The Way of the Wicked (Inactive)

Game Master HighonHolyWater

You, some of the worst criminals of Talinguarde, await your sentence. Shall you meet your end? Or does Asmodeus have other plans, to use you to burn down Talinguarde perhaps...

Map of Branderscar
The Nine Lessons


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Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Yzera raises her hand before Rosemary walks in.
Why risk whatever might be in there. If you can see and know how to use a bow, use mine to shoot the egg.

Hopefully this will stop Rosemary, will have to wait on her response.


Your Narrator

Technically you guys have to go through this room anyway

Rosemary walks into the room up to the stand that the obsidian egg sits on and throws it to the ground. The fragile obsidian instantly smashes into many pieces and the darkness is broken revealing the room to all. Periodic holes spaced evenly all around the room in the stone of the floor and two doors that are visibly bared and will take some effort to unbar.

A hissing screaming sound almost akin to a curse can be heard from the floor and a red coloured mist, looking like blood seeps from the floor and quickly fills the room reducing visibility. treat as 20% miss chance

Initiative:

Carnadine Init: 1d20 + 0 ⇒ (15) + 0 = 15
Kelvar Init: 1d20 + 1 ⇒ (15) + 1 = 16
Rosemary Init: 1d20 + 0 ⇒ (1) + 0 = 1
Yzera Init: 1d20 + 3 ⇒ (13) + 3 = 16
Creature Init: 1d20 + 8 ⇒ (17) + 8 = 25

Round 1
Creature - Yzera - Kelvar - Carnadine - Rosemary

Attack on Rosemary: 1d20 + 7 ⇒ (5) + 7 = 12 bleed: 1d6 ⇒ 3 con dmg: 1d3 ⇒ 1 1d8 ⇒ 2

Something ascends out of the floor besides Rosemary, sliding past her armour seeking out the pulsing veins near her skin slicing them open and absorbing her blood into itself. Before she can react it seems to shiver excitedly before sliding back beneath the floor out of sight.
Rosemary takes 3 bleed damage/round and 1 con damage(not bleed).

Dungeoneering DC 15:

A Vampiric Mist! This aberation can sense blood in the same way as using the scent ability and it has darkvision.

Dungeoneering DC 20:

It is resistant to non magical weapon attacks and is immune to precision damage and critical attacks but is vulnerable to fire! It's Misty Form can also temporarily spread out around it causing a red haze in 20ft. radius that it is immune to.

Dungeoneering DC 25:

It's touch attack will drain blood and damage Con while healing it making it faster if it heals over max HP.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

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

Yzera, from the back of the group, calls out.

What the heck? Vampire mist? Use fire, or magic weapons if you have any.

With that, she steps into the room, raises her hands to form an arc before her and speaks arcane words in you have never heard from her before. Suddenly, a wall of flame springs forth from her hands, burning through the mist and filling the room with the acrid smell of burned blood.

Cast Burning Hands
Damage: 2d4 ⇒ (3, 1) = 4 <-- +50% if vulnerable


Anti-Paladin 2//Magus 2 | HP 20/23 | AC 14/10/14 | Fort +7 | Ref +3 | Will +5 |

With a painful groan as the her lifeforce wanes slightly, Rose infuses her blade with magical power and swings at the mist attack: 1d20 + 6 + 1 - 2 ⇒ (14) + 6 + 1 - 2 = 19 Damage: 1d8 + 10 + 1 ⇒ (1) + 10 + 1 = 12 and lashes out with lightning.

Shocking grasp.Touch attack: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 2d6 ⇒ (1, 6) = 7


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Without any way to damage the mist, Carnadine moves to one of the sets of doors and starts struggling to unbar it.

Strength check: 1d20 + 4 ⇒ (4) + 4 = 8


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Moving into the mists, Kelvar touches Rosemary with his wand, giving her the ability to regenerate lost health.

Wand of Infernal Healing on Rosemary.


Your Narrator

Round 2
Creature - Yzera - Kelvar - Carnadine - Rosemary

Yzera sends flames out from her hands into the misty room. The entire room seems to catch on fire for a few seconds as the flames ignite the vulnerable mist. Everyone can feel the heat and gets a little singed. It even seems to spread to the space under the floor and more hissing screams can be heard by the creature.
Everyone takes 2 nonlethal damage from all the flames. Creature takes 3 lethal.

With the mist in the room now gone Kelvar moves to Rosemary and she flails her weapon around and Carnadine rushes to a door (which will take a full round action to unbar).

The creature screeches again and this time comes back above the floor next to Carnadine.
Attack on Carnadine: 1d20 + 7 ⇒ (4) + 7 = 11
Unfortunately the semisolid misty creature is not able to get past Carnadine's defenses as he dodges away from it's seeking tendrils. It clearly does not want to allow anyone to escape so easily.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Carnadine understands the mechanism and takes the time to unbar the door.

full round action


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Drawing upon the gifts bestowed by Asmodeus, Kelvar cast a spell to enhance his weapon with magical energy, and then created a double of himself to draw the creatures ire.

Standard: cast Magic Weapon
Move: activate copycat power

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Round 2
Hearing the creature scream, Yzera moves into the room and once more raises her hands, calling upon the arcane magic within her to destroy the strange vampiric mist.

Move to AA15 (20' to the right, I cannot move on the map)

Cast Burning Hands aiming directly north (should hit the mist, but none of the party.)

Damage: 3d4 ⇒ (3, 1, 3) = 7 <-- use 1 Arcane Reservoir point to increase caster level by 1
--> +50% if vulnerable, DC14 reflex for 1/2 damage

Burn creature, burn. The anger and annoyance in Yzera's voice is readily apparent.


Your Narrator

reflex: 1d20 + 5 ⇒ (14) + 5 = 19
The misty creature slides out of the way of the flames reducing the amount that washed over it. It screams in pain. As Carnadine tries to unbar the door it takes the opportunity(AoO) to attack.
Attack Carnadine: 1d20 + 7 ⇒ (11) + 7 = 18 Bleed: 1d6 ⇒ 6 Con dmg: 1d3 ⇒ 1 1d8 ⇒ 7
6 bleed and 1 con damage
Through the pain and blood loss he is able to lift the bar and the door to the north is now unlocked.
Rosemary attack: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 1d8 + 10 ⇒ (7) + 10 = 17
Rosemary moves and slashes at it carving a gash through the soft foamy body but it seems to shrug off some of her considerable damage from teh strike.

Round 3
Creature - Yzera - Kelvar - Carnadine - Rosemary
Carnadine takes 6 bleed this round

It turns around again at Rosemary, seeming to curse at her and attacks with its tendrils, trying to seek out her blood again to feed it.
Attack Rosemary: 1d20 + 7 ⇒ (18) + 7 = 25 Bleed: 1d6 ⇒ 4 Con dmg: 1d3 ⇒ 3 1d8 ⇒ 5
Rosemary 4 bleed and 3 more con damage
The vampiric tendrils tighten around one arm and slice open her skin, drawing from her blood stream deeply before she can slice off the tendrils and pull her arm away.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Seeing the tendrils wrapping around Rosemary's arm, Kelvar runs up to the creather and strikes at it with his enhanced weapon, hoping to drive it off.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

He then yells at Rosemary, "Move through the door Carnadine has opened!"


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Round 3

Carnadine reaches deep for the reserves from the Supreme Lord of Darkness and opens the door.

swift touch of corruption: 1d6 ⇒ 4
4 HP healing stops Bleed damage?
move action to open door
move action to grab greatsword

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Round 3
Unsure what else to do, and with the strange mist creature still between her and the newly opened portal, Yzera continues to use her new magic hoping to put an end to this strange creature.

Cast Burning Hands directed straight north which should hit the creature, but miss all party members.

Standard: Cast Burning Hands, use 1 Arcane Point to increase CL by 1
Damage: 3d4 ⇒ (2, 4, 3) = 9 <-- +50% if vulnerable, DR14 Reflex for 1/2

Burn, burn creature.


Your Narrator

Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
The creature moves with speed, dodging both Kelvar's attack and some of the flames roaring his way.

As Carnadine opens the door to reveal another hallway beyond, our vampiric mist hisses anew.

Rosemary's attack: 1d20 + 6 ⇒ (1) + 6 = 7
Rosemary slices at the creature but the attack goes wide.

Round 4
Creature - Yzera - Kelvar - Carnadine - Rosemary

Attack Carnadine: 1d20 + 7 ⇒ (16) + 7 = 23 bleed: 1d6 ⇒ 1 con dmg: 1d3 ⇒ 2 1d8 ⇒ 1
The creature attacks Carnadine again, draining some of his lifeforce but unable to get a solid grip.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Round 3

Carnadine enters the hallway and again taps the deep reserves from the Supreme Lord of Darkness.

withdraws into hallway, ie no AOO
swift touch of corruption: 1d6 ⇒ 3
Heals 3 HP to full, but down 3 Con


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Adopting a defensive posture, Kelvar shouts, "I'll cover the escape! Yzera, Rosemary, move!"

Fight Defensively for -4 attack and +2 AC.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

DM Holy Water, don't forget Rosemary has fast healing from my wand.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Feeling drained, Yzera goes into a defensive posture and then proceeds to move past Carnadine and into the passage.

Total Defense: AC21

Move past party and into the passage.


Anti-Paladin 2//Magus 2 | HP 20/23 | AC 14/10/14 | Fort +7 | Ref +3 | Will +5 |

With a nod, Rose moves past the mist through the door, touching it with corruption as she moves on. Touch attack: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d6 ⇒ 6


Your Narrator

AoO on Yzera: 1d20 + 7 ⇒ (20) + 7 = 27
confirm on Yzera: 1d20 + 7 ⇒ (16) + 7 = 23 bleed: 2d6 ⇒ (5, 6) = 11 con dmg: 1d3 ⇒ 1 1d8 ⇒ 2
O_O 1 con dmg(decided it doesn't crit from the ability description). 11 bleed NEXT round, since bleed happens at the start of your turn.

The creature lashes out, determined not to let anyone escape. Almost completely ignoring everyone else it sends out many more tendrils than before as Yzera tries to move past it. They hit their mark sliding past her armour and finding some major arteries, slice in. She moves too quickly for much blood to be gorged but the damage is done and she begins to bleed.

Everyone else gets out of the room and into the hallway, past the creature which stays at the open door, screeching horrible sounding curses in it's language.

Combat is over if you don't go back to fight it for now.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

How much damage did Yzera take in total?


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Pulling out his wand again, Kelvar touches Yzera with it, giving her the gift of Infernal Healing.

Fast Healing 1 for Yzera for 10 rounds.


Your Narrator

Just 11 bleed and 1 Con dmg. Which means if you wait a minute you will be almost fully healed from Infernal Healing


Anti-Paladin 2//Magus 2 | HP 20/23 | AC 14/10/14 | Fort +7 | Ref +3 | Will +5 |

"It seems it can't move outside of the room. I could try to kill it with spells, but I think that maybe I shouldn't waste my spells." Rosemary looks at her comrades quizzically and then back to the mist with spite.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

"There's another door out of that room. We may need to go through there. However, we could find more resources in here to fire it. I say we move forward." Carnadine offers.

Does this ability damage heal faster than normal? If not, it sucks. Cheers


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

"Let us see what other fire-based resources we can perhaps find. That may prove the more effective option. I do not know that we managed to cause it significant injury."

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Not that it really matters with the fast/infernal healing, but doesn't the damage from bleed not take effect until the beginning of my next turn/the beginning of the injured players next turn? I know it is strange, but this creature just has bleed damage I believe, and not normal damage. If it takes effect the next round, and each round thereafter, then the fast healing in-between should negate the bleed damage.

Looking a little drained for the unexpected hit, Yzera looks over at Rosemary:
I can try freezing it. Will not do much damage, but I can do it all day. Of course if it goes back in the grate, I doubt I will be able to hit it.

Yzera will cast Ray of Frost, to see if it effects the creature.


Your Narrator

everyone's turn was used up by getting out of the room. No one could heal you until next round anyway and since you went first the bleed happened.

And no... I know of no ability damage that heals faster than normal. Nice try though.

Yzera ray of frost ranged touch attack: 1d20 + 6 ⇒ (12) + 6 = 18 1d3 ⇒ 3

The creatures misty form struck by the frost ray freezes and cracks, seeming to be affected normally. Soon after, it returns below the floor, sifting itself through the holes.

Above the new door is another of these 'Lessons' the Cardinal wanted you to learn.

"Cruelty is a tool not a pastime. Be ruthless to thy enemy but reward those who serve thee well."


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

While everyone contemplates the lesson, Carnadine suggests, "everyone, heal yourself as much as you can."


Your Narrator

moving on...

With the danger removed you all turn to observe the new door. The next lesson's inscription above it.

"Cruelty is a tool not a pastime. Be ruthless to thy enemy but reward those who serve thee well."

It is unlocked and opening it reveals another stone room. There is only one thing in this room – a torturer’s rack. This cruel implement is functional and ready for use but currently empty. The chamber is lit by an oil lantern that hangs from the center of the room. There is nothing else obvious here.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Yzera looks into the room as she mulls over the lesson:
Cruelty is a tool, not a pastime? . . . Be ruthless to thy enemy, but reward those who serve thee well?

She then looks to her companions:
He Who Walks In Blood prefers a swift kill, so clearly that rule is not my Lord's.

Ruthless and reward. Perhaps it is directed to make sure that one's enemy should be left dead, but is the enemy is willing to turn, then reward them to secure their loyalty?


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Carnadine looks around and detects for Magic.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8


Your Narrator

No magic is detected in the room.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

"I believe that 'cruelty is a tool not a past time' means that you should not be cruel out of hand, but only when it will accomplish something. The second part, I believe, means to show no mercy to those who oppose you, but not executing underlings for failure."

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Yzera looks over at Kelvar:
Failure has many meanings. Betrayal is failure and would clearly require execution by all but the weakest. You reward those who serve well, failure is not being served well.


Your Narrator

oops! Forgot I made an edit to the AP here and well, edit incoming for Carnadine's detect magic.

Carnadine detects a magical aura coming from the torturer's rack but is unable to determine anything else. without the know:arcana skill.

Detect magic + Knowledge(Arcana) DC17 + Spellcraft DC18:

The Torturer's Rack is identified as a Rack of Truth. Strapping a creature to the table subjects the subject to the effect of a Zone of Truth spell as long as they are on the table(DC 12 will save). A successful intimidation check to demoralise the subject will give an extra -2 penalty to the save against this item only.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

"Betrayal is not a failure, it means they are now your enemy, and ruthlessness must be applied. You do not reward underlings who fail, but you don't execute them on a whim either. One does not throw away a useful tool."

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Knowledge(Arcana): 1d20 + 7 ⇒ (4) + 7 = 11
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

FWIW I was going to post this yesterday but had parenting delays.

Responding to all the brainstorming about the lesson, Carnadine says, "And how does all that translate into action?". He sets down his greatsword and lays down on the rack.


Anti-Paladin 2//Magus 2 | HP 20/23 | AC 14/10/14 | Fort +7 | Ref +3 | Will +5 |

Rose moves up and straps him in. Smiling she says, "This is getting interesting."

Can the rack be activated in any way?


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

"I'm in good hands." Carnadine grins at Rosemary.


Your Narrator

right now you have no idea how the magical part of it works. The physical tools are torturously obvious. Carnadine must roll a will save though.
we have had 1 perception roll. Anyone else checking out the room?


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Will save: 1d20 + 7 ⇒ (8) + 7 = 15


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

As Carnadine lies on the rack, Kelvar examines the rest of the room

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Ignoring the dhampir as he plays with the iron maiden, Yzera begins to slowly make her way about the room looking for anything not yet seen.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


Your Narrator

The instant Rosemary fastens the straps for his wrists and ankles, Carnadine feels a force grope his mind but manages to resist whatever effect had been activated and simply lies there. Effectively pinned and tied, Condition: Helpless.

The room seems entirely void of anything else useful or interesting for this lesson.


Anti-Paladin 2//Magus 2 | HP 20/23 | AC 14/10/14 | Fort +7 | Ref +3 | Will +5 |

Perception: 1d20 - 1 ⇒ (3) - 1 = 2

Rose is much to interested in the delectable situation with Carnadine to notice much else.

Rose begins to peruse the tools.

"Anyone have any suggestions?"

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Yzera calls over to Rosemary:
Whatever you want to do, but be quick, we are on a clock to finish this.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

"Yeah. Nothing happened to me, so this obviously is not the key to the lesson. Release me before something attacks us." Carnadine concludes.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Kelvar continues studying the room with his magic sight, trying to learn more of it's function.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

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