Way of the Wicked by GM SnowHeart (Inactive)

Game Master SnowHeart

Link to Maps and Handouts
Loot Chart - Google Docs Spreadsheet

INIT Rolls:

[dice=Affyria]1d20+1[/dice]
[dice=Timo]1d20+1[/dice]
[dice=Daidalos]1d20+4[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+7[/dice]
-------------------
[dice=Enemy]1d20+1[/dice]
[dice=Enemy]1d20+1[/dice]
Perception Checks:

[dice=Affyria]1d20+9[/dice]
[dice=Timo]1d20+2[/dice]
[dice=Daidalos]1d20+2[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+11[/dice]


951 to 1,000 of 2,168 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

His companions make short work of the mechanical menaces yet one remains. Asturu steps up to it and pulls back his arm, readying a vicious thrust, but the creature's unnatural speed catches him by surprise.

Move action: move
Standard action: attack

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Daidalos tries again, repeating his spell on the surviving snake with a steady hand. It strikes true, leaving a slightly frosty construct marely harmed by the masterful display of magic.

ray of frost, into melee: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 191d3 ⇒ 1
SR Check: 1d20 + 2 ⇒ (20) + 2 = 22
Crit confirm: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 191d3 ⇒ 3

.
.
.
...Well. Okay then. That's likely the most pointless thing to ever score 3 nat 20s in a row for, but still a cool (ha!) way to deal 4 points of damage.
Also, sorry Timo. I think I just ate up all of our collective luck for the next month.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

In that case you are my next sacrifice to the dice gods. Irma has passed. No real damage and everyone is safe. We also seem to have the only house of everyone I know that didn't lose power. Just have a lot of debris to clean up once the wind fully dies down.


Belial's Maps; Dispater's Maps

Glad to hear it, Timo! I'll have an end-of-round combat post up shortly. Daedalos, I think you might have skipped ahead for the next round, but we can use that action for the next round.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Ah, my bad. Oops. Yay! I get to keep my.... 4 points of damage.


Belial's Maps; Dispater's Maps

Summary of PCs' Actions:

Luke: Sonic Blast - Miss
Daidalos: Ray of Frost - Hit
Affyria: Aid Another
Timo: Attack - Hit
Price: Attack - Miss
Asturu: Attack - Miss

Working together, the team begins to damage the western cobra and then Timo, with a well-timed strike, manages to shatter the creature. Bits of mithril rattle throughout the room.

The surviving cobra, already damaged and foiled time and again by Price's infernal resistance, switches to attack Asturu. Its fangs bite down hard... on the stone.

Cobra Attacks Asturu: 1d20 + 3 ⇒ (1) + 3 = 4

Daedalos manages a well-aimed blast of his ray of frost, rattling the already damaged construct.

This Cobra was previously damaged and is already down 7 hp. Daedalos reduces it another 4. Daedalos has gone this round. All other Villains, go!


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

Affyria moves to a flanking position and attempts to smash the head of her mace into the last remaining of the snakes.

Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

short post as I'm on my phone.

Move: move to melee
Standard: PA
1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20
1d10 + 9 ⇒ (1) + 9 = 10

if flank is possible add 2 to the attack and 1 to damage


Belial's Maps; Dispater's Maps

Affyria re-positions herself and brings the heavy mace slamming downward into the middle of the mithril cobra. There is a snapping sound and a splash of sparks from metal against metal, and then the construct falls still.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

With the threat dispatched, Daidalos breathes a sigh of relief, "Well that was fun. Everyone okay?" he moves through the room, picking up the mithril pieces and fallen cobras throughout, scavenging as much of the valuable metal as possible.
Perception: 1d20 + 1 ⇒ (14) + 1 = 15

How much mithril does he find?


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

With some amusement he eyes the arcanist scavenging for mithral scraps, but then turns to the others."Good job all, that could've ended way worse. There's only one door, but perhaps it is worth checking the walls real quick just in case we're getting deceived .. again."

I'll roll two perception checks. The first is for the smack middle parth of the northern wall and the second for the middle of the eastern wall.

Perception 1: 1d20 + 6 ⇒ (5) + 6 = 11
Perception 2: 1d20 + 6 ⇒ (14) + 6 = 20


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki lands on Price's shoulder and settles there until the mithril scraps are collected and the walls checked... Once a path is determined, he takes to the air again.


Belial's Maps; Dispater's Maps

From each of the cobras, you are able to collect ten pounds of mightily, worth approximately one-thousand gold. (Each.)

Asturu finds nothing on the other walks


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price wraps up the bloody wounds on her legs and checks the door.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19 Traps?
Disable Device: 1d20 + 10 ⇒ (11) + 10 = 21 MW Tools


Belial's Maps; Dispater's Maps

Doh! Sorry, Price. Somehow I missed that post of yours; and here I was going to post as Grumblejack to get things moving. Lol.

Price inspects the door and finds no traps. Meanwhile, Grumblejack cautiously kicks at one pile of mithril before Daedalus collects it. "Grumblejack sorry. Just... snakes. And spiders." He shudders.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

"Seems we're good to go. I'll take point since I still got a stash of extracts to burn through."

Without further ado, Asturu opens the door and readies himself for another hallway and advisory quote.


Belial's Maps; Dispater's Maps

Asturu opens the door and finds a short hallway heading south where it ends at another door. Above the door is the public service announcement:

Quote:
“Suffer not the fool. Stupidity is our faith’s cardinal sin.”

Examining the door reveals no traps.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

"Public service announcement." That was hilarious.

"Asturu? You said you wanted to take point? Whenever I step outside, you're the smartest person in the room. You ready for this?"


Belial's Maps; Dispater's Maps

Given that the path is obvious and not trapped, I'm just going to take a liberty here...

Asturu opens the door, revealing a similar room to all the others with a podium in its center. The chamber is lit only by a hanging oil lantern.

Upon the podium lies a pendant of silver -- a dragon with sapphire eyes. There is also a stairway leading up to the east.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Daidalos mutters a quick incantation, and summons the pendant from the pedestal, looking it over.

"Hm. Pretty trinket. Well? Are we ready to continue? Given the sign, the ease of this challenge, and the fact we've only done six rooms, I highly doubt that this is our objective."


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Mission objective:
Mission Objective wrote:
"She will lead you to the basement of this domicile. There you will fine nine chambers, each more dangerous than the last. Somewhere hidden within these chambers is a pendant of silver and sapphire. Recover the pendant and bring it to me. Let nothing and no one stand in your way."

Unsure whether summoning it will work or not (it might be magical,
hue!) I figured I'd go ahead and post to keep things moving. I figure it is best if we leave the blasted thing alone until the room has been secured.

"This item fits the description given to us. Since we still have plenty of time left to complete this task, I say we take our time to ensure we don't stumble into any traps or hostile magicks and then have a closer look at the pendant before bringing it along. A healthy dosis of paranoia shouldn't hurt .."

First 10ft square right outside the door.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17 > 18 vs traps


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

mage hand- the poor man's detect magic. If it is magical and set to curse whoever picks it up, it won't be able to be moved. If it isn't, and there's a trap for whoever picks it up, well, I'm doing this from 30 feet away.

"It does indeed fit the description given us, but we were also just told to not be stupid. I get the feeling that we still have a ways to go. Besides, whether or not this is our final goal, I know I want to have a bit of revenge with Sir Balin, who is presumably in here as well- otherwise, why put his squire here?"


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

"It seems to easy... probably a replica or something"


Belial's Maps; Dispater's Maps

A perception check or certainly an appraise check should help with the amulet.

Asturu examines the area just inside the door and finds no traps.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Appraise: 1d20 + 5 ⇒ (18) + 5 = 23
Daidalos studies the amulet, assessing its worth and looking for any clues it might contain.


Belial's Maps; Dispater's Maps

Daidalos examines the amulet and determines it is cheap costume jewelry. The eyes are made of glass, not sapphire.


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

"Revenge is all good and well, but let's not forget why we're down here,"Affyria offers. "A captured inquisitor and his squire might prove a valuable asset, which we shouldn't dismiss out of hand. If he is down here, that is, which I'm not sure of. Capturing a squire who's little more than a boy is one thing, capturing a seasoned Mitran inquisitor, is quite another thing."

Affyria glances around the room with seeming disinterest. "Seeing as the quote above the room spoke of fools and stupidity, I would not touch that necklace. That's a trap, if I've ever seen one."

Perception on the room in general: 1d20 + 6 ⇒ (8) + 6 = 14


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu throws Affyria a look of disbelieve. "Do you honestly think we will get our chance at revenge this easily? I mean, don't get me wrong,
I relish the prospect of it, but I have a hard time believing our friend the inquisitor is roaming these corridors. Perhaps I should have a little more faith.
"

He then moves into the room and continues to look for traps, secrets and other obfuscated truths.

Perception for the 10ft around the podium (?): 1d20 + 6 ⇒ (1) + 6 = 7 > 8 vs traps
Perception for the podium: 1d20 + 6 ⇒ (16) + 6 = 22 > 23 vs traps

There's also the lamp. If anyone could throw a detect magic into its direction, that would be great!


Belial's Maps; Dispater's Maps

Affyria and Asturu find no evidence of traps either in the vicinity of the podium or on the podium itself. There is no magic in the room and the lamp is the same kind of oil lamp found elsewhere in the trials.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Daidalos shrugs as the others argue about whether or not to continue, and lets out a small chuckle, "Well, whether or not we want to continue is irrelevant. This is clearly not our goal." He throws aside to the ground, "It's nothing more than polished steel and glass. Our benefactor may be many things, but cheap is not one of them. He sent us to find something made of silver and sapphire, which this most certainly is not. It's a stage prop, meant to trick the unwary into thinking it is the genuine article. So it seems our search must continue."


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

"Like I said, I believe it would take a lot more effort to capture an inquisitor than a boy squire," Affyria repeats herself.

I think you misunderstood, Daidalos seems to be the one who expects the inquisitor to be down here.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Durp, my bad.

"Ok, assuming this stairway leads out and by taking the stairs we fail, what other options do we have left? I recall a pair of unchecked doors in the room with the .. gooey ooze on the door we ended up taking? Going by the notion that we still have to encounter three more rooms, that would or could account for two of them."


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

Oh, I missed the fact that the room ended in a staircase.

"My understanding was that those other doors were fakes, or traps. Since we've already determined that pendant is a fake, it's safe to say there has to be something else down here, like a secret passage or something."

Affyria starts a meticulous search of the room, fully expecting Price to spot it immediately.

Here's five perception checks. Starting from the right side of the door, moving clockwise, taking care not to step foot on the stairs.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Belial's Maps; Dispater's Maps

Affyria, thanks. I'll have a post up shortly with results. What is everyone else doing while Affyria searches the room?


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

"Of course it's always possible the secret passage could be off of another chamber... perhaps one we already passed through?

Ineluki helps search, first transforming into his half-bat form...

perc: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
perc: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26
perc: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
perc: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
perc: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26


Belial's Maps; Dispater's Maps

As Affyria and Inelukii begin their search of the chamber, just as Affyria is about to step into the space in front of the stairs, Inelukii puts out a hand and stops her advance. His keen eye notices a subtle difference in the level of the stone floor, covering a stretch of the room from west to east, ten feet wide. It's a trap. Stepping into that space will trigger a large stone to descend from the ceiling and roll through the space, crushing anyone caught beneath it.

With the danger safely identified, Inelukii refocuses his search and identifies a hidden door in the center of the west wall within the band of the trapper floor.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

"Hmmm... how do we get to the hidden door without setting off the trap? Anyone have an idea?"


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

"We find a heavy object and either drag or toss it onto the area. If need be, I can enlarge myself through alchemical means and do the tossing. Alternatively, we can try to disable the trigger.." Asturu sighs and kneels next to the apparent dangerzone, wondering how to go about disabling this one.

The challenge in front of him completely overtakes the man. He brings forth a leather bag and starts fiddling about with all kinds of fancy looking instruments. "Don't mind me, but a word of warning, I might fail and set off the trap so it's best if you either step to the side or evacuate the room."

Asturu, of course, waits for people to get out of harm's way since he might trigger the trap.

Disable Device vs Mr. Trap: 1d20 + 10 ⇒ (15) + 10 = 25


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki backs away but leans forward and keeps a hand on Asturu's ankle, to pull him to safety if he can if the ceiling block falls on him.


Belial's Maps; Dispater's Maps

Asturu studies the challenge in front of him, including the triggering mechanism, the spiked ball hidden within a recess in the ceiling and it's likely path. After a few moments, he discovers a way to trigger the trap while staying out of the ball's path... With a crash and a roar, the ball rolls through the chamber, smashing the podium and slamming into the archway on the east wall, blocking the stairs. Glancing back up, Asturu sees no other instruments of lethality... it would seem this trap requires a manual reset. It is now safe.

DC to discover was 25; Luke pulled that off by the skin of his batwings.

Searching the hidden door on the west wall, you find no traps. When opened, it reveals a hallway leading to the south which then turns left.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu returns the tools to the leather bag. He stashes it away and draws his rapier, readying himself for what is to come.

"Hm, that went well, although now our exit seems to be blocked. Are we ready to move once more? I expect that what is to come will test our skills more than any of the challenges have so far."


Belial's Maps; Dispater's Maps

Should I just assume everyone heads down? Been 24 hours since my post.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Daidalos nods and follows the group down.


Belial's Maps; Dispater's Maps

You move through the western door and into the corridor. Rounding the corner, you find a doorway to the right at the end of the hall. Above it is an inscription:

Quote:
"Secrecy is our greatest ally. Exposure brings death."


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Still in hybrid form, as Ineluki rounds the corner to the west, he checks the east wall and south wall for secret doors.

perc: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20


Belial's Maps; Dispater's Maps

Hmm... I know this isn't exactly what you said, but I'm going to give it to you anyway.

As Inelukii moves down the hall, he senses a hidden door at the corner on the west side.

Further inspection by the party suggests it is not trapped.

Map Updated. Purple Triangles are the secret doors.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

I got my directions confused, but that was where I meant to search... I didn't have the map open when I typed it and got it backwards is all without a reference to look at. sorry and thanks.


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

"Nice find, Inelukii, now, the real question; 'secrecy is our greatest ally', do we check out the secret door first, or do we take the obvious path," Affyria muses as she runs a hand over the secret door, then looks at the palm of her hand and wipes it off on her skirt.

"Personally, I'm inclined to investigate the secret door first, after all, the line does say that secrecy is our ally."

Assuming no one objects, Affyria looks for a way to open the secret door.


Belial's Maps; Dispater's Maps

Affyria opens the hidden door Luke discovered. On the other side is a short hallway at the end of which is the backside of another hidden door. Above it is an inscription:

Quote:
"Beware the fallen for they may rise once more to threaten you.”


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki nods, "I agree, the cryptic advice has not steered us wrong yet...secret door first"

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