Fernleaf Ivy |
Well if you take 10 or 20 you don't roll...so will use your roll. You do not see any traps.
Fernleaf notices three circular stone disks stacked neatly against the east wall by the door. The stones represent a happy looking female child, a grandiose city, and a brooding devil.
FYI We are on this map now - https://docs.google.com/drawings/d/11fSW6XRH6HZMQ1S5UTt9nQiJ4tTvoaAkQqFyg6Z iDm8/edit
I will try to put the stone disks in place . Happy female on top (of course), city in middle, brooding devil on the bottom.
I am terrible at these things. I play Uncharted on PlayStation and it has puzzles like this. That I can never solve.
Buchart |
GM Pablo wrote:Well if you take 10 or 20 you don't roll...so will use your roll. You do not see any traps.
Fernleaf notices three circular stone disks stacked neatly against the east wall by the door. The stones represent a happy looking female child, a grandiose city, and a brooding devil.
FYI We are on this map now - https://docs.google.com/drawings/d/11fSW6XRH6HZMQ1S5UTt9nQiJ4tTvoaAkQqFyg6Z iDm8/edit
I will try to put the stone disks in place . Happy female on top (of course), city in middle, brooding devil on the bottom.
I am terrible at these things. I play Uncharted on PlayStation and it has puzzles like this. That I can never :solve.
Fernleaf, you are the bomb!
Pun intended!
GM Pablo |
When the door opens the three disks pop back out.
GM Stuff: 1d20 + 11 ⇒ (8) + 11 = 19
GM Stuff: 1d20 + 11 ⇒ (15) + 11 = 26
Fernleaf descends down the spiral staircase finding no traps.
(Map Updated)
This room is split by a long, ten-foot-wide stone walkway, extending sixty feet east to west between two spiral staircases. Two ladders rest on the north side of the walkway and two more on the south, leading down into a fifteen-foot-wide trench twenty feet below. These sub-rooms are filled with objects ranging from decrepit suits of rusted armor, to piles of rotting furs, and to various over-stuffed footlockers.
This looks spacious!
Fernleaf Ivy |
Let's scope this place out from stem to stern. We should catalog it all and make a big list. I am not convinced that there aren't other bad things down here, so we can do that later. But scope scope scope, nonetheless. Watching out for traps, secret and hidden doors, magic items and valuable items in the piles of stuff. And Alchemy equipment.
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
GM Pablo |
As you move in two bipedal creatures appear from nowhere. They wield a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.
KN Planes to identify
Anaba Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Buchart Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Cela Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Fernleaf Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Rolande Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Sekkim Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Creatures Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Cela & Fahari
Anaba
Buchart
Creatures
Sekkimm
Fernleaf
Rolande
Anaba |
So before we descended into the depths, did someone scope out the surrounding area around the house or the outhouse? I was curious to get more info on the surroundings on the house.
BEASTS! Do you speak?
To my group. IF they are foes, you all move you asses so I can attack!
Diplomacy: 1d20 - 1 ⇒ (12) - 1 = 11
GMPablo |
So before we descended into the depths, did someone scope out the surrounding area around the house or the outhouse? I was curious to get more info on the surroundings on the house. BEASTS! Do you speak? To my group. IF they are foes, you all move you asses so I can attack! Diplomacy: 1d20 - 1 ⇒ (12) - 1 = 11
sorry thought I had replied to that.
You scoped out the woods in the back and saw nothing. Fernleaf used the facilities (outhouse). Looks like they were used a little recently, but not much in last 10 years. Nothing else of interest upstairs either. This is the only trail to follow.-Posted with Wayfinder
GM Pablo |
Fahari steps up and misses.
Sekkimm recognizes these creatures as Barbed Devils, but not any more information.
AOO on Anaba as she moves through threatened square
Barbed Devil #2 Glaive: 1d20 + 11 ⇒ (14) + 11 = 251d10 + 6 ⇒ (6) + 6 = 12 If hits Infernal Wound (SU) Bleed damage 2 points each round until cured (DC17 Heal Check or DC16 Caster check is using healing spell)
Hits for 12 (bleeding 2 each round until healed)
Anaba Attacks and hits Devil #2 for 20 - 5 DR = 15
The devil shouts in Infernal
1=Sekkimm 2=Rolande
Barbed Devil #1 Glaive: 1d2 ⇒ 11d20 + 11 ⇒ (9) + 11 = 201d10 + 6 ⇒ (10) + 6 = 16 If hits Infernal Wound (SU) Bleed damage 2 points each round until cured (DC17 Heal Check or DC16 Caster check is using healing spell)
Hits Sekkimm for 16 (bleeding 2 each round until healed)
The other devil shouts back in Infernal
Barbed Devil #2 Glaive: 1d20 + 11 ⇒ (19) + 11 = 301d10 + 6 ⇒ (2) + 6 = 8 If hits Infernal Wound (SU) Bleed damage 2 points each round until cured (DC17 Heal Check or DC16 Caster check is using healing spell)
Hits Fernleaf for 8 (bleeding 2 each round until healed)
Buchart
Cela (on delay)
Sekkimm -16 (Bleed 2)
Fernleaf -8 (Bleed 2)
Rolande
Fahari
Anaba -12 (Bleed 2)
Barbed Devil #1
Barbed Devil #2
GM Pablo |
Cela comes out of delay and casts a healing spell (no wand) within 5' of the devil which allows an AOO.
Barbed Devil #2 Glaive AOO: 1d20 + 11 ⇒ (8) + 11 = 191d10 + 6 ⇒ (4) + 6 = 10 If hits Infernal Wound (SU) Bleed damage 2 points each round until cured (DC17 Heal Check or DC16 Caster check is using healing spell) hits for 10 Points make a DC21 Concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. 1d20 +5 + 5 Level 5 + 5 Wisdom bonus. If you use wands while in combat they do not generate Attacks of Opportunity.
Buchart
Sekkimm -16 (Bleed 2)
Fernleaf -8 (Bleed 2)
Rolande
Fahari
Anaba -12 (Bleed 2)
Barbed Devil #1
Barbed Devil #2
Cela -10 (Bleed 2)
GM Pablo |
Oh, Buchart cast shield without an AOO? It's on, then. Move 2 squares right, then haste Anaba, Buchart, Rolande, Fernleaf, and the Cat.
-Posted with Wayfinder
Forgot the 10' Reach with the Glaive!
Barbed Devil #1 AOO BUchart Glaive: 1d20 + 11 ⇒ (14) + 11 = 251d10 + 6 ⇒ (4) + 6 = 10 If hits Infernal Wound (SU) Bleed damage 2 points each round until cured (DC17 Heal Check or DC16 Caster check is using healing spell) Hits Buchart for 10!Buchart make a Concentration check or lose the spell.
Sekkimm Hastes everyone!
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Fernleaf attacks, but there is no Flank. Hits (adding +1 for haste) on the second attack, but the damage does not pass the DR (no 2d8 bonus for flank) You have 2 more attacks from haste.
Fernleaf -8 (Bleed 2)
Rolande
Fahari
Anaba -12 (Bleed 2)
Barbed Devil #1
Barbed Devil #2
Cela -10 (Bleed 2) - Make Concentration Check DC21
Buchart -10 (Bleed 2) - Make Concentration Check DC21
Sekkimm -16 (Bleed 2)
Anaba it is large enough to be enlarged. If you cast lead blades you lose the two attacks this round and will take an AOO from getting your wand out.
Buchart |
Oh, Buchart cast shield without an AOO? It's on, then. Move 2 squares right, then haste Anaba, Buchart, Rolande, Fernleaf, and the Cat.
-Posted with Wayfinder
Actually, Buchart has Combat Casting (+4 when casting defensively) and always casts defensively (-4)!
Rolande Deerborne |
Damage: Pistol + Up Close and Deadly: 1d8 + 6 ⇒ (4) + 6 = 102d6 + 1 ⇒ (2, 5) + 1 = 8
Damage: Pistol + Up Close and Deadly: 1d8 + 6 ⇒ (4) + 6 = 102d6 + 1 ⇒ (3, 2) + 1 = 6
Damage: Pistol + Up Close and Deadly: 1d8 + 6 ⇒ (4) + 6 = 102d6 + 1 ⇒ (1, 2) + 1 = 4
add +1 for haste and +6 to damage x3 (for the above forgot to add it in) 21 extra.
Sekkim |
i dont appear to have concentration oops!
It's not a skill it's like caster level plus casting stat plus 1d20, with a target of 15 plus twice the spell level. When concentration was a skill in 3rd edition it was too easy to boost it to where the check was trivial.
I'm not supposed to need combat casting. You guys are supposed to keep them off me *grin*.
-Posted with Wayfinder