Repent from your Wicked Ways(WotW) (Inactive)

Game Master True Repentance

Fire Mountain's Way of the Wicked.
Prison breakout in progress.
Map of Talingarde
The Frosthamar
Current Loot


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Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Right-O, Boss-Man. I begin to thoroughly check the room and the door for traps or anything else interesting. Primarily traps.

I will indeed take a 20 on this Perception check of the room giving me a 27 total after I think 2 minutes time.


Human

Your stats say perception +3. How is it +7 again? Also please give me a separate perception roll besides you take 20. Only because take 20 doesnt work if there is a chance of failure(omg trap!)

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Wade magically guides Fetch, helping him do better
make that a 30, (27 +2 aid another+1 guidance)


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

One of the bonuses for my Change Shape werebat-kin is a +4 to Perception. If it is nighttime, add two more on top of that, but I did not assume it was (wasn't really sure).

The Perception bonus is my default, go-to bonus of choice when using Change Shape.

Perception: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 Add +2 if it's night; another +2 is someone successfully aids me.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

my perception is a +10, so even on a 1 I successfully aid, thing is I don't have trap finding, so I can't find magical traps on my own


Human

Wade are you periblooded or normal aasimar? It says perikin on your sheet which is confusing me. Among other things. If so your perception should only be +8.


Declan took in the room with its meager light, and wondered about the writing on the wall. If they were straightforward lessons, then those words were just words to follow. Since it mentioned deception, she was wondering just what about this room was untrue. Curiously, she looked around, the lighting in the room providing more than enough light for her to see.
______________________
Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Human

Is there a difference between night and say underground darkness or darkness created by spells?

Fletch soon discovers that part of the floor in front of the eastern door is trapped to give way when stepped on.

Declan is not able to discover anything secret or hidden in the room.


Well done Fletch, think you can disable it.

@DM can we reach the door and swing it open without stepping on the trap and then step through?


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

It's really up to DM interpretation. It appears to be the equivalent of other races racial skill bonuses like an Elf's Keen Senses (+2 Perception) or a Dwarf's Stonecunning (+2 Perception vs. stonework). The racial ability is called Animal-Minded and gives a different bonus based on type of were-creature you are. Mine gives me a +2 to Fly and to Perception checks at night.

If it's active any time it's dark, perhaps it's just keen hearing reminiscent of a bat's echolocation ability. Or perhaps it's part of my lycanthropic heritage and they normally transform at night. Why a bat's echolocation cares if it's nighttime is beyond me but I also don't know why my Perception bonus would be based on nighttime instead of based on say, the phases of the moon.

I will leave the decision up to you and whatever causes you the least amount of headaches.

Guys, we've got a pit trap here. If you can lend me some of that Magic Mojo, Wade I think I can disarm it.

Take 20 on Disable Device? If so then I have a 31 with Wade's help.

If not... Disable Diabolical Deathtrap Device: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 Added a +1 from Wade's Guidance

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Wade also casts resistance and virtue on him and then backs up


Human

I'll leave it as at night seeing as it's probably tuned to the were part of you. Transformation at night and all, ech too much complicate.

As Vlad tinkers with the trap he accidentally puts too much weight on it. The floor drops out from under him.
DC20 reflex or 1d4 spikes do 1d4 damage each
Spikes Landed On: 1d4 ⇒ 3
3 spikes damage: 3d4 ⇒ (1, 3, 3) = 7


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Wade, stop pokin- AHHHH!

Vlad the Impaled(Reflex): 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 The +1 is from Resistance

Fletch very carefully extricates himself from the spikes, blood streaming from a nasty cut in his side. He grumbles to himself, ..."Look before you leap, Fletch"...stupid proverb-slinging mortician...

To the group above him, Uh, a little help guys?

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

the virtue helped, the resistance almost helpedwade walks over and throws down one end of a silk rope "how much do you weigh with your gear?"


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Remind me to actually start wearing light armor now that we have escaped from the prison. Slipped my mind but I would appreciate having a chance at the end of this trial to purchase leather armor. Assuming we don't find some as loot.

About 246 lbs with gear.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

if you have a bag he says wade removes his own pack and says"tie your pack to the line and we'll take you up next"
otherwise... My heavy load is just under that, I don't know whether or not "lift off ground" applies here


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Man, I wish I could turn into a bat. What good are my powers if I get stuck in a simple pit?

How about you get Cole and Declan to help pull me out as well?

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

"It'd still be better to split the weight and not put the rope under too much tension, it was rather expensive"


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Whatever you say, Wade.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Wade smirks "good mindset to have, whatever I say indeed"


Human

Fletch sees another message on one wall of the pit, Thou hast been deceived

Fletch is free of the pit with the help of the rope.


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

The sight of the message sends Fletch into deep thought. ...trap equals deceit...deceit equals tool...self-deceit means we fall into the trap...it mentioned an enemy...

Don't open that door!

If possible, I attempt to reset the trap floor plate.

Disable Device?: 1d20 + 10 ⇒ (2) + 10 = 12 Crap, what is with these twos???

That last line I think hints at something. We may have some kind of enemy behind the door, and we are supposed to use the trap as a tool against it. Of course I suppose I could just be over-paranoid...

Deck, think you can carefully take a listen at the door see if you hear anything?


Human

Yea 12 won't reset the trap so no one can really get to the door


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Can I take 20 to reset the trap door? Otherwise I'm not seeing a way to continue...


Human

as far as im aware you have only checked for traps. And Declan is the only one else that has tried to search the room not finding anything.

Fletch takes his time and resets the trap, the floor slowly moves back up in place, once again looking solid, but still very trecherous for anyone walking on it.
The trap is not disabled, just reset. So where to now?


I thought we all searched the other walls why fletch went to discover the trap. If not we will take a few min's to search the other walls before fooling with the door. Taking 20 looking for secret doors. That only gives me a 23 so I may not finde anything, but others may.


Human

Sorry if I missed that then. Moving on.

As Fletch reset's the trap the others split up searching each side of the room. Wade and Fletch discover a secret door in the northern wall while at the same time Kana and Declan also find a secret door hidden in the southern wall.

With trap ready and 3 doors to choose from, choices must be made.


No inscriptions over the other 2 then I'm assuming.

Fletch my guess is that door is a closet or nothing at all only meant to trick us...Which it did. I vote North. If we come to a dead end we have the other door to fall back too. He said nine chambers and nine lessons. Well we failed lesson one. Lets us not fail any others.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

I´m not really getting what trap ready means. Is it reset again?


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Yes, I reset the trap on some crazy notion that we were supposed to use it against a creature that would come through the eastern door. Given how we cannot open the door without setting off the trap, I think I may have been in error. Either way I reset the trap just in case.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12 Listening at North door.


Human

Nothing is heard beyond the north door.


if there are no objections to going North Cole will open the door.


Human

Behind the door is a small hidden niche. Inside is a small pedestal that holds a jewel that glows with pale blue light. It is cold to the touch. There is another inscription: “Thou hast seen through deception to uncover a useful tool.”

Appraise (Kana and Fletch ONLY):

The ‘jewel’ is a cleverly crafted bit of sealed quartz. Inside the quartz is alchemist’s ice. If thrown the jewel breaks and explodes exactly as alchemist’s fire but instead inflicts cold damage.


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Did you roll our Appraise for us and so we can see the spoiler or are we supposed to roll?

A jewel is the tool? Heh. Maybe there's a dragon down here we can bribe with it.

Appraise the Shiny: 1d20 + 9 ⇒ (19) + 9 = 28

Cole: Less like we failed...more like we broke even on this lesson I think. I mean, any lesson you can walk away from...


True Fletch I guess you could say lesson learned. Just learned the hard way. So the gem is a tool? Guess we will see what we need it for. Fletch since alchemy is your specialty you should hold onto it. Now let us see what is behind the southern door.


Human

Opening the southern door you see a hallway ahead with one door at the end. Just above the door is another inscription which reads, “Following the herd is for fools. Fear not their icy derision. Instead, fear only thy Infernal Lord.”

Opening the door you find another stone chamber similar looking to the last. There are four doors here, one in the middle of each wall. The entire chamber seems strangely cold. The ground is dirty and dusty.

Perception or Survival DC 10:
At least a dozen individuals have walked towards the southern and the eastern doors. No one seems to have approached the western door.

This room is also lit with a small oil lantern that hangs from the ceiling. There is a small amount of frost on the lantern's glass panes. The eastern and southern doors are plain wooden doors. The western door is covered in a strange pulsating violet mold.
No one has Knowledge(Dungeoneering) oh well.


Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Alright next lesson. Seems obvious we are to not go the way of the heard, or all the footsteps. A door with a mold that radiates cold. Well what do you think Fletch seems if a substance radiates cold we could burn it away. I will try and alchemis fire on it.

Attack on mold: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19 -2 is for range, throwing from 20'
Damage: 1d6 ⇒ 4

Yay the joy of throwing fire on I'm assuming brown mold we are short in the knowledge department :)


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Not too many things resistant to fire indeed. That lantern makes me curious...but first, traps.

I will take 20 to determine if there are any traps present in the room. Perception = 27 (more if I get Aided or have Guidance).

Assuming that I find no traps, Cole, that last line says to "Fear only thy Infernal Lord". I would hazard a guess that the lantern is the only source of fire or light in this room other than what we carry with us. Most lichens and molds thrive in dark, moist places. Perhaps it is harmed by light?

Knowledge of Plant-Like Things used often in Alchemy(Nature): 1d20 + 10 ⇒ (14) + 10 = 24 To attempt to discern if my assumption is correct. Hoping for at least a nod in the right direction even if it's the wrong skill.

If the Fire affects them like you think, Cole, let me have the next shot. No fair hogging all of the burnables to yourself.


You read too much into things again Fletch. It is a test of pain. Our only fear need to be Asmodeus himself. As pain is temporary. We could press through the cold, but if we can get rid of the mold all the better. No need to take pain for the sake of it. If you think light may work try it if you can conjure some up.

Waiting to see what the fire does.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

"Pain is the body telling us something is wrong, and thus something be avoided, on the other hand, by fearing pain, one misses out on oppurtunirtities"
whenever you're trap finding assume you have guidance, virtue an resistance cast uppon you


Human

Fletch finds no traps in the room.

The alchemists fire hits the mold but does not have the desired effect. As the fire envelops the mold it seems to absorb into it. The mold grows expanding outward several feet. The room grows colder as if the mold is sucking away all the heat.
I've put you all as 20ft. away from the mold covered door. Let me know if you move anywhere else.


Great so fire made it stronger and colder. What kind of creature is this? Kana do you have any cantrips that could damage this thing. Fletch what about that liquic ice gem. Do you think cold would hurt it. I mean it radiates cold, though it did eat the fire. Any other ideas?


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Fletch wants to investigate the single lantern in the room to see if it might bear another inscription that could give us a clue. Barring that, he will hold it up towards the mold hoping his wild, unsubstantiated guess is correct.


Human

Taking the lantern off its hook Fletch inspects it. It is a simple oil lantern exactly the same as the previous room, cold to the touch despite the flame burning inside it. No extra messages can be found from the lantern.


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Well guys, this flame is really weird. It feels cold to the touch. Cole might be correct in using the "jewel" on the mold but I'd hate to waste it. Kana, would you have any cold-based spells we could use to test on the mold?


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3
Fletch wrote:
Fletch wants to investigate the single lantern in the room to see if it might bear another inscription that could give us a clue. Barring that, he will hold it up towards the mold hoping his wild, unsubstantiated guess is correct.

While waiting for Kana's reply I will try waving the lantern at the mold. I will get within 5 feet of the mold's extension along the wall (allowing me the quickest route to escape/healing if needed).


Fletch the flame is not cold to the touch, DM was saying the lanter is cold to the touch in spite of the flame.


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

My bad. I still want to hold the lantern near it on the off chance that the solution to this puzzle is light. I'd use a light spell if I had one but Alchemists don't get cantrips.

Fletch hands the "jewel" to Cole in case this goes badly and I die.


Human

Fletch moves forward with the lantern held out towards the mold. It feels even colder than from where he stood before, freezing in fact. The lantern glass frosted up and cracks as the mold closest to it seemed to vibrate and grow further, the cold from the mold is harming you from standing too close. You can feel the heat leaving your body. non lethal cold damage: 3d6 ⇒ (1, 4, 1) = 6


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Immediately back up, covered in miniature icicles. Bad idea, bad idea! Someone else try!

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