The Bonds of Hope (Inactive)

Game Master DireMerc

A group of young heroes are precipitated into an adventure that reveals their true heritage and their destiny.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Is there any rubble around? If so, Flare will pick up a small amount of it, just something like a rock, or a broken off piece of wood.

Flare takes a moment to dig through her pack, and then places a small piece of stonework that she'd made that morning. A really simple piece with a sunsetting across crashing waves. She rested it on the arm of the throne, so that maybe if someone else came through, they wouldn't find the place completely lacking in beauty.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia waited patiently to be sure that the haunting effect was truly gone. Most things of this type didn't show up more than once a day or so. Most. She had no intention of dying just because of something like failing to imagine alternate possibilities.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Once the effect wears off, the cleric shakes his head and tries to regain some sense of himself. "What was that? What's a haunt?" Thalion straightens his armor, takes a deep breath, and head back toward that room to revisit the blood effect.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

If Thalion retriggers the effect, Flare is going to hurl the rubble, if she found it, into one of the blood guards


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

"Just think of it as a particularly persistent magical effect that occasionally shows up." Cynthia explained. "They're nasty and frightening, but as long as you're careful, it's possible to manage. Still, it's not uncommon for there to be more than one in a single area. We'll need to be particularly cautious when moving to new areas, probably having one person go in at a time."


You go back and the effect seems to have passed for now it doesn't return right away at least.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"I guess that means I'm up again..?" Flare asked, hefting the Polearm over a shoulder to 'rest' it as she headed for the room, ready to slip into her deadly dance at a moment's notice.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

"Or thereabouts." Cynthia said, nodding slightly as she followed Flare in - after waiting for a few moments - and began to carefully examine the chamber for anything of note.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

"No doubt more of the castle will be trapped in a similar way, this may be more difficult than we expected."

Riven would repeatedly cast Detect Magic as they moved through the area.


Local Area map

Updated map. The blood room is the circular area at the top with the stairs going up and down.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"Mostly empty. A few doors. Give me a heads-up if you spot any strong magic?" Flare asks as she continues to explore. She checks each door, in a clockwise direction, checking to see what's behind each as she goes, and keeping her weapon ready to defend herself, but still out of the way. Per Cynthia, she won't actually go up or down any stairs.


You head down the little hallway below the blood room and open the first door and find and office of sorts.

Trophy displays for armor and weapons, along with a large bed, an ornate writing desk, lie in shambles in this chamber, smashed to ruins. A thick layer of dust clings to everything in the room.

The dead captain of the castle guards still sits in the chair that would have been in front of the desk when you open the door he rises.

He wears a dragon helm and the bloodstained remnants of a destroyed suit of half-plate, and while his sword still hangs at his belt, he makes no move to draw it.

knowledge religion dc 15:

He is a wight. A very dangerous opponent who can drain the energy from a living being with his claws and anyone killed this way becomes another wight in less than a minute.

init:

cynthia init: 1d20 + 9 ⇒ (5) + 9 = 14
Flare init: 1d20 + 9 ⇒ (10) + 9 = 19
Riven init: 1d20 + 9 ⇒ (17) + 9 = 26
Thalion init: 1d20 + 9 ⇒ (12) + 9 = 21
Victor init: 1d20 + 9 ⇒ (10) + 9 = 19

enemy init: 1d20 + 1 ⇒ (15) + 1 = 16

combat map

You all go before the enemy except for cynthia.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Religion: 1d20 + 8 ⇒ (7) + 8 = 15

"Withdraw to the throne room." Flare says as she suddenly shifts her posture. "There's a Wight and we need to be able to all hit it to take it down! If it kills us, well become one, so stay back if you're not as protected!"

As soon as everyone else has moved, and she has space, she'll move away with a withdraw action, nine squares in as straight a line as possible. 3 squares south of current a-1 is her end goal, but she'll hold up until Cynthia is clear. She will be fighting defensively. Sorry for starting with a retreat, but everyone needs line of sight.


Male Human Follower Alias

Victor drinks his Cognotogen immediately, feeling his mental prowess increase as he follows Flare's advice, withdrawing backwards while waiting patiently for the creature to enter into his sight.

(Fortunately I can move and drink at the same time!)


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thalion frowns at the mention of a Wight, and heeds Flare's advice and makes her way back toward the open space.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

If she can safely do so Riven summons a lightning bolt about the size of a lance and hurls it towards the undead then immediately retreats with the others.

dice: 1d20 + 4 ⇒ (11) + 4 = 15 VS Touch If hit he treats everyone as if we had 20% concealment for one round, fort save negates concealment effect but not damage 3/4 AR

Damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

I think we're waiting on the Wight. Flare should be the only viable target to hit, and is at ac 18 until she withdraws.


Please look at the map and give me coordinates to were you move otherwise I have to make assumptions and you may not end up were you wanted. I had to make a few assumptions here. Assuming you fall back towards the throne room. Victor drank the potion and moved 30 feet) Riven doesn't have line of sight so she falls back. and moved everyone back as far as they could.

The wight steps forward and attacks Flare but misses.

attack: 1d20 + 4 ⇒ (6) + 4 = 101d4 + 1 ⇒ (3) + 1 = 4

encounter map

You can all go.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

You also only went with a single move, from the looks of it, so Flare can't move where I'd planned to move her. :( Guess I'll see what Cynthia does, then set my initiative to just after hers... And make he best of it. From the looks of it, I-7 will be the best choice, letting flare attack the thing with an aoo when it comes into range after she withdraws. Withdraw prevents the aoo it would get, I believe. AC is 16 again.

Aoo trip: 1d20 + 5 ⇒ (15) + 5 = 20

Once Cynthia gets as clear as she's going to, Flare withdraws to the stairwell/blood room, and turns to try to buy her allies more time... when/if the thing tries to come into range, she hooks her weapon under its leg and pulls.


Well victor moved as far as he could after taking a standard. Everyone else I just sort of grouped up.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thalion's good where he is. I assume that was a move action's worth. Thalion will ready an attack action (trip) if the wight makes it into range.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"Yeah guys, keep going. Back to the throne room if you can, Flare called, an edge of panic in her voice. 'I don't want to be in here if that blood thing happens again... Flare thought, as she tried to keep her friends mobile.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia did as Flare requested, falling back to the throne area and working to keep well back from the Wight. She was... not very good in melee combat.

Double Move to B3.


Male Human Follower Alias

Victor backs slightly away, while drinking another extrac of his, hoping to see the Wight down the corridor and attack.

Back slightly to D2, drink extract of "Targeted Bomb Admixture", and will attack the Wight as soon as he can. (Prolly next round)


As a note Flare did manage to trip the Wight who is now prone at I9


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Since Flare had stayed in the room instead of following everyone Riven wouldn't be able to get in an attack so instead she'd fall back to E4 and ready an attack with her spear if the monster came through.

To Hit: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

I am such a derp. I've been waiting on a non-ooc post to let us know what happens, but what happens is 'it follows you and gets tripped.' Ugh! I'm bad at this!

Attack v. Prone: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d10 + 4 ⇒ (1) + 4 = 5

After hooking the Wight's leg out from under it, Flare shifts her weight, whipping the weapon around in a wide arc, before bring it down atop the prone creature. She didn't even wait to see if she actually hurt it before moving back down the hallway after her allies. Moving to D5.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

From the noise, it seemed the enemy had been tripped a bit further back... but, unfortunately, it was well away from Cynthia's line of sight, so there wasn't a whole lot she could do. Given her generally fragile nature, she felt no temptation at all to press her luck and rush forward to gawk like some schoolgirl.

Total Defense - waiting for enemy.


Yeah sorry I was sure I had made a proper post saying it followed and got tripped and I was waiting for more post from you guys but seems it was eaten by the forums or something and I didn't notice.

The wight follows and Flare trips it. She strikes it while it's down giving it a minor injury. She then retreats back.

The wight gets up and chases on it's turn provoking an attack fro Riven and she stabs it. It stop there (at f5) and attacks Riven.

attack: 1d20 + 4 ⇒ (13) + 4 = 171d4 + 1 ⇒ (1) + 1 = 2

If that hits Riven also gains a negative level. Your go again.

updated map


Male Human Follower Alias

Victor hurls a bomb, determined to crush the wight while his buffs are still active.

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d6 + 12 ⇒ (5, 6) + 12 = 23

If that hits touch AC, then it just got vaporised.


Indeed Victor trows his bomb and blows the wight to bits and pieces.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"I... Alright."

Flare nods, and looks over to Riven. "You do -not- look alright." she said as she moved over to look her over, where she'd been struck.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

"Indeed. Being struck by a similar effect again could be... bad." Cynthia said, examining Riven carefully. Unfortunately, that didn't seem to be the kind of effect her manipulation of fortune could have stopped - perhaps it would be worth learning to manipulate misfortune as well. The Shaman seemed a little worried about continuing forward, given the degree of trouble the group seemed to be experiencing.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

"What are you both talking about! What's wrong with Riven?" Thalion studies Riven carefully, wondering what has happened to her dear friend, one of few who knows yet appreciates his insatiable appetite for...

...:
bread.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

I'm working off of the fact that a negative level drains roughly everything, when I stated that she looked not-good. She's also at 4/20 hp.

"I'm so sorry, I didn't see that you'd stopped, and if I had, I'd have stopped closer." Flare seemed to be taking it personally that Riven had been hurt instead of herself, if the defeated, slumped shoulders or the mouth twisted into a grimace... Or even the way her eyes were set had anything to say for it. Never mind the tone.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

"I'll be fine, We can rest tomorrow." She didn't try to hide her injuries but she could walk so she would press on with the group.


Your eyes are drawn to the sword left behind by the wight. The longsword remains in it's scabbard which is blue and black the hilt gold plated and end in a birds head with blue emeralds for eyes.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Staying as far back as possible, Cynthia focused and began using Detect Magic on the sword, scanning it for any sign of lingering magical ability. Which wouldn't help much if someone had, say, poisoned the hilt just to mess with whoever picked it up... but hey, you had to start somewhere.

Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24


The sword is indeed magical.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

I believe the 24 on spellcraft is her attempt to identify it via aura.


Well the sword radiates moderate conjuration magic but you wont be able to determine any of it's properties unless you actually pick it up take it out the scabbard and examine it.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven wasn't in the position to risk messing with the sword so she'd wait for others while she kept watch.

Perception: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

"It has a fairly impressive aura. Definitely magical." Cynthia observed, walking over and picking the weapon up. This wasn't a good place for an in-depth examination of the item. "Shall we move on?"


You can level up to level 3 forgot to mention that before.

You examine the rest of the area and find the castle also has a theater...an inner courtyard that may have once been a great garden but now all the plant life has died and finally you find a temple dedicated to Asmodeus. That about covers the first floor. This assumes you just open the doors and peek inside without entering. Let me know if you decided to properly search these rooms before going up or down.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"Does just looking count as clearing out the floor or do I have to actually go in the rooms?" Flare asks as she looks through the doors... Then walks straight into the theatre without a second thought, looking around, drawn in by the architecture and acoustics.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

"Best to thoroughly examine them, I believe. One never knows what sorts of things are squirreled away." Cynthia said, keeping well behind Flare but continuing to look around.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

...And probably not missing much.


In the temple you find a hidden stash of goods. Two potions, three scrolls and a wand.

in the ballroom: Searching the ballroom reveals not only that a terrible
battle took place here long ago, but also that at least one of the aggressors in the fight possessed prodigious strength, judging from the deep gouges in the walls near the largest bloodstains (the gouges appear to have been created by an enormous axe or similar weapon in several places). You find nothing of value here.

Make a knowledge nature check.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Knowledge (Nature): 1d20 + 7 ⇒ (11) + 7 = 18


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare will do her best to keep resistance active on anyone who stays close to her, should something suddenly occur... they'll be a little better off.

Aid K(N): 1d20 + 6 ⇒ (3) + 6 = 9
"I... have no idea what could have done this." Flare says as she looks over the room, if she'd known anything at all, she'd have shared it, and maybe that would have helped jog someone's memory. But alas.


You notice a plan growing were several corpses are piled up and recognize it as an assassin vine.

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