye.

"Awww, man, you got ridda one. What's takin' the other so long?"

Cackle and then move into the room.

Statuses
- Green: -2 to hit, AC, saves (8 rounds, 2 or 8 rounds), misfortune (2 rounds)


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yep, thanks Rene. Eventually, I hope I will get it...just keep reminding me!

Aurora - you're up!


Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft. spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/ feats: Summon Monster, Summon Good Monster

Growling in a way that is similar to the beast she had called from the ether, "You could try stabbing it."

Guidance on Skarn since I can't get close.


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Next Round

Cordwin will try and shoot the creature again.

Attack: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The beast bites at Skarn again.

Attack: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Attack, misfortune: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14

Round 11: (Bold may act)
Monsters: Green (EvilEye: -2 to hit, saves, AC until round 19, misfortune, 20 dmg)
Tylur (5 dmg)
Cordwin
René
Skarn (22 dmg)
Aurora


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Skarn swipes at green again...

Heavy Pick Hit: 1d20 + 4 + 1 - 1 ⇒ (20) + 4 + 1 - 1 = 24
Heavy Pick Damage: 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7 x4

Crit confirm

Heavy Pick Hit: 1d20 + 4 + 1 - 1 ⇒ (7) + 4 + 1 - 1 = 11
Heavy Pick Damage: 3d6 + 9 + 9 ⇒ (5, 6, 5) + 9 + 9 = 34 x4


Male CN Male Human
Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

"Heh heh, naw, my main man Tylur'll get'im! 'Attaboy!" René pats Tylur heartily on the shoulder.

Cackle to extend hexes and then guidance on Tylur.

Statuses
- Green: -2 to hit, AC, saves (8 rounds, 2 or 8 rounds), misfortune (2 rounds)
- Tylur: Guidance


Male Human (Chelaxian) Fighter Level 5 HP 51/51| AC:21| T:13 | FF:18| CMB: +7 | CMD:19 | Fort:+5 Ref:+3 Will:+2 | Init:+4 | Perc: +1 | Status:

Tylur feels his hand guided by something otherworldly as he stabs with his spiked chain.

AC 21

Spiked chain: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
dmg: 2d4 + 3 ⇒ (4, 2) + 3 = 9


Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft. spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/ feats: Summon Monster, Summon Good Monster

cure lt wand: 1d8 + 1 ⇒ (8) + 1 = 9

Tapping Skarn on the shoulder with the wand and groaning when the last of the magic fizzles out.


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Cordwin will continue to try and shoot the creature again.

Attack: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1

He mutters a dwarven curse as his shot goes really wide!


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Cordwin's shot goes wide, but it is not a concern because Tylur and Skarn hit the monster with such force that it too pops into a puff of smoke.

Combat over.

Stone fonts containing frothy dark water sit to the north and south of the eastern entrance to the room, and twin banks of stone pillars run the length of the long chamber. At the western end, shallow stairs rise to a platform about two feet off the ground. The walls surrounding this platform are lit by hanging braziers that emit glowing red smoke, living the place an unnerving crimson lighting that throws the bas-relief carvings of countless monsters feasting on fleeing humans into lurid display. A black marble altar stone, its surface heaped with ashes and bone fragments, squats before a ten-foot-tall statue. The sculpture depicts a very pregnant but otherwise shapely naked woman who wields a kukri in each taloned hand and has a long reptilian tail, birdlike taloned feet, and the snarling head of a three-eyed jackal with a forked tongue. The left kukri flickers with fiery orange light while the right one glows with a cold blue radiance.

DC 15 Knowledge (religion) check:
You identify the temple and statue as being sacred to Lamashtu.

DC 14 Spellcraft:
The glowing effects on the statue's kukris are continual flame spells.

An examination of the altar:
reveals smears of ash and bits of bone.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Knowledge (religion): 1d20 + 5 ⇒ (6) + 5 = 11


Male CN Male Human
Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

Religion DC 15: 1d20 + 7 ⇒ (1) + 7 = 8
Spellcraft DC 14: 1d20 + 10 ⇒ (14) + 10 = 24

"How long y'reckon that there ash has been there? Now, I know there ain't 'xactly a breeze ta go'n disturb it, but I can't help but think it might be new, what with Tsuto's shenanagans 'n that other girl tryin' ta get Lamashtu ta turn'er inta a succubus-like. Now, I'm thinkin' iff'n we somehow manage ta git outta here alive, we better be sending a priest back here to go'n bless all this here stuff. There's some bad stuff'd happened here givin' the place some bad juju; only thing I can think of ta make the fightin' take so long when we got strappin' fellas like Tylur and Skarn here with us."

Looks like we've explored all of this floor. Time to take stairway 3 down to a lower level?


Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft. spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/ feats: Summon Monster, Summon Good Monster

Biting the inside of her cheek to avoid speaking, for the moment. Moving close to the strange alter. Shaking her head, "No clue but having this place cleansed would be a good idea." So now you care? No jokes?

Religion: 1d20 + 7 ⇒ (6) + 7 = 13 Not cool dice roller.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

”I see aught what I can handle with my unique brewing and drinking skills here, so mebbe we should keep looking. Something is sure to jump out and try to kill us, or to be kilt by us.”


Male Human (Chelaxian) Fighter Level 5 HP 51/51| AC:21| T:13 | FF:18| CMB: +7 | CMD:19 | Fort:+5 Ref:+3 Will:+2 | Init:+4 | Perc: +1 | Status:

Tylur looks at the statue and feels sickened. Balling one hand into a fist he pounds it into the palm of his other hand. He nods at Réne and Aurora's suggestion.
[b]"We should come back with the priest and remove this mockery. That...thing...it serves no good to keep it intact. Let's find the priest's daughter there can be no redemption for her."
he looks one more time at the statue and let's the anger set in before heading off to the stairway.


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Knowledge Religion DC15: 1d20 + 7 ⇒ (17) + 7 = 24

This place reeks of Lamashtu. We are on the right track and yes, having a priest come back to consecrate this place would be a very good idea!

Cordwin says as he recoils at the evil this temple projects.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

On to the next level, then!
A stone door just around the corner from the steps hangs slightly ajar, the detailed carvings that once covered its surface defaced by chisel marks and hammer blows to the extent that only a few remnants of images (mostly of gemstones and crowns) remain. The floor here is slanted downward toward the west.

This entire level is sloped downward toward the west. While the canted floor doesn't appreciably impact movement, it does grant creatures a +1 bonus on attack rolls made against foes who stand in squares west of the attacker's square.

I have Tylur with 5 damage and Skarn with 13, in case you want to do anything before proceeding.

E2: Two pillars support the ceiling in here. In many places the stone walls, floor, and ceiling are caked with ancient grime and soot. Alcoves in the north and south walls contain partially damaged statues of a man in robes clutching a book and a glaive. The entire room is canted toward the west, and whatever ancient upheaval caused the complex to tilt knocked the statues from their bases so that now they lean against the western walls of their alcoves.

Also, do you have a standard marching order? Please line up in E2 heading east.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Skarn will heal himself...

CLW: 1d8 + 3 ⇒ (5) + 3 = 8


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Cordwin will take the lead to look for traps and such.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Skarn will fall in where the group wishes.


Male CN Male Human
Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

Moved Cordwin right next to the door to represent our lead person. I put René roughly where the middle/back would be.

Tylur wrote:
"We should come back with the priest and remove this mockery. That...thing...it serves no good to keep it intact. Let's find the priest's daughter there can be no redemption for her." he looks one more time at the statue and let's the anger set in before heading off to the stairway.

As Tylur marches onwards, René softly mutters under his breath. "Well, dunno I'd say we halfa come back with the priest ta do it..."

On the lower level he rolls his eyes in exasperation as the skewed architecture serves at yet another thing conspiring against them. Of course it would skew to give us the lower ground. If we had any sort of advantage it would be to easy.

Kn(?) to see if I recognize the statue of the man in robes with a book: 1d20 ⇒ 16 Arcana, Local: +10; Nature, Planes: +9; Religion: +7; Dungeoneering: +6; History: +8; Nobility: +5


Male Human (Chelaxian) Fighter Level 5 HP 51/51| AC:21| T:13 | FF:18| CMB: +7 | CMD:19 | Fort:+5 Ref:+3 Will:+2 | Init:+4 | Perc: +1 | Status:

Id say Skarn, Cordwin, Aurora, Réne and Tylur for the order. Given the nature of this place Tylur understands the importance of properly protecting the flank


Male CN Male Human
Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

Works for me.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Unfortunately, the statue is too worn with age to recognize it as much more than a man.

Cordwin examines the door for traps and then proceeds carefully.

This short hallway rises in a slope to the east. Five feet from the western door, the floor is polished and shiny, unlike the dusty floor elsewhere. A pair of stone statues depicting stern men wielding glaives stand in alcoves north and south of this section of the hallway. At the eastern end stand two stone doors, their faces carved with strange runes. Just past the doors is a third alcove in which a partially collapsed statue sits. The top half of the statue is missing, leaving behind a ragged stump of a torso.

Cordwin then notices that the polished area can also drop away, revealing a pit. Take 10 was sufficient to notice this.

Examining the area more closely, he also noticed that a recessed portcullis can drop from the ceiling on either side of the pit area. He feels like this is a trap, but just can't tell what the mechanisms are.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Disable Device: 1d20 + 8 ⇒ (2) + 8 = 10

Yep! And probably has no clue how to disable it!


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

”Great job Cordwin! We ready to go?”


Male CN Male Human
Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

I'm assuming Cordwin points out the odd tile to us.

Hmm, interesting. My guess is the portcullis drops if you attempt to jump over it. But what kind of sensor would they have for that? My guess is something magical as a tripwire would likely not be able to reset itself and would therefore be a worse defense. Almost absently, René pulls out a marble and tosses it to the other side of the shiny tile, waiting to see if it crosses and successfully rolls back to him. He then takes a closer look at the glaive-wielding statues to see if he can find some kind of rune on them or an indication that they move.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Rene's marble does not seem to trigger anything, but it is a little noisy as it rolls back to him. No rune's are visible, and they don't look like they move, but you could be wrong.


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Cordwin will cautiously go forward and be on the lookout for any triggers.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28


Male CN Male Human
Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

A little sad that Cordwin's disabling of the activation mechanism seems to have erased whatever rune was being used to trigger the trip, René retrieves his marble and sits back while he waits for someone to jump over the now clearly deactivated trap.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

As Cordwin moves forward, he triggers the trap. Both portcullis drop into place, trapping him. As they fall, the two statues move into action, slashing down with their glaives!

You get a Reflex save to dodge out of the way first.. DC 15, but I'll give you +2 since you knew something was about to happen...


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Reflex Save DC15: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Even though Cordwin knew something was going to happen, he was so distracted by the portcullis, he did not react fast enough to the glaives!


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

1 round later, both statues slash at the area with their glaives for 2 rounds;

Attack: 1d20 + 8 ⇒ (3) + 8 = 11

Attack: 1d20 + 8 ⇒ (1) + 8 = 9

Somehow, Cordwin avoids both attacks. Then the floor gives way underneath him.

Reflex Save: 1d20 + 5 ⇒ (8) + 5 = 13

Fall Damage: 1d6 ⇒ 1

Wow, that was really minimal...

The portcullis then raise up.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

”A very dramatic ‘trap,’ I must say,” says Skarn, holding up finger quotes as he said trap. He pulls out some rope and lets an end down towards Cordwin. ”It is a good thing you disabled the nastier aspects of it.”


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Cordwin climbs out rubbing his rump. My arse wishes I disabled all of it!

@DM:Do I need to re-disable the trap or do I think it is safe?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

It looks like it probably will re-enable itself in a round or two. However, you notice that if you all just avoid standing on that square, you will probably not trigger it again.

Of course, the noise it made was not insignificant....


Male CN Male Human
Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

René is shocked when the trap springs, both because he had been sure Cordwin had disabled it and because he himself had failed to find any triggering mechanisms or been able to see any signs that the statues could move. But then, I've never really been praised for my eye sight, I suppose... It was a good thing he had a general policy against going first into dark and dangerous dungeons, otherwise he would surely be lying in a pool of his own blood at the bottom of that pit.

"Some right amazing dodging ya did there, Cordwin. That's why we put ya in front," He cheers from his safe position at the rear of the group.


Male Human (Chelaxian) Fighter Level 5 HP 51/51| AC:21| T:13 | FF:18| CMB: +7 | CMD:19 | Fort:+5 Ref:+3 Will:+2 | Init:+4 | Perc: +1 | Status:

Tylur looks at the trap and the narrow escape made by Cordwin. 'This place just gets worse every step we take to find this demon..."

"Is it safe to move ahead?"


Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |

Cordwin scratches the side of his head. I believe so if you hurry. Oh! And don't step on that tile!


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

Skarn moves in, careful to miss the tile.


Male CN Male Human
Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

René, shining beacon of bravery that he is, waits to watch the others safely cross before attempting to do so himself.


Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft. spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/ feats: Summon Monster, Summon Good Monster

Sucking in a breath when the trap is triggered, "Glad it wasn't too bad."

Shooting René an agitated look when she moves past him but keeping her thoughts to herself, for now.


Male Human (Chelaxian) Fighter Level 5 HP 51/51| AC:21| T:13 | FF:18| CMB: +7 | CMD:19 | Fort:+5 Ref:+3 Will:+2 | Init:+4 | Perc: +1 | Status:

Making sure the others have crossed Tylur watches where they all step and then follows suit. Once he has crossed he looks at Cordwin, "By the Dawnflower! How you escaped injury is truly an act of divine favour. Hopefully there are no more of these traps."


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

You find doors to the north and south.

Perception:

Aurora: 1d20 + 6 ⇒ (13) + 6 = 19
Cordwin: 1d20 + 8 ⇒ (7) + 8 = 15
René: 1d20 + 5 ⇒ (13) + 5 = 18
Skarn: 1d20 + 9 ⇒ (14) + 9 = 23 +2 stonework, +1 vs giants
Tylur: 1d20 + 1 ⇒ (4) + 1 = 5

Scarn thinks he hears a voice coming from behind the north door... perhaps an incantation.


CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*

"Some spell casting inside says I. We oughts to move now before whatever evil is afoot gets completed."


Male Human (Chelaxian) Fighter Level 5 HP 51/51| AC:21| T:13 | FF:18| CMB: +7 | CMD:19 | Fort:+5 Ref:+3 Will:+2 | Init:+4 | Perc: +1 | Status:

Quite softly but not holding anything back Tylur retorts, "It might be the old priest's daughter. We should finish her before she completes whatever she is trying!"

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