DM Nex's Doomsday Dawn (Inactive)

Game Master NeoEvaX

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Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

Mazok remains on guard in the room, dimly aware of the unfolding drama over the Lamashtu figurine. After Joliryn tosses it aside, he "What would Pharasma's face be doing in a sewer?" he asks the group, gesturing to the "weeping" face.


As soon as Joliryn touches the object it seems to suddenly split open like an egg, 2 very small winged creatures fly outward going for an aggressive attack.

Going to use Perception for everyone, since no one was expecting this and had a chance to stealth.

Inits:

Mazok Init: 1d20 + 5 ⇒ (16) + 5 = 21
Joliryn Init: 1d20 + 5 ⇒ (10) + 5 = 15
Delitash Init: 1d20 + 2 ⇒ (13) + 2 = 15
Fezzik Init: 1d20 + 2 ⇒ (15) + 2 = 17
Creatures Init: 1d20 + 4 ⇒ (18) + 4 = 22

One of them slashs out at Joliryn.
C1 Claw 1: 1d20 + 7 ⇒ (16) + 7 = 23
C1 Claw 1: 1d20 + 3 ⇒ (6) + 3 = 9
C1 Claw 1: 1d20 - 1 ⇒ (6) - 1 = 5

The first strike hits
damage: 1d4 - 1 ⇒ (4) - 1 = 3
Joliryn Fort save: 1d20 + 5 ⇒ (11) + 5 = 16 Success

The second creature turns into a larger wolf suddenly and strikes out at Joliryn
Action 1 Change shape
Bite: 1d20 + 7 ⇒ (1) + 7 = 8
Bite 2: 1d20 + 2 ⇒ (19) + 2 = 21
The second bite strikes true. Knocking Joliryn to the ground Prone
Bite Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Round 1
Creature 1, Creature 2
Mazok, Joliryn, Delitash, Fezzik <-- Go go


Female Dwarf

Joliryn shrieks in surprise and pain as she's savaged by a monster and a monster wolf! Finding herself flat on her back she stands up, pulls out her starknife, and drives it into the head of the 'wolf.'

Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

Mazok turns at the cracking sound in time to see something burst out and attack Joliryn. He thunders forward and brings his hammer and axe down in a wicked swing.

waraxe attack at C1: 1d20 + 4 ⇒ (3) + 4 = 7
waraxe damage: 1d8 + 3 ⇒ (4) + 3 = 7

light hammer attack at C1: 1d20 + 5 ⇒ (20) + 5 = 25
light hammer damage: 1d6 + 3 ⇒ (1) + 3 = 4
light hammer crit damage: 1d6 + 3 ⇒ (4) + 3 = 7

Actions: Stride, Double Slice (combine damage as if it were from one Strike if both attacks hit, and the light hammer is agile, so the usual -2 penalty does not apply)

Also, what check do I need to make to identify these creatures? Or do I pick a check to try and you tell me if it worked or not?


Mazok Forgespurned wrote:
Also, what check do I need to make to identify these creatures? Or do I pick a check to try and you tell me if it worked or not?

Religion DC 12:

This is a Quasit. A tiny demon. They have a weakness to Cold Iron, good, and sonic damage. Known for poison.

Round 1
Creature 1, Creature 2
Mazok, Joliryn, Delitash, Fezzik <-- Go go


Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3
Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

Fezzik cries out in alarm as the two strange creatures spawn in the room. Moving quickly, he heads to get a clear shot against the wolf.

Stride, Strike 1, Strike 2

Shortbow 1: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 ⇒ 1
Crit Damage: 1d10 ⇒ 7

Shortbow 2: 1d20 + 1 ⇒ (19) + 1 = 20
Shortbow: 1d6 ⇒ 1

FYI - I _think_ this is the correct application of the "deadly" trait?


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

Now closer, Mazok gets a better look at these unknown things.

Religion: 1d20 + 1 ⇒ (11) + 1 = 12

"The thing flapping around can poison you - watch yourselves!" he cries.


Ongoing Conditions:
Daily Uses:
Resonance 2/2, Arcane Focus 1/1, Spell Points 4/4, Hero Points 1/3
Human wizard (universalist) 1 | HP 15/15 | AC 13, TAC 13 | Fort +2, Ref +3, Will +3 | Perception +3 | Spell DC 15

When the idol cracks, Delitash instinctively shouts an arcane word which causes a shimmering disk of force to appear in front of her. After a brief moment to gather her thoughts she then sends a twisting tendril of electricity around her allies and through both of the creatures.

Casting shield then electric arc.

Damage: 1d6 ⇒ 2

+1 to AC until next turn, and Delitash will use Shield Block if attacked.


Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3
Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

Additional 1d6 damage on crit if applicable
Crit Damage: 1d6 ⇒ 6


I had the same issue with Deadly crit, from rereading I think you are right. it does 2d6 + 1d10 on a crit

C1 Reflex: 1d20 + 5 ⇒ (12) + 5 = 17 Success
C2 Reflex: 1d20 + 5 ⇒ (1) + 5 = 6 Failure

An arrow strikes the strange wolf, it seems to strike in a soft underside of the beast. Though it still seems to stand.

C1
Its wounds seal up a bit, burn marks fade.
Heal: 1d4 ⇒ 3
The strange winged creature strikes out twice to the dwarf cleric
Claw: 1d20 + 7 ⇒ (5) + 7 = 12
Claw: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Joliryn Fort Save: 1d20 + 5 ⇒ (7) + 5 = 12 Fail
Stage 1 poison. Roll another fort on your turn.
Poison Damage: 1d4 ⇒ 1

C2
Its wounds seal up a bit, burn marks fade.
Heal: 1d4 ⇒ 1
The strange wolf bites out toward Mozok.
Bite: 1d20 + 7 ⇒ (14) + 7 = 21
Bite: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Plus Knockdown

Round 2
Creature 1, Creature 2
Mazok, Joliryn, Delitash, Fezzik <-- Go go


Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3
Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

Fezzik feeds three more shots into the vile wolf thing C2.

Shortbow 1: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 ⇒ 4

Shortbow 2: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d6 ⇒ 2

Shortbow 3: 1d20 - 3 ⇒ (1) - 3 = -2
Damage: 1d6 ⇒ 5


Ongoing Conditions:
Daily Uses:
Resonance 2/2, Arcane Focus 1/1, Spell Points 4/4, Hero Points 1/3
Human wizard (universalist) 1 | HP 15/15 | AC 13, TAC 13 | Fort +2, Ref +3, Will +3 | Perception +3 | Spell DC 15

I think the knockdown ability requires it to spend another action after the hit.

Her initial surprise overcome, Delitash moves closer and again blasts at the two creatures with a small stroke of lightning.

Electric Arc Damage: 1d6 ⇒ 6

Stride, Somatic Casting, Verbal Casting


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

Mazok watches as the flying creature lands a solid blow on Joliryn, and sees her face contort into a painful grimace. He redoubles his efforts, wailing on this foul thing until it (hopefully) drops.

"Get back if you can, Joliryn! Let me hit this one where it hurts!"

Double Strike
waraxe attack at C1: 1d20 + 4 ⇒ (10) + 4 = 14
waraxe damage: 1d8 + 3 ⇒ (7) + 3 = 10

light hammer attack at C1: 1d20 + 5 ⇒ (5) + 5 = 10
light hammer damage: 1d6 + 3 ⇒ (2) + 3 = 5

Waraxe attack (if applicable)
light hammer attack at C1: 1d20 - 3 ⇒ (18) - 3 = 15
light hammer damage: 1d6 + 3 ⇒ (1) + 3 = 4

Actions if not prone: Double Slice (combine damage as if it were from one Strike if both attacks hit, and the light hammer is agile, so the usual -2 penalty does not apply), Strike with light hammer (at C2 if C1 goes down)

Actions if prone: Stand Up, Double Slice (ignore the rolls for the last light hammer attack)


Delitash wrote:

I think the knockdown ability requires it to spend another action after the hit.

Ah! I tried to look it up, but could not find the right page. Is there a roll? So not prone, then. Live and learn.

C1 Reflex: 1d20 + 5 ⇒ (15) + 5 = 20 Success

C1 Reflex: 1d20 + 5 ⇒ (19) + 5 = 24 Success

The electric arc seems to finish off the wolf like creature, as soon as it hits the beast it reverts back into a small red winged creature, similar to the other one.

The small creature dodges out of the way of of the quick swings, but the last strike lands true.

Round 2
Creature 1
Mazok, Joliryn, Delitash, Fezzik <-- Go go


Ongoing Conditions:
Daily Uses:
Resonance 2/2, Arcane Focus 1/1, Spell Points 4/4, Hero Points 1/3
Human wizard (universalist) 1 | HP 15/15 | AC 13, TAC 13 | Fort +2, Ref +3, Will +3 | Perception +3 | Spell DC 15

Bestiary page 122, I believe. It requires an action but not a roll.


Female Dwarf

Joliryn takes 1 damage from the imp, fails her save against the poison, but doesn't take any damage from the poison (she has poison resistance 1, and only took 1 poison damage, which reduced it to zero). Before taking this round's worth of poison damage she is at 12/21 hp.

Fortitude: 1d20 + 5 ⇒ (1) + 5 = 6 Critical fail! She should be on stage three of the poison now and take its effects.

Joliryn takes a careful step back, draws her potion, and drinks it.
Healing: 1d8 ⇒ 8 (Out of resonance)


Ah yes. Poison resistance! Nice. Fort save was 15, so a 6 is not a crit fail. Just a normal fail. Move to stage 2.

Poison Damage: 1d4 ⇒ 1 Damage for being on stage 2 on your round

Healing: 1d4 ⇒ 4
Wounds seal up over the creature

It then swings out twice on the Dwarf Fighter in font of him.
Claw: 1d20 + 7 ⇒ (7) + 7 = 14
Claw: 1d20 + 3 ⇒ (8) + 3 = 11

Both strikes bounce off the armor.

Round 3
Creature 1
Mazok, Joliryn, Delitash, Fezzik <-- Go go


Ongoing Conditions:
Daily Uses:
Resonance 2/2, Arcane Focus 1/1, Spell Points 4/4, Hero Points 1/3
Human wizard (universalist) 1 | HP 15/15 | AC 13, TAC 13 | Fort +2, Ref +3, Will +3 | Perception +3 | Spell DC 15

"We need to finish this thing off now, before it has a chance to keep healing!"

Delitash opens the hand holding her cudgel and mentally flings it at the remaining creature before pulling it back to her grasp.

Hand of the Apprentice: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Somatic Casting, Verbal Casting


Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3
Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

Fezzik continues to blast away at the remaining creature.

Shortbow 1: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 5

Shortbow 2: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d6 ⇒ 3

Shortbow 3: 1d20 - 3 ⇒ (8) - 3 = 5
Damage: 1d6 ⇒ 5


Female Dwarf

I rolled a 1 though. Isn't that still a crit fail? Also, no damage due to my poison resistance again. *hapy dance*

Fortitude Save: 1d20 + 5 ⇒ (5) + 5 = 10

---

Hearing her companion insist on killing the imp quickly, Joliryn steps forward and lunges at the imp with her star knife (twice)!

Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Attack: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

"Can't this vile thing stop flapping for one minute?" Mazok bellows as he tries another brutal double swipe at the quasit, afterwards bringing the hammer around again in a quick backswing.

Double Strike
waraxe attack: 1d20 + 4 ⇒ (11) + 4 = 15
waraxe damage: 1d8 + 3 ⇒ (5) + 3 = 8

light hammer attack: 1d20 + 5 ⇒ (5) + 5 = 10
light hammer damage: 1d6 + 3 ⇒ (5) + 3 = 8

Hammer backswing attack
light hammer attack: 1d20 - 3 ⇒ (10) - 3 = 7
light hammer damage: 1d6 + 3 ⇒ (1) + 3 = 4

Sorry if this is a bit repetitive. The only other option that looks vaguely appealing is a grapple>restrain series of moves, but while my Athletics is moderately good, I don't see him dropping a weapon to do it.


I missed the nat 1. You are right. So you are stage 3. Same damage, but you are also slowed now.

Poison Damage: 1d4 ⇒ 1 Still at stage 3 (highest it goes)

Delitash's staff just misses the small creature as it darts around. Fezzik's arrows do the same, pelting the wall behind the creature as it darts around.

The creature seems to be flying around at just the right time. Each of the Cleric's swings miss the smart darting creature by inches.

Mazok's first swing strikes true, hitting the small creature in the side. Though it continues to fly.

Healing: 1d4 ⇒ 4

Two quick swings at the Fighter who is actually hitting it.
Claw 1: 1d20 + 7 ⇒ (15) + 7 = 22
Claw 1: 1d20 + 3 ⇒ (10) + 3 = 13

Damage: 1d4 ⇒ 2
Fort save: 1d20 + 5 ⇒ (5) + 5 = 10 Fail. You are now stage 1 poison. Roll a fort on your turn too.
Poison Damage Mazok: 1d4 ⇒ 2

Round 4
Creature 1
Mazok, Joliryn, Delitash, Fezzik <-- Go go


Ongoing Conditions:
Daily Uses:
Resonance 2/2, Arcane Focus 1/1, Spell Points 4/4, Hero Points 1/3
Human wizard (universalist) 1 | HP 15/15 | AC 13, TAC 13 | Fort +2, Ref +3, Will +3 | Perception +3 | Spell DC 15

Delitash exhales in frustration and manually hurls her club at the quasit. Then, she again sends tendrils of lightning reaching out for the creature.

Attack -range: 1d20 + 1 - 2 ⇒ (19) + 1 - 2 = 18
Damage: 1d6 ⇒ 4

Electric Arc Damage: 1d6 ⇒ 3

Strike, Verbal Casting, Somatic Casting


Female Dwarf

Fortitude: 1d20 + 5 ⇒ (1) + 5 = 6 Critical fail again. Still stage three.

Joliryn remains unhurt by the poison, but it's beginning to slow her down! Her movements are slugging and every swing of her starknife is exhausting!

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Piercing Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Attack: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Piercing Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Am I slowed 1? I assumed so. If I'm slowed 2 then just remove my second attack. Thanks!


Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3
Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

Fezzik discards his bow and draws his dogslicer, charging forward in an attempt to finish the beast off.

Dogslicer: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Drop (0), Interact (1), Stride (2), Strike (3)


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

Mazok groans as he feels venom running through his side where the quasit had scratched him. He spits defiantly.

poison Fort save: 1d20 + 5 ⇒ (2) + 5 = 7 Fail. Stage two?

A mental picture springs up of this creature's grotesque face split wide by his axe. He swings again, this time with a mirthless maniacal grin.

Double Strike
waraxe attack: 1d20 + 4 ⇒ (17) + 4 = 21
waraxe damage: 1d8 + 3 ⇒ (1) + 3 = 4

light hammer attack: 1d20 + 5 ⇒ (15) + 5 = 20
light hammer damage: 1d6 + 3 ⇒ (5) + 3 = 8

Hammer single attack
light hammer attack: 1d20 - 3 ⇒ (9) - 3 = 6
light hammer damage: 1d6 + 3 ⇒ (5) + 3 = 8


Reflex: 1d20 + 5 ⇒ (1) + 5 = 6 Fail full 3 damage

Delitash's attacks combined with Mazok's swings finally bring down the small creature.

It just stays Slowed 1

Poison Damage Joliryn: 1d4 ⇒ 2 3rd round
Poison Damage Mazok: 1d4 ⇒ 4 1st Round

Fort Joliryn: 1d20 + 5 ⇒ (3) + 5 = 8 Fail
Poison Damage Joliryn: 1d4 ⇒ 2 4rd round
Fort Joliryn: 1d20 + 5 ⇒ (2) + 5 = 7 Fail
Poison Damage Joliryn: 1d4 ⇒ 4 5th round
Fort Joliryn: 1d20 + 5 ⇒ (1) + 5 = 6 Fail
Poison Damage Joliryn: 1d4 ⇒ 1 6th round

Then the poison runs its course and tapers out.
If you wanted to do something on one of those rounds you can try to break the line of saves or whatever.

Fort Mazok: 1d20 + 5 ⇒ (1) + 5 = 6 Fail move to stage 3 + slow
Poison Damage Mazok: 1d4 ⇒ 2 2nd round
Fort Mazok: 1d20 + 5 ⇒ (15) + 5 = 20 Success move to stage 2
Poison Damage Mazok: 1d4 ⇒ 4 5th round
Fort Mazok: 1d20 + 5 ⇒ (20) + 5 = 25 Crit Success. Fully healed

Same deal. If you can do something. We can continue into rounds. Or just let it run its course.

The two creatures lay dead on the ground, the broken open unholy symbol cracked like an egg on the floor. You can see the water is starting to clear up behind you. The pool becoming clear. It might take a few minutes, but you imagine the pool will be fully clear soon.


Female Dwarf

Joliryn wavers in place a moment, then fans herself. "Whoo! That was rough..."

Noticing the pool clearing up, Joliryn smiles. She staggers over to it and grins. "Well, look at this! Praise Desna!"


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

Likewise, Mazok totters a bit after the creature is finally defeated. Steadying himself, he takes a moment to ensure it won't be returning - by raising his axe high and making his previous mental picture a reality. For good measure, he also hammers away at the broken unholy symbol until it is reduced to unrepairable shards.

He then leans back against a wall to catch his breath, and says, "I'm not one to beg for assistance, but I'm pretty well good and hurt. That thing's sting was no joke - Joli's looking beat up by it as well, from what I can tell. What else do we have in the way of healing?"


Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3
Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

Fezzik wanders over to the fresh corpses, not quite trusting that they've been slain. He pokes one with his knife. No reaction. Satisfied, he gathers his bow and prepares to venture forward.


Ongoing Conditions:
Daily Uses:
Resonance 2/2, Arcane Focus 1/1, Spell Points 4/4, Hero Points 1/3
Human wizard (universalist) 1 | HP 15/15 | AC 13, TAC 13 | Fort +2, Ref +3, Will +3 | Perception +3 | Spell DC 15

Breathing heavily, Delitash turns to Mazok. "I have a few potions that might help."

She offers him a minor healing potion.

Edit: Remembering her club, she then stoops to retrieve it.


The door to the east has been detrapped by Fezzik. There is another door to the south, that seemed locked.

Do you wish to continue? Take a break here? I need to retcon something, you have 7 days to clear this out. So you COULD head back up and come back later. Or you can continue on. If so which way are you heading?


Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3
Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

Fezzik moves to examine the southern door, inspecting it for traps and attempting to pick the lock if apparent.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21 Detect traps

Perception: 1d20 + 5 ⇒ (4) + 5 = 9 Pick lock


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

Mazok accepts the potion gratefully and downs it.

minor healing potion: 1d8 ⇒ 1

Rejuvenated and restored, Mazok suggests that they explore the room to the south before the alarmed passageway. "That alarm suggests trouble to the east, but we might as well try to clear out any side rooms and passages before proceeding, so we don't get caught unawares from behind."


The south door does not seem trapped, but the lock is too high quality and not easily picked.


Ongoing Conditions:
Daily Uses:
Resonance 2/2, Arcane Focus 1/1, Spell Points 4/4, Hero Points 1/3
Human wizard (universalist) 1 | HP 15/15 | AC 13, TAC 13 | Fort +2, Ref +3, Will +3 | Perception +3 | Spell DC 15

"The alarm may indicate more resistance in that direction, but we'll be able to surprise whatever's there if they're relying on the alarm for warning of intruders. I say we continue that way, instead of wasting our time trying to pick what seems like a fairly secure lock."


Female Dwarf

Joliryn follows the others onward.


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

"You make a fair point," the dwarf says, addressing Delitash. "And if this way's no good, we may as well press on beyond the alarmed door."


Mazok slowly opens the alarmed door, now it has been disabled. Mozok sees a hallway. In front of him there is a cave entrance that carves out to the wall to the North east. The hallway seems to continue south to a heavy door at the very south end. There seems to be an small alcove near the south, with a statue, and the hallways continues west, likely to the other door.


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

Mazok takes a few steps and then crouches low at the corner where the cave entrance begins, checking for tracks to see what sort of creatures might walk in and out of the cave.

"A cave in the sewer wouldn't be here by design. Possibly some natural creatures may have created this hole, or perhaps the goblins here secretly entered the sewer system by tunneling in," he says, studying the ground.

Survival: 1d20 + 4 ⇒ (6) + 4 = 10


Ongoing Conditions:
Daily Uses:
Resonance 2/2, Arcane Focus 1/1, Spell Points 4/4, Hero Points 1/3
Human wizard (universalist) 1 | HP 15/15 | AC 13, TAC 13 | Fort +2, Ref +3, Will +3 | Perception +3 | Spell DC 15

Delitash is about to sneak along behind Mazok, making as little noise as possible. When he speaks, she pauses, shrugs, and begins a soft chant intended to detect magical auras while she follows along behind the others.


Female Dwarf

With her starknife out Joliryn nods. "So lets head into the cave."


Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3
Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

Fezzik moves ahead of Joliryn, alert for any threats.

Sneak


Mazok is unsure of the origins of the cave. Though he does see quite a few goblin tracks.

Fezzik would know this room is where a lot of the goblin's live.

As you peak around the corner. This large sunken chamber is more cavern than worked stone, and the tangle of damp flagstones underfoot provides an uneven surface. Water and slime drips from the walls, seeping in through narrow cracks above. A crude fire pit sits in the middle of the room, surrounded by filthy mats of fur and fungus. The stench of warm, wet bodies hangs faintly in the air, underlying the smell of overcooked meat.

Perception DC 12:

You can hear the sound of goblins arguing of the last piece of meat

Perception DC 17:

Near the entrance there is a rock falling trap up above. It might be able to be sabotaged It looks like it would need to be triggered farther in the room


Female Dwarf

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Joliryn holds out a hand for her companions to stop, then draws them back out into the hallway and speaks quietly. "There's some goblins in there. More importantly a trap on the roof. One of those ones that will drop rocks on your head, like a cave in. It looks like it needs to be manually triggered from further in the room. We might be able to sabotage it, but that's beyond my skills."

She tries to explain where the trap is in the room so we can all run in past the trap before they have a chance to trigger it.


Dwarf
Ongoing Conditions:
Shield dents: 0
Daily Uses:
Hero Points: 1/1 Resonance: 1/1
Fighter 1 | HP 23/23 | AC: 15 TAC: 13 (+2 to both with Raise Shield) | Fort: +5, Ref: +3, Will: +3 | Perception: +5 (Darkvision 60')

Mazok starts in when he hears Joliryn's warning, stops, and looks up. Perception: 1d20 + 5 ⇒ (13) + 5 = 18

"More goblins up ahead, sounds like. Can you break the mechanism, Fezzik?" he whispers.

Does it look like if the stones would block the cave entrance if the trap is triggered?


No it looks like it would just crash on top of people, then turn it into difficult terrain


Ongoing Conditions:
Daily Uses:
Resonance 2/2, Arcane Focus 1/1, Spell Points 4/4, Hero Points 1/3
Human wizard (universalist) 1 | HP 15/15 | AC 13, TAC 13 | Fort +2, Ref +3, Will +3 | Perception +3 | Spell DC 15

Delitash covers most of her glowing club with her cloak, leaving just enough light to see her companions.

"I'm for charging under the trap before the goblins can trigger it. Seems like it would be hard to disable without being seen," she murmurs.


Ongoing Conditions:
Daily Uses:
Hero Points 1/1 Resonance: 3/3
Rogue 1 | HP: 9/15 | AC: 16 TAC: 15 (+1 against traps) | Fort: +2, Ref: +6, Will: +3 (+1 against traps) | Perception: +2 (+1 find traps) (Darkvision 60ft)

Given warning, Fezzik edges forward toward the contraption. "Hmm? Fezzik break? Or Fezzik not break?" He turns an ear toward the passageway. "More goblins there, yes."

Is there some way to assess the difficulty to disable without making an attempt on it?

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