DM Delmoth's Planescape

Game Master Delmoth

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Adventure stage: 3


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Channel is a supernatural ability which isn't subject to spell resistance.

Vaascht cuts down the cleric before he even realizes that it doesn't affect Rinika.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

thanks, wasn't sure but that does make offensive channeling a little more interesting vs extraplanars


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Gritting his teeth as the foul negative energy washes over him, the druid moves near the stairs; readying an attack if the hobgoblins follow Vaascht.

ready action shortspear: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 3 ⇒ (2) + 3 = 5

ready action shortspear crit?: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 3 ⇒ (2) + 3 = 5


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Rinika moves to Brandal's fresh meat pile and starts rummaging for anything that looks useful.


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CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

As the source of his fear dies, Jek no longer feels compelled to flee.

In a careful and deliberate manner he carefully aligns his right and left index fingers and moves them together until they touch.

"Good news! I'm not an illusion! False alarm everyone!"

Jek quickly moves to give Akrynn some backup.


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Seeing their leadership fall the guards say with a waver in their voice, "We surrender!" They drop their weapons.

Loot incoming


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

loot loot! Enemy Magus spellbook come to me! :). Well done everyone.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

I would like to pocket that crit...lol.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht hisses in satisfaction as his blade cleaves easily through the enemy priest, sending him to the ground in a very satisfying spray of blood.

Spinning around and seeing Jek back into action the Gith smiles grimly, they seemed to be getting the upper hand now thanks to the enemies general lack of courage, a thought reinforced by the immediate surrender of the few remaining guards.

Expertly flicking most of the blood from his new blade, he idly comments to it, "My you are much nicer than my old one. How kind of my enemy to gift you to me. You need a name." Pondering that, he looks around and suddenly winces as accumulated injuries make themselves known loudly and all at once.

"Ugh, I hope this one has healing potions. he grumbles as he bends down to search the body, looking around "Everyone OK?"


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Imogen: Potion of Gaseous Form, Potion of Levitate, cold iron katana, 2 daggers, light crossbow with 20 bolts, spell component pouch, spellbook (all magus cantrips; 1st: color spray, magic missile, ray of enfeeblement, shield, shocking grasp, warp sense; 2nd blur, cat’s grace, scorching ray, web), 47gp, 37sp, 1 opal worth 25gp

Hurfang: Potion of cure light wounds, cocooning padded armor, 2 masterwork clubs, 28gp, 33sp, 18cp, a necklace made from polished teeth of various sizes worth 25gp

Trent: Potion of cure moderate wounds, masterwork splint mail, masterwork shortsword, 44gp, a silver pocket watch with jade and ruby inlays in a floral pattern with the maker’s mark IDK, 250 gp

Brandal: Scroll of cure light wounds, masterwork chainmail, master heavy flail, spell component pouch, wooden unholy symbol, 15gp, 28sp, 4cp

Guards: chainmail x4, 2x light crossbows, heavy crossbow, 23 bolts, falchion, greataxe, heavy mace, morning star, javelin, 42gp, 88sp, 54cp

Warp Sense
School Divination;
Level bard 1, cleric/oracle 1, druid 1, inquisitor 1, magus 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
Casting Time Full round
Components V, S
Range 60ft
Area cone-shaped emanation
Duration concentration, up to 1 min/level (D)
Saving Throw none; Spell Resistance no
You detect portals. The amount of information revealed depends on how long you study an area.
1st Round: Presence or absence of a portal.
2nd Round: Number of portals and what type.
3rd Round: The caster can attempt a knowledge planes check DC 25 to determine what plane the other side of the portal is located. If failed she may attempt this check again in one day.
4th Round: If the caster determines the location of the other side of the portal she may attempt another knowledge planes check DC 25 to determine the key to activate the portal. If failed the caster may attempt this check again in one day.
At the GM’s discretion the DCs for the knowledge planes check may be harder or easier.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 3)

names added to loot sheet, slightly organized by item type.
Did not add the swords and armor from before, 4 longswords, 4 studded leather, and 4 longbows? With a bunch of arrows iirc...
Will add values/weights later if no one else does :3
Also, I'm going to assume that Nik's hp total won't matter until the spell has taken its full 1 minute course...

Nik pulls the two arrows out, making one loud grunt each.
"I'll live. Not that anyone's really living. Which reminds me, have you consulted any clerics about your condition, Rinika?"
Nik casts Infernal Healing on himself before he begins picking through the equipment of the defeated.

Eventually he notices the pile of bloody bones that was skellington.
"And can we take our time cleaning up? Maybe an hour? It would save me eight hours of work later..."

Spells etc:

before this post

Supernatural Abilities
. 6/7 Power Over Undead (30' burst; DC 15 will)
. (1 at a time) Corpse Companion

Spell-like Abilities
. 7/7 Bolster (Undead) (+1 profane on attacks and saves; 1 temp hp/HD; +2 turn resistance; 1 round duration)
. 1/1 Pyrotechnics (DC 14)

Spells Prepared:
. 1st (3+1/day) Repair Undead (S), Grease (DC 15), Infernal Healing [x2]
. cantrips (at will) Acid Splash, Detect Magic, Prestidigitation, Spark


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn dons padded armor and grabs a masterwork club.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

After wiping and sheathing his new blade Vaascht helps the others gather loot from their opponents, also after stripping the living guards, herding them to the ballistae area. Leafing through Imogens spellbook, he smiles a bit, "Not as good as mine, but it will do. Nik, look at this Warp Sense spell, this may help us escape if we find a safe place to properly study it." Snatching up the Giths spell component pouch and a couple of daggers, he returns Niks borrowed dagger with his thanks.

Eying the potions and scroll of healing with a bit of longing, he leaves them for the moment as the group determines who is injured and how badly before worrying about that, instead turning his ire to the captured guards.

"OK, time to start talking. We are stranded and in a bad mood. If you are feeling talkative then I will consider not just tossing you all into the plane of Fire and having done. What is to the north? Who is left in the compound to the west, how in all the hells do we get out of this place?"

I'll take Imogens spell book and component pouch, plus a few daggers and could use some healing eventually


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Rinika puts on one of the earlier looted sets of studded leather and grabs a light crossbow, a handful of bolts, the necklace and the pocketwatch. The necklace joins her goblin bling.

"I'm...okay. Losing all my old stuff still has me a little queasy, and it's waaaaay to bright here, but I think eventually I'll be better." she Pat's the pocket watch to reassure herself.

"I haven't really seen a cleric, no. I talked to that taxidermist Zakk? Eighttoes kept telling me he wanted to take a look, but..." She shivers at the thought. "He's nice enough but he seemed a little too eager."


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 3)

Nik continues the side conversation while Vaascht interrogates the guards.

"Ugh, Zakk. Did she suggest that you stuff yourself when you stepped in?
In my experience, she's impossible to communicate with. I can't imagine getting helpful advice. Lucky for you, I'm an aspiring master of undead."

Nik, also rather eager, extends a hand as if to shake on a deal. The hand is wreathed in black profane energies.
"Want to try something else that's only supposed to work on shamblers?"

Using Bolster Undead, which should only work on undead. I'm pretty sure it won't work on Rinika, but not 100%. Also Nik has no way of knowing xD

Spells etc:

before this post

Supernatural Abilities
. 6/7 Power Over Undead (30' burst; DC 15 will)
. (1 at a time) Corpse Companion

Spell-like Abilities
. 6/7 Bolster (Undead) (+1 profane on attacks and saves; 1 temp hp/HD; +2 turn resistance; 1 round duration)
. 1/1 Pyrotechnics (DC 14)

Spells Prepared:
. 1st (3+1/day) Repair Undead (S), Grease (DC 15), Infernal Healing [x2]
. cantrips (at will) Acid Splash, Detect Magic, Prestidigitation, Spark


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Vaascht wrote:


"OK, time to start talking. We are stranded and in a bad mood. If you are feeling talkative then I will consider not just tossing you all into the plane of Fire and having done. What is to the north? Who is left in the compound to the west, how in all the hells do we get out of this place?"

The guard motions to the "north", "You mean that way? That leads to the tower. We use it as our barracks and armory. Willem and the new guy that snores are still manning it. The rest should be the hobgoblins and that other spellslinger. Imogen brought us through a portal on one of the platforms, the key is some kinda magic. We're all stuck here with her gone."

Most of the time cardinal directions don't apply to the planes. Directions on the elemental planes are set to the other bordering planes so. Earth-wards or Negative-wards. Not that anyone present would know how to tell with out magic or a supernatural ability. Know Direction typical will return an effective north, here it would point you to the Positive Energy Plane, on the Outlands it will point you to the Spire, other planes vary, Sigil it doesn't work. When I say "north" its ooc info so that we can look at a map effectively.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

that was the context I was using it in as well, "over there" is more difficult to describe on pbp and requires lot more of me hunting and pecking on my phone :)


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

"Zakk was fine! She tried to take out the dead spot, but it didnt work. She didnt even charge me that much."

When Nik reaches out his bolstering hand, Rinika scrunched up her nose and examines it for a few moments before tentatively reaching out a paw to poke his hand.


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Nik touches Rinika and the energy he meant to transfer dissipates without any effect. He guesses Rinika isn't dead enough, but she is closer than most. Perhaps if she was persuaded to lose her emotions she would achieve True Death and truely pass on.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

She shrugs and says "I guess not. Enough of me is still alive!" That brings a smile to her otherwise queasy face.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

"Well, none of you did anything to me other than honest combat, so if you behave yourselves I'm inclined to leave you be, even let you out with us once we figure out how to leave."

Seeing the rest of the group mostly in one piece, Vaascht rummages the cure light wounds potion from the pile and drinks it down.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

"Ah, better. Ok, which way then? Loot the armory that way? Or take care of the hobgoblins and our biggest remaining threat? Once we are secure this spell here might just tell us how to get out, but we'll need a secure night's sleep first."


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

Jek pokes through the loot but doesn't end up taking anything. He then begins organizing items so they can be bundled up.

"So, how fortified is this tower?"


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 3)
Rinika wrote:
She shrugs and says "I guess not. Enough of me is still alive!" That brings a smile to her otherwise queasy face.

"Maybe you should join the dusties and we can help you with that." Nik says to Rinika before paying attention to that rather important discussion about how to proceed.


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Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

"I vote the hobgoblins, they probably have the best stuff." Rinika volunteers her opinion while flipping her pocket watch open and closed.q


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn finishes donning the padded armor. He also takes the other club, javelin and scroll.
The druid smiles at Rinika.
We need to clear out the tower. There we may find it secure enough to rest to regain our strength. Only two potential opponents in there, according to our new friends.

He pats his armor.
Could use an upgrade also.

The druid casts on Jek.
scroll of clw: 1d8 + 1 ⇒ (3) + 1 = 4


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

"Yeah...I could use the rest. They might have food. I cant say I want to eat but we probably should."


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

"That was my thought, might have more useful magics there too, scrolls and potions and such. We still will probably have to deal with that curses mage, the Shadowknave, before we get out of this. Not to mention Rinlka's bear friend if we can't get out through a different portal." Vaascht notes.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 3)

Nik replies accompanied by the sound of the crank of his crossbow.
"He seemed in a hurry, I doubt he'll be guarding any of our escape routes..."
and hopefully he doesn't tell anyone who might actually want to sit around guarding a portal...

Swinging his newly reloaded heavy darkwood crossbow up, he gestures towards the poorly made doors.
"Any volunteers to go first?"


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The captured Illuminated answer Jek, ”The tower’s carved out of the surrounding rock and the doors are made of iron and kept locked. They’ll fire on you as you approach out of arrow slits.” They look to Vaascht as if to say, “We’re cooperating.” As Rinika takes the pocket watch she feels her stomach calm. Fixed the price I intended, 500 gp.

We do have a standard marching order, if you want something different go ahead and change it.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
DM_Delmoth wrote:

Fixed the price I intended, 500 gp.

It's the second part of the curse that has her sickened at the moment for stuff being taken (it's pretty rough), not the current amount on her, that's more than enough. I'm okay if you still want to get rid of it though :3

Quote:
You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will.


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Gotcha, carry on then.


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

Jek thanks Akrynn for the healing, and continues talking to the guard.

"Do you have a key for these locks? What do you usually do to enter the tower?"


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

"Any chance you can talk the last few out of there so we don't have to kill them? Not that I mind, it's just been a long day."

Vaascht growls as he glowers at the surrendered troops.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

"I could try to unlock it. Try to sneak up there. Or someone could use that gaseous form potion."


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn looks to Rinika.
I also have some skill at stealth; although I wouldn't mind drinking that Potion of Cure Moderate Wounds first, if noone minds?


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One answers, "Imogen gave the key to Willem, it's usually left open unless an elemental gets curious. Any sign of trouble they close it up. I don't know that we can talk em down they're in a good position there."


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 3)

Nik shrugs at Akrynn's question.
Turning to Jek, Nik asks "Think your horns could dent the front door?"


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

"Absolutely. It could take a couple minutes, and it'll make a lot of noise. Can any of you climb?"


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Potion of CMW: 2d8 + 3 ⇒ (3, 7) + 3 = 13

Akrynn down the potion.
I do have some skill in climbing also

Climb +7; plus another with Guidance.


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I'm sure we're heading to the tower. If we're using stealth can I get some checks?


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

I'm going to assume that non-stealthy people like Jek will be staying back and waiting for some sort of signal.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Yeah I have no stealth. Though Jek could chug that gaseous form and float in then wait for it to wear off and keep them occupied while we charge in. Also, I don't trust our prisoners not to try to jump us from behind, possibly


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Casting blurred movement for concealment on the way to the door
stealth+cloak of darkness-sickened: 1d20 + 9 + 4 - 2 ⇒ (13) + 9 + 4 - 2 = 24


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

The druid traces a Rune of Guidance in the air. He then follows Rinika.
Stealth: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
He also looks for any alarm triggers along the way.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht looks at the guards and growls, "Back to the entrance." point back "south" to where they all first came in.

"If you decide to be brave and come back, I won't be taking any prisoners later."

Then he waits with Jek while the stealthy members of the group scout the tower.


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DM dice:
1d20 ⇒ 3
1d20 ⇒ 7

Standing on a pinnacle of rock this tower appears two stories tall. A single guard with shortbow strapped to her back watches out of an arrow slit carved in the side. Rinika and Arkynn approach as quietly as they can and when the guard looks away momentarily they dash for the door. The iron door is currently locked.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Is the guard at ground level?


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Second level


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 3)

BTW, how far away is Jek? 100' ish? I think the tower might be within the first 120' range increment of muh heavy crossbow >:3
Nik will wait until it's obvious that the enemies suspect something xD

"I'll be right over here, out of Jek's way if he needs to charge in." Nik says as he approaches the edge of the ballista landing and levels his crossbow at the tower.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

With a *snik* Rinika pops out her claws and goes to work on the lock, lacking any thief's tools.

Disable Device+Guidance-sickened-improvised tools: 1d20 + 9 + 1 - 2 - 2 ⇒ (10) + 9 + 1 - 2 - 2 = 16

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