Trapped Beyond Time (Inactive)

Game Master Rednal

A Mythic Gestalt Dungeoncrawl by GM Rednal.

Current Dungeon Map


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Falchions weight 8 pounds each, for a total of 16 here.

There are no traps to be found on the way towards the door, nor any monsters to be seen along the path. This entrance, heading to the large room closest to the stairs, appears to be locked - and while it would need some skill (DC 25) to pick, it probably wouldn't be totally impossible to get through - and according to the map, there's always the other entrance if you want to try it. The door itself is quite simple, and made of wood rather than any fancier material - it's quite possible to break through it with brute force (DC 15), though the sound might alert any creatures in the area to your presence.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

71 lbs, But the stretchers can carry 300lbs if someone grabs each side. Or someone's body

Asimi leaned against the door listening first.

Perception: 1d20 + 11 ⇒ (18) + 11 = 29

She motions for the others to wait as she headed through the tunnel that would go north and creep its way south searching it also. Making sure to check around every turn before making her way down. She wanted to clear both paths.

Perception: 1d20 + 13 ⇒ (8) + 13 = 21


Nothing can be heard through the door to the room, despite its thin nature and the ability of sound to at least partially penetrate through it.

The other hall is quiet as well, with no creatures and no noteworthy features along the corridor. It seems the entire hallway is devoid of traps as well, though (as marked on the map) there is a door to a different chamber at the very end.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

She would check the door leading into the room on the "map" left. The one they wanted to go into for traps or if it was locked. Once she had that information she would return.

Returning to them she motions that it is clear. Whispering softly to them. "No sound from door, I can pick it." Pulls out her thieves tools.


The door on the map's left (Asimi's right) is untrapped and, apparently, unlocked. This would allow entrance into the room without the trouble of picking the other lock... though it's true that there are those who'd argue having as many doors unlocked as possible is important for a quick escape. Though, those people also tend to be the type who'd remove the door entirely... such is the way of things.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

"Other is unlocked. So who wishes to go down that hall."

She waits to see who would stay with her and who would go to the other door.


Female Half-Elf Vanguard/Sound Striker Arcane Healer Bard | 11/11 HP | AC 16 ((T12/FF14) | F+3 R+4 W+1 | CMD 15 | Ini +2 | Per +5

Alkariani nodded and walked to the other door, pressing her ear against it to try and listen for any movement on the other side before opening it slowly.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

I hope you know I haven't unlocked the other door and don't know who else is with you. So you are opening it before I start unlocking.

Seeing Alkariani leave she motions for the other's to make their decision as she kneels and would start working on the lock.

Disable Device: 1d20 + 10 ⇒ (6) + 10 = 16

She tried to work quietly as she did so.

Stealth: 1d20 + 6 ⇒ (11) + 6 = 17

EDIT: Her first try is unsuccessful. If her lockpicks didn't break she would try again.

Disable Device: 1d20 + 10 ⇒ (3) + 10 = 13

And again

Disable Device: 1d20 + 10 ⇒ (14) + 10 = 24

And again

Disable Device: 1d20 + 10 ⇒ (19) + 10 = 29


After several tries, Asimi is finally able to pick the lock of the door, allowing entry through the northern door as well as the eastern one.

The decor of this room matches the rest of the dungeon - rougher stone walls with a smooth floor beneath, and no monsters on the inside. However, there are two items of notable interest against the western wall of the room. Several barrels filled with fresh, clean water are standing there, apparently not cold enough to freeze despite the overall temperature of the dungeon. To the side of the barrels, somebody has written 'Beware the Shadows'. A few piles of broken stone litter the chamber.

Room #9 cleared. Cleared rooms will be marked on the Roll20 map with a green border to show your progress - when every room has the border, you have cleared the dungeon.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Asimi sighs after it is done. "Well, need practice." She steps into the room and frowns slightly seeing the message. Shadows....were they talking some dark group or the creature. She prayed not the creature. Though she didn't know what they were really she remembered the campfire tales she would listen to that were meant to frighten children.

Walking to the water she sniffs it and tastes it making sure it was pure before filling up her waterskin and drinking her fill.

Walking over to the stone litter she sifts through it looking to see if there was anything of note in it.


Male Human Ranger (Trapper) 1/Wilder 1 (Gestalt) | HP: 12 | AC: 14, T: 11, FF: 13 | Fort: +4, Ref: +3, Will: +1 | CMB: +5, CMD: 16 | Init: +1

Hetra bit his tongue, hiding his face even more as Asimi criticized him. Not saying anything in return, he followed behind her as she continued down the corridors.

Glancing around repeatedly, Hetra kept his mouth shut as he stared around. With the door unlocked, he followed behind Asimi and cautiously examined the barrels. "Shadows?" he asked quietly, glancing at the darker corners of the room. "Ambushes?" The implication seemed obvious, though with this strange world any number of things could happen.


There is nothing of interest within the piles of rubble - they seem to have been formed by someone or something chipping at the walls, but whatever happened seems to have occurred a very long time ago, and evidently nothing came of it. Despite a few chunks missing from the ceiling, it seems as solid as ever, and even the biggest damaged area above shows nothing but more rock.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Asimi would nod to herself and looks at Hetra.

"Could be anything best not to get worked up on it but keep it in mind. Fill waterskins and let us continue on."

She would move to the southern door and steps through. She would examine the door across from it heading into the unknown room to see if it was trapped or locked.

Perception: 1d20 + 13 ⇒ (14) + 13 = 27


The door across from the room with the water barrels doesn't seem to be locked, but from the way it's slightly tilted, you can tell that the door is stuck on its hinges and won't open so easily. The door itself is made of wood, but of better quality than normal - it seems like the only way to get through it is to break it down entirely (Break DC 18), or at least damage it enough over time to make getting through easier.


Male Human Godling (Mighty/Adept) |HP 16| |AC 15, T:11. FF: 14| Fort+6, Rex+3, Will+2| |CMB+5, CMD 16| |Init+1|

Seeing the warning, Tarannis relight his blade chuckling to himself. no shadow to hide in if the room is full of light. Then seeing the jammed door, cracks his knuckles.
I can take care of this. Blade in hand, Tarannis lifts a boot and smashes it into the door.
Strength Check: 1d20 + 4 ⇒ (16) + 4 = 20


At the sound of the door breaking, five enemies within the room whirl around, drawing their weapons and preparing to attack.

Roll Initiative. No Surprise Round. As usual, those who roll above the enemies' roll may act immediately.

Enemy Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Phaenox:
You automatically succeed on the knowledge check below. In addition, you can tell that these are not members of any Drow clan you know of - they seem like nothing more than common house soldiers, but their identification of their house, uniform across all of them, suggests that they are from a real house somewhere and were not simply created within this dungeon.

Knowledge (Local) Check: DC 10:
The enemies are drow warriors, armed with the standard rapiers and crossbows of their people. While not very strong physically, they are quite agile and adept in battle. They have several spell-like abilities, including the ability to create darkness, cast faerie fire, and call forth wisps of light, though they do have a weakness to especially bright lights as a result of their underground habitat.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Init: 1d20 + 2 ⇒ (12) + 2 = 14
Know:Local: 1d20 + 2 ⇒ (8) + 2 = 10

What happens in the case of ties. Do you want us to roll again since init mod is the same?

Having Rapier in hand she kept quiet recognizing drow. This should be interesting.


Yes. ^^ Per standard rules, exact ties with identical modifiers should reroll, applying only to which of them goes before the other.

Initiative Reroll vs. Asimi: 1d20 + 2 ⇒ (4) + 2 = 6


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Initiative Reroll Vs. Enemies: 1d20 + 2 ⇒ (7) + 2 = 9


Vitals:
HP: 9/10 | AC: 11 (15); T: 11 (15); FF: 10 (14); CMD: 10 | Fort: + 3; Ref: +3; Will: +2 | Init: +1; Perc: +5
Abilities:
acid splash 3/3; bombs 6/6; cognatogen 1/1; command undead 8/8
M Human Wizard (gluttony) // Alchemist (mindchemist) 1

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Autopass the Knowledge check


Male Drow Oracle 1(Shadow)

In Undercommon "I don't suppose you lads would be willing to not fight us, and possibly assist in clearing this dungeon?"

Even as he says this, he readies his rapier, which is just smart tactics. 1d20 + 5 ⇒ (3) + 5 = 8 Init


Female Half-Elf Vanguard/Sound Striker Arcane Healer Bard | 11/11 HP | AC 16 ((T12/FF14) | F+3 R+4 W+1 | CMD 15 | Ini +2 | Per +5

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Alkariani hesitated, hand gripping her spear. More of the dark skinned elves, these ones less obviously interested in helping. She wondered if they would attack or could be a potential ally.


Male Human Godling (Mighty/Adept) |HP 16| |AC 15, T:11. FF: 14| Fort+6, Rex+3, Will+2| |CMB+5, CMD 16| |Init+1|

Well, this isn't good. I'm sure my shiny blade has made them slightly angry.
Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Well this just wont do.
Taranis moves to stand alongside his fellow adventurers and prepares to use his lightning arc on the first one that moves to attack them.

If they attack:

Touch: 1d20 + 2 ⇒ (3) + 2 = 5
Electricity Damage: 1d6 ⇒ 6


Male Human Ranger (Trapper) 1/Wilder 1 (Gestalt) | HP: 12 | AC: 14, T: 11, FF: 13 | Fort: +4, Ref: +3, Will: +1 | CMB: +5, CMD: 16 | Init: +1

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

"What? The confused man stands near the entrance, staring into the new room, having followed Asimi over to the other door.

Biting his tongue, Hetra readies his hammer, though if they act immediately they would manage to get past his unprepared guard.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

She moves into the room not wanting to be bunched up with the others in the doorway her rapier in hand.

She doubted they would agree but she would wait readying an attack should they close.


Undercommon:
"With a drow who consorts with surface filth like them? I think now."

Each of the drow raise a crossbow, loaded with a poison-tipped dart intended to capture their enemies, and fires it towards the group. Perhaps as a result of their training over the years, they seem quite calm as they do so, each member taking careful aim at their target. The first one to fire sneers as he dodges the bolt of lightning, having no trouble at all evading it.

Ranged Attack Roll on Taranis: 1d20 + 3 ⇒ (3) + 3 = 6 for Damage: 1d4 ⇒ 2 + Poison
Ranged Attack Roll on Phaenox: 1d20 + 3 ⇒ (6) + 3 = 9 for Damage: 1d4 ⇒ 3 + Poison
Ranged Attack Roll on Alkariani: 1d20 + 3 ⇒ (1) + 3 = 4 for Damage: 1d4 ⇒ 2 + Poison
Ranged Attack Roll on Asimi: 1d20 + 3 ⇒ (3) + 3 = 6 for Damage: 1d4 ⇒ 1 + Poison
Ranged Attack Roll on Thackery: 1d20 + 3 ⇒ (14) + 3 = 17 for Damage: 1d4 ⇒ 1 + Poison

Poison:
Save: Fort DC 13. Frequency: 1/minute for 2 minutes. Initial Effect: Unconsciousness for 1 minute. Secondary Effect: Unconsciousness for 2d4 hours. Cure: 1 save.


Vitals:
HP: 9/10 | AC: 11 (15); T: 11 (15); FF: 10 (14); CMD: 10 | Fort: + 3; Ref: +3; Will: +2 | Init: +1; Perc: +5
Abilities:
acid splash 3/3; bombs 6/6; cognatogen 1/1; command undead 8/8
M Human Wizard (gluttony) // Alchemist (mindchemist) 1

Fort Save: 1d20 + 3 ⇒ (5) + 3 = 8
Second Save: 1d20 + 3 ⇒ (7) + 3 = 10
*Sigh* How many hours?: 2d4 ⇒ (3, 4) = 7

Binx sounds offended as he responds indignantly to the Drow. Before he can finish his sentence, he's unconscious.

Undercommon:
"Seriously!?! What did I ever do to - "


Thackery is unconscious for: 2d4 ⇒ (2, 2) = 4 hours.


Male Human Ranger (Trapper) 1/Wilder 1 (Gestalt) | HP: 12 | AC: 14, T: 11, FF: 13 | Fort: +4, Ref: +3, Will: +1 | CMB: +5, CMD: 16 | Init: +1

Black-skinned pointy-eared humans stood within, frightening similar to the other. Was this all an elaborate trap? Hetra couldn't think of a reason why someone would want to trap him specifically, and he didn't seem important to this group at all as the arrows flew out.

But now they were collapsing and speaking in strange voices, and Hetra seemed to be the only one who wasn't distracted by arrows. And so he did the safest thing he knew how to do.

He breathed deep, closing his eyes as he did so. It was time to simply focus.

Full-Round action to gain Psionic Focus, giving me no immediate benefit.
Should've really done this a long time ago actually...


Female Half-Elf Vanguard/Sound Striker Arcane Healer Bard | 11/11 HP | AC 16 ((T12/FF14) | F+3 R+4 W+1 | CMD 15 | Ini +2 | Per +5

Gasping as the bolt flew past her, and again as the wizard slumped to the floor muttering in the strange tongue of the dark-skinned elves, Alkariani frowned. She had no idea why they were fighting them, but she was no longer especially bothered - she was going to fight back.

"Aviyr Zek!" she snapped and thrust the tip of the spear at the largest group of dark elves she could spot. A snap of electrical energy flew from the tip of the weapon and exploded in there midst, tendrils of electricity raking the area in wire thin sparks.

Damage: 1d4 ⇒ 3
Damage in a ten foot area centered on the largest concentration of Drow the spell can hit, DC13 reflex save for half.


Male Human Godling (Mighty/Adept) |HP 16| |AC 15, T:11. FF: 14| Fort+6, Rex+3, Will+2| |CMB+5, CMD 16| |Init+1|

Seeing the man crumple to the ground after one shot, Taranis shows a brief moment of perplexity. Really, one shot and he's down? Either he's as squishy as he is humorous, or there's more to these terrors than meets the eye. The sudden flash from the elf's spear brings Taranis back to reality. As he moves to follow up her attack, the man lets out a roar of frustration channeling his rage into his swing.
Not sure how wise it is, but I want to get in on this action. Move into combat with the closest Drow and swing for all I'm worth with a power attack. Hopefully this will sting.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 2d4 + 9 ⇒ (2, 1) + 9 = 12


The burst of electricity arcs over two of the drow, who happened to be standing closer together than the others - perhaps as a result of what they were doing before, the group is actually spread out a bit.

Reflex Save (Drow 1): 1d20 + 2 ⇒ (19) + 2 = 21 (Success - half damage = 1)
Reflex Save (Drow 2): 1d20 + 2 ⇒ (7) + 2 = 9 (Fail - full damage)

Showing no hesitation at all, the rear drow in the group grabbed his companion and pulled him in front of the electricity, using him as a shield against the magic. It wasn't enough to totally avoid the blow, but it was enough to reduce it to only a fraction of its normal power. He shoved his companion back to the side a moment later, drawing his rapier to face Taranis as he did so... but there are those whose power and ability is much greater than their foes expected, and the rapier was just a little too late to stop (or even deflect) Taranis' blow. The arrogant elf crumpled to the ground, bleeding out, unconscious, and likely to finish dying in just a few moments... and his sacrifice of his companion immediately wasted.

Taranis' move did, however, leave him open for a darting blow by the elf that had been used as a shield - despite his pain, he quickly lashed out with his own rapier to try and take advantage of the window of opportunity.

Melee Attack Roll: 1d20 + 3 ⇒ (8) + 3 = 11 for Damage: 1d6 ⇒ 5.

Like his dying companion's act, however, it wasn't enough to stop Taranis... or even slow him down, really.

Asimi and Phaenox can still act, after which the Drow will be up again.

Enemy Hit Points:
Drow 1: 0
Drow 2: 2 (by Taranis)
Drow 3: 5
Drow 4: 5
Drow 5: 5


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Asimi sidesteps the bolt aimed at her easily. 'Well, it seems diplomacy won't work. Seem's my stretchers will come in handy after all.'

Asimi moves foward flanking the one that tried to strike Taranis.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Sneak Attack: 1d6 ⇒ 3


As the Drow attacking Taranis pulled his weapon back, Asimi was able to dart in and get close to him without leaving herself open to a countering blow - and, just barely, her blow manages to connect with the drow and puncture his side, dealing enough damage to drop him and leave only the three other drow within the chamber.

Enemy Hit Points:
Drow 1: 0
Drow 2: 0
Drow 3: 5
Drow 4: 5
Drow 5: 5


Male Drow Oracle 1(Shadow)

Phae strikes out with his shadowy whip, at the nearest target 1d20 + 3 ⇒ (20) + 3 = 23 Ranged Touch, possible crit.

1d20 + 3 ⇒ (17) + 3 = 20 Gonna say that's confirmed for 2d6 + 2 ⇒ (1, 5) + 2 = 8 Cold


In the opening moments of the battle, the ranks of the Drow had been utterly decimated - a far cry from the usual expectations for the evil race, who were much more used to dominating and crushing others. One of the drow made a curt gesture with his hand, and a sphere of pure darkness abruptly settled over the two of them, blocking out part of the chamber from normal vision.

Cast: Darkvision

Characters with Darkvision:
As soon as the spell is cast, you see the two drow dart through what is apparently a well-concealed hidden door on the eastern wall, which promptly clicks shut after them.

End Combat. Room #18 cleared.


Male Drow Oracle 1(Shadow)

"They escaped through a secret door, eastern wall"


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Asimi moved to the door looking to see if it was push only. They had a body to worry about so she didn't go through but it was good to know that there were indeed secret doors. She guessed this went into the other room but there wasn't much they could do.

"Possibly goes into the other room." She seemed to have no trouble seeing in the dark.[/b]"They will go for more reinforcements if there are more."[/b] Shrugs and just smiles under her veil and searches the rest of the room for any other secret doors or traps. Including the door to the north.

Im guessing we saw how they opened it if its not a push only door.

Perception: 1d20 + 13 ⇒ (8) + 13 = 21


The northern door is a strong wooden one, but unlocked. Of much more concern, however, is an arrow trap on the eastern wall near where the door seemed to be. However, despite Asimi's best efforts, the actual door itself remains hidden, with neither latch nor outline anywhere to be found. On the bright side, the pile of treasure the Drow were apparently going through earlier seems okay, though it has yet to be sorted through properly.


Male Drow Oracle 1(Shadow)

Is it possible to wake Thackery, or must he get healing? Can't find a definite answer, as he's not unconscious due to damage, but I'm not sure if he its more akin to sleep, which he could be basically smacked awake.

Also, I can attempt to assist with the disarming of trap, just gotta know its there.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Asimi would motion Phaenox over pointing out the trap and pulling out her tools. "I will take help." 'We can see how good he is with helping. Maybe I can let him do some of this.'

Disable Device: 1d20 + 10 ⇒ (9) + 10 = 19 +2 With a successful Aid another action


It's unconsciousness, not sleep, so I don't believe smacking would work. Any cure poison ability/potion would immediately work, however, along with any other ability that explicitly cures unconsciousness. Failing that, you could always just wait in the room for a few hours and make fortitude checks against the cold to let him wake up naturally. ^^ I have no intention of specifically toning down any challenges or making things easier for you, but any reasonable way of dealing with those challenges is fine by me.


Male Drow Oracle 1(Shadow)

Phae will lend Asimi a hand removing the trap, grabbing his own thieves' tools from inside his pack 1d20 + 7 ⇒ (20) + 7 = 27 DC is 10. I believe I made it, lol


The attempt to disable the trap almost fails, but Phaenox's help is just enough to push it over the edge and help Asimi disable the trap to stop it from firing. It isn't enough to open the door (or even locate it), but at least the trap is no longer a threat to the group.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Asimi nods to Phaenox and would motion to him. "Can you find the door? She asked as she put her tools away and would move over to their fallen friend and grabs one of her stretchers and puts him on it.

"Anyone skilled in the healing arts? If so you should tend to him. I have no smelling salts to see if he is woke up." She said. Once he was on the stretcher she would pull out her blanket and put it over him before heading to the treasure pile and searching through it.


Nobody would become fabulously wealthy just from the treasure contained in the pile, but it's a fairly respectable sum in its own right, with a total of 1 pp, 54 gp, and 19 sp in coins. Alongside those, you're able to find an Agate (7 gp) and a Malachite (8 gp) glittering near the floor, as well as a couple of other useful items that comprise the bulk of the hoard's worth: some Oil of Make Whole (cr, 300 gp), a Potion of Jump (cr, 50 gp), and Scroll of Barkskin (cr, 150 gp). The total value of the treasure is 580 gp and 9 sp.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Asimi loved the stones and would pluck those up and puts it into her pouch along with the platinum before handing over the rest to the others to split how they see fit.

"Potion, oil, and scroll. Maybe they can help." She said before going to each of the drow and stripping their bodies of everything. The extra clothes would be a big help.


Male Drow Oracle 1(Shadow)

The shadowed young man tries to locate the door and how to open it Can I take 20 here? With the trap disabled, there should be no real penalty for failure. If I can, I'll have a 28 in total


Yes, you can take 20 here.


Male Drow Oracle 1(Shadow)

Phaenox slowly and carefully studies the door, trying to figure how to get it open. Gonna take that 20 then, 28 Perception

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