GM Weenerton Emerald Spire (Inactive)

Game Master OG3

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The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Aragar:
Aragar Thodash wrote:
That's a long list of crimes. I had look up some of them! :)

Isn't it? Yes, some were thrown in there specifically for the absurdity-factor.

Aragar Thodash wrote:
Aragar reads through the list of crimes on the wanted poster carefully then looks at the back of the sylph walking away with an inscrutable stare. He folds up the poster carefully and tucks it into his vest.

He didn't give it to you, he kept it for himself (although I see the misunderstanding in hindsight).

Grand Lodge

Consort Compact Maps | Character Details |

As travelers emerge from the Echo Wood underbrush, they find themselves staring up at a ruined keep guarding a broken central tower, all made of smooth, green glass. It’s obvious that a grand battle took place here many years ago, and the clearing around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth. Melted chunks of twisted glass pepper the ground, lending a green hue to the clearing’s light. Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris. At the top of a steep dirt path winding up through the rubble, a doorway opens onto darkness, its entrance seeming to steal light into its inky depths.

GM:
goblin perc: 1d20 + 3 ⇒ (18) + 3 = 21

Perception or Survival DC 15:
You find 2 other paths into the Spire.
-The abandoned front entrance. Requires a bit of a climb.
-A concealed doorway down the way.

Please describe your method of approach including marching order and level of stealthiness. Map is up, please place your tokens.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

As the group prepares to head out, Kasumi pulls her companion in for a very forceful kiss before pushing her toward the door with a wave. Sayuki giggles demurely, retrieving the branched spear from beside the door—though she seems to leave one behind.

DC 15 Will:
Kasumi cast silent image to make it look like a second branched spear remains.

Taking 10 for a 15 on Perception.

Stealth: 1d20 + 7 ⇒ (15) + 7 = 22

As they approach from the wood, Sayuki’s eyes narrow, vision roaming over the entrance. ”There are some alternate entrances. If anything’s waiting for us, we might want to try those instead,” she whispers, drawing her shortbow and putting a little distance between herself and the possibly-conspicuous group about a 10-foot gap to the right, if possible.

”There’s one a little higher up that might take a climb, or a hidden entrance down the way. If you want, me and Sirius can try to take a look... though given your wanted poster, I hazard a guess that your strong spot isn’t in avoiding detection?”

GM, about what DC would that climb you mentioned be?

Grand Lodge

Consort Compact Maps | Character Details |

Moderate difficulty for the climb. You would be unable to take 10 on that climb check, FYI.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

Perception, Take 10: 10 + 6 = 16
Stealth: 1d20 + 2 ⇒ (6) + 2 = 8

"I'm not climbing all the way there... let's use the concealed entrance down here!"

Nel un-slings her crossbow and loads a bolt in it.

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

Of course the ganzi is behind 'Rumpy', LOL!

The odd little dwarf seems glad to be finally heading out. When we get close enough to the tower that the others begin preparing, he reaches into his pack and pulls out a scroll. As he reads the incantation, you briefly see a shimmer of sorts settle around him like a protective barrier. (use scroll of mage armor. duration=1hour)

"While I agree that using a concealed entrance instead of the front door makes great sense, we must remember that this place has been around for a long time and clearly draws much attention. You noticed that entrance quite easily." He squints in that direction. "I'm not sure I see it from here, but trust you. Can you tell if that entrance has seen any traffic lately? It might be just as dangerous as the direct route." He pauses for a second and then laughs, "Mayb e more, if everyone goes that way!"

STATUS:

HitPoints: 20/20
AC/T/F: 16/12/14 (includes +4 mage armor)
Speed: 20
Equipped Weapon: none
Active Effects: Mage Armor (1 hour).
Light: none

--------------------
TRACKED RESOURCES
--------------------
Sorcerer L1 Spells: 5/5
Wand of Cause Light Wounds: 48/48 (held by Aragar Thodash)
Wand of Summon Monster I (CL3): 9/9
Wand of Magic Missile : 50/50

Scrolls
Inflict Light Wounds (x2) (held by Dumpy)
Mage Armor (1 hour)
Color Spray
Grasping Corpse
Silent Image
Comprehend Languages
Air Bubble
Burning Hands
Obscuring Mist

Potions
Cause Light Wounds
Deathwatch
Expeditious Retreat
Hedging Weapons
Longstrider

Alchemical
VerminRepellant 2/2
Flask of Acid 3/3
Flask of Ectoplasmic Residue

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)

stealth: 1d20 - 1 ⇒ (18) - 1 = 17

Aragar tries to move quietly at the front of the team, and thankfully, his armor does not make too much noise this time. "The concealed entrance is least likely to be watched." He draws both his kukris, allowing Sayuki and Sirius to scout ahead but keeping close by to close in should it become necessary.

Grand Lodge

Consort Compact Maps | Character Details |

I see 2 votes for the secret passage, 2 undecided, and 2 we have yet to hear from. Looking for 3 votes to move you to the next phase.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

"Rumpy-rump, love, you wouldn't leave me alone in this dark, scary dungeon would you?"

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

My vote is "if Sirius is game, we'll scout the elevated entrance (either before or while the rest of the party enters the concealed entrance)," FYI.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

I 100% refuse to split the party. Since not everyone can climb, it would be ill-advised to start at that entrance. Therefore, if some of you wish to scout out the elevated entrance, please do so before the rest of the party enters the dungeon. We'll wait here for your return.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15
Nel’setsya Feymantle wrote:
I 100% refuse to split the party. Since not everyone can climb, it would be ill-advised to start at that entrance. Therefore, if some of you wish to scout out the elevated entrance, please do so before the rest of the party enters the dungeon. We'll wait here for your return.

I didn't see it as splitting the party until I considered that I was taking something for granted: specifically, that these are separate entrances to one large room. Keeping in mind that that could very well not be the case: yeah, we'll scout if Sirius is down, then return to the party.

Related note: GM, is there a grapple-worthy surface up there, or something we can tie a rope to once we get up there if needed?

Grand Lodge

Consort Compact Maps | Character Details |

The pathway to the ruined grand entrance of the spire is now a steep pile of loose rocks and rubble. It seems like fitting a piton or hook would be trivial.

Sovereign Court

N Dwarf Druid 4

Dumpy is quiet through most of the trip to the Spire, seemingly not at all comfortable in the outdoors during the day. His smoked goggles stay firmly entrenched over his eyes, and he keeps the hood of his cloak up the entire way.

Perception: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21

Despite it all though, he still manages to spot the concealed entrance easily, even before it is pointed out.

He hitches a thumb towards Rumple. "He's right, ain't too hard to see where it joins in..." He then indicates the main entrance, "But that's even easier to spot."

"If something has taken up residence, seems likely they'd concentrate the eyes there. So a side door should offer more options of gettin' in unnoticed." He frowns, then shrugs slightly.

Side door works for me!

Grand Lodge

Consort Compact Maps | Character Details |

Ok that's 3 votes for side door. Are y'all moving as a unit or is some contingent going it alone to explore the climbing area?

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

Moving as a unit, for sure!

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

"Protect you from the scary dungeon, you say?", the dwarf asks with incredulity. "Perhaps it should be the other way around." he teases. Pleased with his own wit, he thinks I'll let her decide if that means she should protect me from the dungeon or if I should protect the dungeon from her.

"Good point, Dumpy. Let's skip the front door."

He tries to move along stealthily with the rest of the group.
stealth: 1d20 + 2 ⇒ (5) + 2 = 7

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze
Sayuki the Duplicitous wrote:
”There’s one a little higher up that might take a climb, or a hidden entrance down the way. If you want, me and Sirius can try to take a look... though given your wanted poster, I hazard a guess that your strong spot isn’t in avoiding detection?”

"Sirius...?"

"I resent that," He replies, showing up again after a moment of conspicuous absence. "Even I get unlucky sometimes!"

Stealth, take 10: 10 + 9 = 19

Sayuki and I sneaking ahead makes sense to me, but I'm not overly averse to doing otherwise.

Grand Lodge

Consort Compact Maps | Character Details |

Let's get an clear action for next steps from Sirius and Sayuki, please. Separating from the group and climbing or traveling together through side entrance?

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

The plan, as I understand it: Sayuki and Sirius will scout ahead via upper door, then double back, pass on information to group, and enter. If need be, we'll run ;)

"If we might borrow a grappling hook?" she asks, seeming to remember someone mentioning one. Assuming that there is one to toss, she'll go ahead and do so, then use it to climb.

Grappling Hook: 1d20 + 3 ⇒ (18) + 3 = 21

Should be able to take 10 on climbing rope, correct?

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Nel'setsya's objection was (at least in part) that not everyone could climb well. Is there any reason those people couldn't make it up the harder-but-safer way with some help from the rest of us and a bit of knotted rope? If not, there's no reason not to try that way.

Grand Lodge

Consort Compact Maps | Character Details |

Sayuki and Sirius easy climb up the rubble undetected. They creep inside the ruined double doors.

This large foyer seems to have been the main tower entrance, but the grand doorway leading outside is now a broken mass of glass rubble. Crumbling archways lead to the north and south.

What now? Stealth checks with each action here, please.

GM:
goblin perc: 1d20 + 3 ⇒ (9) + 3 = 12

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

Rumple lends them the grappling hook and 50 foot hemp rope with a whisper of "Be safe"

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

GM, could you mark on the map the approximate location of the concealed entrance, please? If we're going to scout, it'd be in that direction, to make sure we're not going to walk into an ambush that way.

Grand Lodge

Consort Compact Maps | Character Details |

Fair enough. Other entrance revealed. It's a ways away. Let me know what you want to do.

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze
Sayuki the Duplicitous wrote:

If need be, we'll run ;)

...Which would be a golden opportunity for the rest of you to have an ambush prepared!

Stealth: 1d20 + 9 ⇒ (17) + 9 = 26

Sirius makes his way toward the front...from the back...of the front....

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)

Aragar is very uncomfortable about letting the two scout ahead, especially with the rubble in the way, which would make it difficult for him to rush to their aid if necessary. Before letting them go ahead, he looks over at Sayuki and mutters softly, "Smiad watch over you."

Activated inspiring word on Sayuki. You get +2 to skill checks for 1 min. Sorry Sirius, but I only have limited use and looking at the stats, I think she needs it more. :)

The DC for climbing a rope with wall to brace against is 5, so everyone should be able to do it by taking 10 (if we don't break out into combat). How high is the rubble though? If combat should break out, would like to estimate how much time it would take to get to them. Also, to clarify, there are two different entrances, right? The one that the two of them went in by, and the other at the NW of the map?

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze
Aragar Thodash wrote:
Activated inspiring word on Sayuki. You get +2 to skill checks for 1 min. Sorry Sirius, but I only have limited use and looking at the stats, I think she needs it more. :)

Well, then, I'll take it as a compliment!

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Oooo, thanks Aragar! :D And yes, to my understanding, the one to the NW is the concealed entrance.

Smiling as Aragar's words, she feels a pleasant glow wash over her. "Let Smiad see what I can do," she grins.

Appraising the layout of the room and guessing at the approximate location at the concealed entrance, Sayuki switches to a weapon she's a little more comfortable with-- a length of untrimmed bamboo with blades wrapped into the branches.

She creeps back to the ledge briefly. "This room looks clear. If anyone's waiting for you at the concealed entrance, we should be able to get behind them. Do you want to see if we can get them in a pincer attack, or do you want us to come with you?" asks Sayuki, who is entirely open to a vote.

Stealth: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

come back :)

Grand Lodge

Consort Compact Maps | Character Details |

After a moment spent in the spire you feel the darkness envelop and cling to you.

Light effects:
Inside the structure, a magical effect swallows up light. Any light source, no matter how strong, illuminates only a 5-foot radius. The Azlanti builders created this magical effect to activate once night had fallen, but it is permanently stuck in its night setting. Anything beyond the 5-foot area is darkness. Ranged combat and melee attacks with reach have a 50% miss chance unless the attacker has darkvision. Creatures without darkvision take a –4 penalty on Perception checks that rely on sight.

Sayuki, how would you like to handle this?

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Sayuki groans as her vision dims. "This is the sort of thing Kasumi's good at," she mutters. She misses her partner's ability to conjure dancing lights from thin air. "Let's withdraw for now. We can inform the others that this hall seems empty, and of the darkness that dulls even my senses."

She thinks a moment, then: "If you would not mind guiding me back to the door."

Grand Lodge

Consort Compact Maps | Character Details |

OK let's FF a bit and i'll put you at the secret entrance door. everyone mind the darkness. Please indicate if you have darkvision or if you are using some other lightsource. As doors are revealed please put some numbers out there for what order you'd like to go in and I will reveal in turn.

This curving hall has been badly damaged, but there are intact
doors to the north, east, and south, as well as a large doubledoor
leading west to the core of the tower.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

Yes to darkvision.

Seeing that Aragar is taking the lead, Nel stops him briefly before he heads into the passage, "Here, a gift of the mind..."

She touches his forehead and he sees an image of a much stronger and taller Nel'setsya in his mind, fully girded in full plate with a large shield and a longsword.

"When the time is right, I will activate an illusion of the image you just saw to serve you in battle and help you flank an enemy. I must have line of sight to you in order to activate this illusion trick!"

False Flanker mental trick.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

I'll go with the flow. c:

Assuming anyone's light source contains a fire component, Sayuki retrieves an arrow and lights the tip. She places the notched end between her teeth, producing a candlelight about a foot in front of her while keeping both hands on her spear.

She's a bit dissatisfied with it; the thick darkness chokes out even her low-light vision. Usually, even the dim makeshift light would be enough to get her sight going a ways.

Grand Lodge

Consort Compact Maps | Character Details |

If someone would take the initiative to label the doors, anytime we get at least 3 votes to move on, we will, and I will use your marching order preference as best I can to set you up on the door.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Went ahead and labeled!

Grand Lodge

Consort Compact Maps | Character Details |

2 supporting votes and we can proceed.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

1, 3, 4, 2.

Sovereign Court

N Dwarf Druid 4

1,3,4,2 is fine with me

Dumpy follows Aragar down the narrow tunnel, his vision well accustomed to lightless underground environments.

Dumpy's darkvision actually extends 90' ... though seems unlikely that will come up in here. =)

"I do not recognize the stone." He mutters, more to himself, as he runs one hand along the wall as they go in.

Hmm.. actually, does he recognize the stone?

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

"My guess is emerald, Dumpy!" says Nel, giggling.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

”Or glass... not that it improves visibility,” grins Sayuki, happy to be in the presence of several dark-sighted folk.

Grand Lodge

Consort Compact Maps | Character Details |

The walls are a polished green stone. Else is mundane.

Grand Lodge

Consort Compact Maps | Character Details |

Looks like we got 3 votes for "1"

Stairs wind upward to the right, circling around a glowing wall of semi-translucent green stone. It seems the Azlanti tower was built around a core of some other material—a spire within a spire.

You circle around the Spire two and a half times, climbing through ruined and impassible levels to a large chamber at the top of the tower. The curving stairs end in a sturdy wooden door with a shuttered arrow slit in its middle.

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)

perception: 1d20 + 3 ⇒ (18) + 3 = 21

Aragar carefully examines the surroundings before he moves forward to the door.

Aragar has darkvision.

Grand Lodge

Consort Compact Maps | Character Details |

Huge apologies, folks. May have been a shifting of numbers. You are not yet at the stairs. You are at the door marked 1

A plush, human-sized bed stands in this chamber, along with a table holding a bone scroll tube and jars filled with eyeballs, claws, and teeth. Various automaton parts lie scattered around.

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

Rumple has standard dwarf 60' darkvision but is carrying his everburning torch in his left hand, for the benefit of the lesser folk. :) In his right is a wand of magic missile. Before we opened the door (or now, whatever), he takes the time to cast the message cantrip and point at each of the other party members so we can all communicate if something bad happens. Whispering through the message, he tells the others, "I do not have any kind of detect magic/undead/poison/insta-death/eternal-damnation/lawyers, so someone else will have to take on that burden." He also relays the room description.

Grand Lodge

Consort Compact Maps | Character Details |

The torch seems to illuminate a 5ft radius around you but no further. Sayuki would be able to see within that radius were she in that radius. Make sense?

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

"Trackers, can you tell if anyone has been here recently? Rogues, any traps? I find it hard to believe that such tantalizing objects could remain undisturbed on the table for long. That has to be from recent inhabitants."

He squints his eyes and tries very hard to see through any illusions that may be there. +3 on Will save. I assume you'll roll that in private?

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

ie, pointless for me to hold it? kk, I'll toss it at the trickster
if she wants it:) OR is the torch completely useless?

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