| Dain GM |
Dain GM, Red started from square R:11 and moved 30 ft in surprise round and then 60 ft (double move) in round 1. That's 90 feet. If she's currently on C:7, then she moved at least 110ft. Did you have her runx3 instead of a double move? Your narrative only mentioned she moved quickly as she could.
Well, I'm pretty sure I did my math correctly, but let's see...
She has a total of 90 Squares
Surprise Round – 30 Squares starting at R:11 - starts when party reaches line G.
Square 1 = Q:10
Square 2-6 = L:10
Round 1 = 12 Squares starting at L:10
Square 1 – Takes 5 feet to move diagonal K:9
Square 2, 3 – Takes 10 feet to move diagonal to J:8 for a total of 15 feet
Square 4 – Takes 5 feet to move diagonal to I:7 for a total of 20 feet
Square 5, 6 – Takes 10 Feet to move diagonal to H:6 for a total of 30 feet
Square 7 – Takes 5 feet to move diagonal to G:5 for a total of 35 feet
Square 8 – Takes 5 feet to move to F:5 for a total of 40 Feet
Square 9 – Takes 5 feet to move to E:5 for a total of 45 Feet
Square 10, 11 – Takes 10 feet to move diagonal to D:6 for a total of 55 Feet
Square 12 – Takes 5 feet to move diagonal to C:7 for a net of 60 Feet
The bowl itself is not actually 10 feet square – it’s smaller than that, allowing her to move past the bowl via a diagonal (the map should indicate it’s smaller than 10 feet; the proportions are there).
However; even there was confusion on the size of the bowl and it was assumed to be 10x10 squares exactly that just means D:5 on Square 10 for a total of 50 Feet
Then she'd move Take 10 feet to move diagonal to C:6 for a total of 60 feet.
If there was confusion on the size of the bowl then that's my bad for not clarifying that.
That said, she can be at C:6, that's totally fine.
However; I'm a little confused why you thought that would take 110 feet to move that far, was there something I missed?
There were no traps on the ground. You indicated you moved up to J:11 and stop there to search for traps; and while searching for traps at that distance would have penalties, you didn't find any traps.
Once you determined you didn't see any traps, you then said you'd move forward to continue your search, I assumed that you would have reached line G at some point.
So to clarify - she would not have been possessed until you had moved to line G - as soon as you moved to that point she moved up for 30 feet. At this point you rolled Initiative - if you don't want to be as far forward as line G she would not have been possessed and moved up - but whenever you had decided to move to line G is when she would have been possessed and started her movement. This is why I had you, Hedran and Cas halted at line G when she move initially.
Given that I had moved you up first instead of moving you over first, I had you on line G:11 when she was possessed. You might have been at G:8 though it's possible you would have been at something like G:14 as you indicated you were searching the right passage first, but I put you in the middle to search. If you, Cas of Hedran wanted to be at another grid on line G when the possession started, that's totally cool.
But in any case, you were able to trip Red.
Tairin's whip lashes around Red and she trips and falls.
However, her fall somehow takes her head first into the bowl.
Thick red blood which had lain in the bowl splashes out when she lands in it.
Fallen into square D:6.
At this time Caslav runs up and is able to see via Perception the following -
The blood in the bowl does not seem to splash properly - it looks thick; very thick - more like syrup than blood. You notice, to your horror, that the blood now seems to be moving...
| Dain GM |
Hedran moves forward to pull Red back into the group.
[dice=Do I need to roll a CMB?]d20+3
Moving you to E:6 to reach Red. At this point you did need to roll the CMB to grab her, as even though she has tripped and fallen into the bowl, she is still possessed and fighting against you.
You are, however, thanks to both Tairin's trip and your Natural 20 able to pull her out of the bowl so she is not drowning with ease; further, I'm ruling you have her Pinned at D:6 at this time.
Bjeorn can still move, then it will be the other side's turn...
| Dain GM |
"Red, we're here" - Hedran looks into the woman's eyes once he has her pinned down - "We're not going anywhere, and when we leave, you are coming with us" - and smiles - "Whatever is in there with you can eat s&#~"
When you look at Red's eyes you realize they have rolled into the back of her skull. You can see nothing but the whites of her eyes staring hard at you.
Botting for BJEORN
Realizing his friends are in trouble, Bjeorn simply moves up closer to K:5.
Round 2
Red now seems to go limp in Hedran's arms.
Cas and Tairin - as Hedran comforts Red you now see that - to your horror - the blood that has splattered from the bowl seems to be moving across the ground like a thick, gel-like substance. It rushes to the side of the bowl and seems to slide up the rim even as the inside of the bowl spouts out a bleak, crimson geyser.
The burst of carmine lands on C:3 and rises from the ground, coalescing into a hideous, humanoid shape which seems like it is a mass of constantly oozing and dripping blood which rises and swirls together into a monstrous mass.
Your turn...
| Caslav of Lamu |
Round 2
Wide-eyed and shaking, Caslavs draws his sling and loads it. Spinning his weapon alongside him, he lets loose with a bullet aimed at the monstrous blood-thing, though his aim seems to suffer for his nerves.
Attack, sling: 1d20 + 3 ⇒ (8) + 3 = 11
Damage, sling bullet: 1d4 ⇒ 3
Standard: attack with sling; Move: draw sling; Swift: none; Free: 5-ft step.
| Dain GM |
Round 2
Wide-eyed and shaking, Caslavs draws his sling and loads it. Spinning his weapon alongside him, he lets loose with a bullet aimed at the monstrous blood-thing, though his aim seems to suffer for his nerves.
[dice=Attack, sling]1d20 + 3
[dice=Damage, sling bullet]1d4Standard: attack with sling; Move: draw sling; Swift: none; Free: 5-ft step.
The stone misses the target and it turns what seems to be its face and stares at you hungrily.
Feel free to make a Free Action for this Knowledge Check
The creature seems to be a Blood Golem... Such a thing would easily destroy your entire party, but - luckily - this one seems to be a much smaller version of one and - you suspect - its powers are weaker than a normal version; but how weak? As of now, you do not know...
| Caslav of Lamu |
"A blood golem!" the youth gasps. "Small, maybe even unfinished - we might stand a chance..." He looks anxiously at Tairin and Bjoern.
Knowledge (dungeoneering): 1d20 + 8 ⇒ (12) + 8 = 20
| Tairin of the Veils |
Round 2
Looking bewildered at the creature made of blood and hearing Caslav say it was a blood golem and that they stood a small chance against it, Tairin did not know what to make of it or what powers it possessed.
"I've never seen such a creature. I do not want to touch it, let alone have it touch me. Withdraw, toward the door behind the statue (A:13). Someone carry Red." Hoping, in the back of her mind, that it would simply turn back to liquid and return to its bowl once it was not threatened.
Tairin moved backwards, eyes on the creature and then around the other side of the altar toward the door she had seen earlier. She directed her four light orbs to move with her. Tairin cast her eyes to the stone floor - looking to see if there were traces of footprints leading to this door and listened for sounds coming from beyond the door.
Double Move to get to C:14.
Perception for noting any foot marks on the dusty floor leading to rear door or sounds coming from beyond the door: 1d20 + 6 ⇒ (17) + 6 = 23
Party: If you'd rather take another tunnel or retreat back to the passage we came through, that's fine - just rp it out and we can go from there...
Dain GM, we (Tairin, Caslav & Hedran) searched for a trap on this door earlier. Our combined Perception check for traps there was (26+2+2=30). Did we discover anything?
| Caslav of Lamu |
I don't know that we actually got to search that door; I believe as soon as we came within 10' of the altar Red made her move and we were unable to make any of our examinations past the floor in front of the altar (link).
| Tairin of the Veils |
The checks should still be valid, though. Dain can let us know, if he allows the checks to stand or whether we need to roll them anew.
| Dain GM |
The checks should still be valid, though. Dain can let us know, if he allows the checks to stand or whether we need to roll them anew.
Your checks do stand - however; typically you would search for a trap while adjacent to it - so, for example, searching a treasure chest while having the chest next to you, or searching a door while standing next to the door. Of course, you can still search from a distance, but there are penalties in place for doing so based on distance.
You were at J:11 when the search was made - at this time you are confident that the door is not trapped - and you do not hear anything coming from beyond the door.
Remember, too, Hedran has Red pinned; but she is currently struggling. So if you want to carry her you have to remember that it won't be easy to do so - that will require the appropriate checks.
Regarding your checks in the dust? It's hard to say via your Perception Check; using Survival to search/analyze tracks earlier would have really helped your party out; as it stands, you can't really make out the details of the tracks in the dust as the altar is blocking the floor in front of the door from where you're standing.
Also, even if the door is not trapped, it may still be locked which could prevent you from escaping.
However, you seem to remember earlier that the dust around the altar and the space to the right of the altar - you wonder if the people who came before had pilfered goods from the altar itself, but it's hard to tell at this time as things are somewhat chaotic with the Monster is still before you and ready to attack.
You think you could charge down either of the east/west passages, but you don't know what is down them. Also, you could move fast south but if you did you'd end up the ledge to the drop-off into the pit.
The monster is still before you; currently you all have your Full Move Actions to take if you'd like. What would you like to do?
| Dain GM |
-- Round 2 --
Hedran carries Red out of there, toward Tairin - "What of Red? Whatever is affecting her is definitely coming from here - we have to try" - he says through gritted teeth.
Currently she's pinned; if you want to try to carry her, you can do so. Normally that would require you to maintain a Grapple Check - for even while she is tied up, she is still kicking/struggling and trying to get out.
However, at this point I'm just going to say you can carry her wherever you like; but at this point I'll just negate all that and I'll rule that as of now you can carry Red, but you're left with only a Move Action for the remainder of this round from your current position.
| Hedran |
Hedran wrote:-- Round 2 --
Hedran carries Red out of there, toward Tairin - "What of Red? Whatever is affecting her is definitely coming from here - we have to try" - he says through gritted teeth.
Currently she's pinned; if you want to try to carry her, you can do so. Normally that would require you to maintain a Grapple Check - for even while she is tied up, she is still kicking/struggling and trying to get out.
However, at this point I'm just going to say you can carry her wherever you like; but at this point I'll just negate all that and I'll rule that as of now you can carry Red, but you're left with only a Move Action for the remainder of this round from your current position.
Deal!
| Tairin of the Veils |
Free action
-- Round 2 --
Hedran carries Red out of there, toward Tairin - "What of Red? Whatever is affecting her is definitely coming from here - we have to try" - he says through gritted teeth.
"We don't know what is affecting her right now. And we don't know how to defeat that thing," she called to Hedran. "Right now, it is better we live and then discover what is the cause, rather than fight and die. Move!"
"Can we outrun him?"
"I know naught of such creatures. But do not get too close. Caslav? What else do you know of blood golems?"
| Caslav of Lamu |
Dain GM, does my knowledge check give me any insights into the actual offensive/defensive abilities of a blood golem?
| Dain GM |
Dain GM, does my knowledge check give me any insights into the actual offensive/defensive abilities of a blood golem?
You do not know, though you suspect, that whatever the speed a larger blood golem might have - the speed of this smaller creature is likely to be far faster...
RED - please give me a Willpower Save to see if you can break free from the enchantment. Thanks!
| She Who Knows |
Will Save, Red: 1d20 + 3 ⇒ (16) + 3 = 19
Looks like Red may be back.:)
| Dain GM |
Looks like Red may be back.:)
Red; you blink suddenly and you feel yourself being hoisted over Hedran's shoulder and the sickening feeling of being disoriented from hanging upside down, coupled with a general dizzy feeling akin to falling for a long time then stopping suddenly...
You are awake on Hedran's shoulder at F:11 - you two are occupying the same space at this time. Also, unfortunately, your hands are still bound and you're still gagged...
Samir looks between the monster and Tairin - noting that Tairin is near a door, he moves up quickly to her to aid her in case some hidden threat comes from the other side.
Moves to C:16.
Caslav does his best to attack the Blood Golem, but - alas - his stone has missed the mark.
Currently at C7.
Bjeorn stands ready; his weapon drawn, hoping to buy time for the others to make a retreat to safety.
Currently at D:5.
Blood Golem's Turn
Whether or not the blood golem is using any tactics or merely moving for the first warm body is not known - yet it matters little.
His hideous bulk advances on Bjeorn as the grim Northman stands ready with his weapon in hand...
Attacks Bjeorn
1d20 + 6 ⇒ (11) + 6 = 17
If it hits -
1d8 + 3 ⇒ (7) + 3 = 10
EDIT: I think that may have missed Bjeorn - but in any case, it's now your move...
| She Who Knows |
Red makes some incomprehensible noises and is perhaps gesturing towards Bjeorn, Caslav or the Blood Golem or perhaps not.
Meanwhile, Red is thinking What in the seven hells! Whatever that thing is that is trying to kill Bjeorn it is out of range of my hexes. I must have been possessed again. I hope I didn't have anything to do with that monster's appearance.
| Caslav of Lamu |
Round 3
"I don't remember - don't know - any details, but it's probably fast!" Caslav replies to Tairin as the disgusting creature advances on Bjoern. Now what? Do I flee, or help the northman? He looks between the large warrior and the others, unsure what to do. At least if we slow it down, these others might escape. His mind made up, he grabs his staff in both hands and skirts around Bjoern and the golem to come around behind it.
Now next to it, he feels a strange sense of familiarity with the thing that makes his skin crawl. He snarls in disgust and menaces the creature as best he can with his staff.
Standard & Move: double move to D3 along the north wall, in a manner so as to avoid AoO from golem; Swift: none; Free: talking.
Now providing Bjoern with flank.
| Dain GM |
Hedran puts Red gently on the floor, and draws his bow - "If it can bleed..." - he whispers softly.
Think those are two move actions?
Bjeorn, your blow connects, yet as it does you can feel an almost palatable Resistance to it - as if the creature is somehow able to absorb much of the damage you have done - how much it resisted, you do not know, though you it seems you were able to hurt it.
Hedran - theoretically you can drop a weapon as a Free Action; while Red is not formally a weapon, I'll allow you to put her down as a Free Action so long as you put her down on an adjacent square. This means you're able to attack now, if you'd like...
| She Who Knows |
Red, upon being put down, starts to try to speak then gives up and nods at Hedran. She then moves forward a little and uses the Bouda's Eye hex upon the blood golem.
That is -2 on the golem's AC and Saves for 8 rounds, cut to one round if it makes a DC 15 Will save.
| Tairin of the Veils |
Round 3
From her place near the rear door, which was now strangely closed, Tairin ground her teeth, wondering why the warriors seemed to think fighting was always the answer to every problem. Tairin looked to Samir and gestured she was going to make a move to Hedran. She still held a weapon in each hand.
Directing her four light orbs, Tairin moved back around thirty feet (Move action, now on G:11) to stand beside Hedran but no closer to the Blood Golem. She whispered swiftly to Hedran (Free action),
"We should use the Yadar dagger in your keeping. If you would rather fight with your bow, then give it to me. Red must not touch it."
Going against all sound judgement to remain quiet in this chamber, Please do not let this draw The Keepers, Tairin tugged down the veil a little, and raised her pure voice in beautiful song, hoping to inspire any ally who would listen to greater feats of courage. Standard Action: Starting Bardic Performance: Inspire Courage: an ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
====================
Active Effects: Bardic performance: Inspire Courage first round out of 7 this day. Dancing Lights, duration 1 minute.
Team: Please don't forget the +1 to hit and damage due to Inspire Courage.
| Dain GM |
Red - are you able to use Bouda's Eye while your hands are bound and you're gagged? If yes, please let me know and I'll go from there...
Enemy Round
The blood Golem sees Bjeorn and elects to attack him with a full attack...
Slam attack 1
1d20 + 6 ⇒ (18) + 6 = 24
If it hits -
1d8 + 3 ⇒ (2) + 3 = 5
Slam attack 2
1d20 + 6 ⇒ (1) + 6 = 7
If it hits -
1d8 + 3 ⇒ (7) + 3 = 10
EDIT: One hit, one miss
Bjeorn, you took 3 Damage just now.
The creature gurgles a bit; almost as if it is not only regenerating its loss of blood from the last time it was hit, but now it seems as if it is drawing blood from Bjeorn to heal its wounds even further, to the point that it now seems more hale then it was when you first encountered it...
Your move...
| Hedran |
Tairin's voice comes to Hedran in an almost dreamlike way, softly whispered in his ears, sweet but instilling a very dark and dangerous suggestion.
He pauses to think for a second, then turns a smiling face on Tairin - "You only live once anyway. The Hell with it" - staring at the beautiful woman for a moment.
He then drops the bow and rummages through his backpack for the dagger.
I'm gonna say a Free and a Move actions there?
Then moves into position to flank with Caslav.
"Let's see what this does then" - he grunts at the others, as he joins them in the fray.
No actions left to attack, so only getting into position at E:05.
| Tairin of the Veils |
Round 4
With her pure, inspiring song still filling the chamber (maintaining performance is a free action), Tairin mused, It has to have a Master...Where is its Master? She hoped the song would bolster each allied heart it touched to aid them against the creature.
Tapping Samir on the shoulder, the bard gestured to the slave that she would move back to the rear door (She moves 30 ft to C:14); still curious to see what was behind it and why the door had closed when it had been opened upon their arrival. Was it the wind or is someone hiding beyond the door? She gestured for Samir to follow her, again.
Moving her light orbs with her, and one hovering above the altar itself (at C:13), Tairin took a closer look at the statue of the god as she waited to see if Samir would follow. She held weapons in each hand, ready for any attack. (Standard action: Total Defense. You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action.)
Perception on Statue: 1d20 + 6 ⇒ (5) + 6 = 11 (Anything out of the ordinary? That she may have missed before?)
(Active Effects: Dancing Lights. Bardic Performance (Round 2 of 7 rounds/day): Inspire Courage : +1 vs charm & fear effects, +1 to attack and damage, Total Defense: AC until her turn next round 15+4=19.)
| Caslav of Lamu |
Round 4
Caslav shouts at the blood monster and assails it with a barrage of spokes from his staff in an attempt to distract it from the unarmed Bjoern, to questionable effect.
Aid Another in Combat, Staff / +2 AC to Bjoern: 1d20 + 1 ⇒ (5) + 1 = 6 vs AC 10
+1 competence from Tairin's bardic performance
| She Who Knows |
Red thinks what she can do, comes up with "very little", so delays her action.
| Dain GM |
The statue is for a god of death, that much is clear. What is something you may have missed is that the stone the statue is fashioned out of is rare to this place; you believe it to be obsidian. That a great quantity of obsidian was brought to this place for the statue of some dark god is not overly surprising. However, what strikes you odd is that you seem to recall the hilt of the dagger belonging to the priest had obsidian on it; this could be a coincidence, or it could be a clue that you are getting closer to your intended target.
The creature before Bjeorn attacks him again.
Full Attack
Slam 1
1d20 + 6 ⇒ (10) + 6 = 16
If it hits –
1d8 + 3 ⇒ (5) + 3 = 8
Slam 2
1d20 + 6 ⇒ (5) + 6 = 11
If it hits –
1d8 + 3 ⇒ (8) + 3 = 11
| Bjoern Ghostbear |
While the clumsy swing of the big göadiator missed the abominatian, his opponent was also unable to penetrate past the big warriors defense. Armor, his natural grace and his combat experience all all prevented blood. Spitting on the ground Bjoern unflicked his chain weapon and whirled it once, twice before slamming it towards the golem. attackPA,ce: 1d20 + 9 ⇒ (18) + 9 = 271d10 + 12 ⇒ (2) + 12 = 14
| Hedran |
He was close enough to the creature now to realize its horrific nature, but the fact did not stop him, and Hedran swung the dagger hard, in a slashing movement.
Yadar Dagger: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Damage if it hits: 1d4 + 2 ⇒ (2) + 2 = 4
Not sure if the dagger has any enhancement, but it will probably be a miss anyway. I am rolling awfully in this game, since the start.
| Dain GM |
Bjeorn - your attack does hit; but you do not think it does nearly as much damage as you wished it would. Also, Hedran, your attack does indeed miss, unfortunately. Even so, when you grip the blade you feel a strange thrill run through you...
You are not sure where the voice came from, but you hear it echo in your mind...
There's no stopping what can't be stopped, no killing what can't be killed... You can't see the eyes of the demon, until him come callin'.
The words may be sincere, or they may merely be a twisted whisper mocking you - only time will tell...
At this point I still need actions from Caslav, Tairin and Red...
| She Who Knows |
Red stumbles awkwardly over to where Tairin and Samir are, swearing to herself in various languages.
| Caslav of Lamu |
Round 5
Caslav continues his attempts to impede the golem's attacks against Bjoern.
Aid Another in Combat, Staff / +2 AC Bjoern: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9 vs AC 10
+1 competence from Tairin's bardic performance, +2 from flanking
Standard: aid another; Move, Swift, Free: none.
| Tairin of the Veils |
Sorry, Paizo was down all day yesterday and by the time it was back up, I was heading to bed.
Round 5
Tairin stopped singing. (Used 2 rounds out of 7. Five rounds remain this day.)
The statue and the dagger were both fashioned from obsidian. Once they were altogether, she would share this knowledge with the others.
Watching as Red moved up beside Samir, she looked at the Witch healer, and quietly stated, "Do not make me regret this, Sister." Tairin tugged down the gag, freeing Red's mouth. To Samir she said quietly, "Keep an eye on her and give her no weapons, yet. If you want to unbind her hands, do so, but mark her every move."
She looked across the large chamber to those who fought the golem and shook her head. "Retreat as soon as you can. Follow us."
Tairin transferred both weapons into her off hand and with her true hand began to gesture around herself, laying the hand atop her chest and quietly speaking the words of her spell, "Muqaawama," and feeling the magical energy coat her like a protective barrier.
Gesturing for her light orbs to move forward, Tairin took one last look at the closed, rear door (She's 10 ft from door when doing this, with ample light to see), to ensure it was not trapped (it did not appear trapped upon last inspection),
Perception for traps: 1d20 + 8 ⇒ (16) + 8 = 24
and, then carefully stepped forward ten feet (to A:13) to try to open the door (Not sure if it has some kind of latch or handle etc), determine if the door is locked and bracing herself to walk through it to beyond, if it is not.
Free action: Stop Bardic Performance and speak.
Standard action: Cast Resistance on herself.
Move action: Move 10 ft to the door to try to open it if she doesn't see any traps first.
===============
Active Effects: Dancing Lights (1 minute duration), Resistance on Tairin (+1 resistance bonus on saves for 1 minute), Used up 2 rounds out of 7 of Bardic Performance for the day.
| Dain GM |
To Samir she said quietly, "Keep an eye on her and give her no weapons, yet. If you want to unbind her hands, do so, but mark her every move."
She looked across the large chamber to those who fought the golem and shook her head. "Retreat as soon as you can. Follow us.".
"As you wish, Sadiqua," he says to her with a nod of his head, his weapon still loose in his hand as he watches Red.
Tairin transferred both weapons into her off hand and with her true hand began to gesture around herself, laying the hand atop her chest and quietly speaking the words of her spell, "Muqaawama," and feeling the magical energy coat her like a protective barrier.
Gesturing for her light orbs to move forward, Tairin took one last look at the closed, rear door (She's 10 ft from door when doing this, with ample light to see), to ensure it was not trapped (it did not appear trapped upon last inspection), and, then carefully stepped forward ten feet (to A:13) to try to open the door (Not sure if it has some kind of latch or handle etc), determine if the door is locked and bracing herself to walk through it to beyond, if it is not.
You are nearly 100% sure it is not trapped...
Tairin puts her hand on the door to test if it is locked and discovers that it lifts and she is able to slowly open it if she pushes it...
Once you push it, you're free to enter the next room.
| Dain GM |
Crap - I forgot I didn't post as the bad guy...
The blood golem attacks Bjeorn yet again...
Full Attack
Slam 1
1d20 + 6 ⇒ (10) + 6 = 16
If it hits –
1d8 + 3 ⇒ (3) + 3 = 6
Full Attack
Slam 2
1d20 + 6 ⇒ (13) + 6 = 19
If it hits –
1d8 + 3 ⇒ (6) + 3 = 9
EDIT: It seems that Bjeorn has been hit and now takes 7 damage.
Your move!
| Hedran |
"Damn! It hits hard!" - Hedran growls as the creature mauls Bjoern, attacking again and shaking away other whispers roaming through his head at the moment - Is the dagger REALLY talking to me..?
Yadar Dagger: 1d20 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
Damage if it hits: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
I think this is the worst rolling game for me EVER...
| Tairin of the Veils |
Round 6
Tairin carefully pushes the door open and sends in two of her light orbs, leaving the remaning two behind her.
She looks upon the stone floor inside the doorway (in the new chamber), searching for a possible trap in the floor immediately before her.
Perception for traps: 1d20 + 8 ⇒ (10) + 8 = 18
Tairin, if she feels it is safe, carefully moves inside (5 ft over threshold and then 5 foot to the side=10ft) and with back against the stone wall as precaution, she transfers her scimitar from her offhand into her true hand (she's still holding a weapon in each hand) and remains in a true defensive stance as she looks about the space, using the light from two of her dancing orbs to help her see what is in this chamber.
Perception to see what's in the room: 1d20 + 6 ⇒ (5) + 6 = 11
Move action: 10 ft into room.
Standard action: Total Defense.
===========
Active Effects: Dancing Lights (1 minute duration), Resistance on Tairin (+1 resistance bonus on saves for 1 minute), Total Defense: AC 15+4=19 for 1 round, Used up 2 rounds out of 7 of Bardic Performance for the day (she has ended this from last round).