Tiger's Heart
(Inactive)
Game Master
Torvald Torvaldson
Our adventure begins in the small town of Belric, just on the western edge of the Arthfell Forest in Andoran.
The remaining golem goes down in an explosive blast of stoney shards. 10d6 ⇒ (5, 1, 2, 6, 5, 1, 5, 4, 4, 2) = 35
AC 28 HP 101 INIT +2 Perception +20
REF: 1d20 + 10 ⇒ (17) + 10 = 27
Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
ref: 1d20 + 7 ⇒ (1) + 7 = 8
-35hp
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Reflex: 1d20 + 15 ⇒ (13) + 15 = 28
-31/101 HP Unless it's 0 damage on a save as in Irissë's math
That's quite a security measure . . . Should we proceed?
AC 28 HP 101 INIT +2 Perception +20
search among the golems pile of rocks....anything of worth?
perception: 1d20 + 20 ⇒ (5) + 20 = 25
then continue forward...checking for traps
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Search the golem remains with Weed: Perception: 1d20 + 14 ⇒ (3) + 14 = 17
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The party searches through the exploded remnants of the golems and find two massive onyx gems that are largely cracked and useless. However, the center of each stone can be salvaged and are worth 1,000 GP each.
At the end of the hallway is a metal ladder ascending about 30' before ending in an iron bound door/hatch.
AC 28 HP 101 INIT +2 Perception +20
perception: 1d20 + 20 ⇒ (2) + 20 = 22
check ladder for traps and door/hatch for traps
Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
channelx2: 12d6 ⇒ (4, 2, 2, 2, 3, 4, 4, 4, 6, 3, 4, 5) = 43
Heals
Searching the ladder, Weed triggers a magical trap and a bolt of lightning (as chain lightning) lances out at him before arcing towards the other party members.
DC 22 REF for all 4 PCs
On Weed: 15d6 ⇒ (1, 2, 2, 1, 3, 4, 2, 4, 4, 6, 6, 3, 5, 6, 6) = 55
On Dardanius: 15d6 ⇒ (6, 3, 3, 2, 5, 5, 4, 4, 4, 4, 4, 3, 4, 3, 2) = 56
On Irisse: 15d6 ⇒ (6, 3, 4, 2, 1, 2, 4, 6, 4, 1, 4, 1, 1, 3, 3) = 45
On Turran: 15d6 ⇒ (3, 6, 3, 5, 3, 5, 2, 1, 1, 3, 4, 4, 2, 2, 5) = 49
Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
reflex: 1d20 + 7 ⇒ (9) + 7 = 16
-44/125 hp
AC 28 HP 101 INIT +2 Perception +20
-32
reflex: 1d20 + 10 ⇒ (4) + 10 = 14
AC 28 HP 101 INIT +2 Perception +20
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Reflex: 1d20 + 15 ⇒ (20) + 15 = 35
-28 HP
CLW x 6 for Dar: 6d8 + 6 ⇒ (5, 4, 4, 2, 5, 2) + 6 = 28
CLW x 10 for Turran: 10d8 + 10 ⇒ (2, 3, 3, 3, 7, 3, 2, 1, 7, 5) + 10 = 46
CLW x 15 for Weed: 15d8 + 15 ⇒ (6, 2, 4, 8, 4, 7, 1, 8, 5, 5, 3, 4, 5, 2, 8) + 15 = 87
-22/50 for the wand
AC 28 HP 101 INIT +2 Perception +20
awesome wand rolls Dar!!
back to full strength...for now....
Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
ref: 1d20 + 7 ⇒ (16) + 7 = 23
-18
clwx: 2d8 + 2 ⇒ (7, 7) + 2 = 16
-2
Back up before Weed tries again.
1: bless
2: SW
3: CSW, locate object
4: BoF, NP
-2 channels
AC 28 HP 101 INIT +2 Perception +20
weed tries again....after making sure the party is at a safe distance...
disable device: 1d20 + 19 ⇒ (8) + 19 = 27
Weed addresses the ladder only to find that the electricity trap has been fully discharged; there does not appear to be any other trap on the ladder.
AC 28 HP 101 INIT +2 Perception +20
check hatch for traps
perception: 1d20 + 20 ⇒ (5) + 20 = 25
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
With Irissë, stand away from the bottom of the ladder. Waiting to see what happens to Weed.
The hatch does not appear to be trapped, but it looks very securely locked.
AC 28 HP 101 INIT +2 Perception +20
weed studies the lock and tries to unlock it....
disable device: 1d20 + 19 ⇒ (7) + 19 = 26
The sturdy lock resists Weed's advances and remains quite firmly closed.
AC 28 HP 101 INIT +2 Perception +20
take the time and try again
disable device: 1d20 + 19 ⇒ (5) + 19 = 24
AC 28 HP 101 INIT +2 Perception +20
if party is willing to wait....try again
disable device: 1d20 + 19 ⇒ (15) + 19 = 34
Weed is ultimately victorious in his battle against the troublesome lock.
Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Before opening door:
“What’s the plan now? If this leads inside the auction building are we going to try invisibility or just act like we belong as bidders or what?”
AC 28 HP 101 INIT +2 Perception +20
well....lets us have a quick peek and get our bearings....then close hatch and we can decided the best course....do any of you sense that magic would work inside?? any spells...
weed slowly lifts the hatch just enough to get a glance to get a sense of their whereabouts
perception: 1d20 + 20 ⇒ (9) + 20 = 29
Weed sneaks a peek through the slightly opened hatch and sees that it appears to open in to a 10'x10' cell, with think metal bars and a cell door with multiple locks on it.
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Assuming that Weed relays that.
So we are heading into a jail? Should we continue?
AC 28 HP 101 INIT +2 Perception +20
good question....a cell with a built in escape hatch....makes no sense to me
Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Detect magic.
perception: 1d20 + 21 + 5 ⇒ (16) + 21 + 5 = 42
Irisse switches positions with Weed and peers out of the slit provided through the slightly opened hatch. She catches some magical energy from the cell door, but nothing else that she can see.
AC 28 HP 101 INIT +2 Perception +20
thoughts Irisee....i feel much like a mouse eyeing a piece of luscious cheese.....unawared of the trap that will catch it
Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
“Your guess is as good as mine Weed, there is some magic on the cell door, seems like we could be walking into a trap. We could look around for other possible entrances or keep moving forward and see what comes of it.”
AC 28 HP 101 INIT +2 Perception +20
it seems foolish for all of us to go in....i will volunteer to enter and see what comes of it....if party agrees
Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
AC 28 HP 101 INIT +2 Perception +20
weed cautiously enters the room....perception: 1d20 + 20 ⇒ (15) + 20 = 35
Weed pushes his way up through the hatch and in to the 10x10 cell. There are two adjoining cells (one on either side) with a small area outside the cells that looks like it might be used for interrogation (torture?). On the far wall, there appears to be some type of dumbwaiter that is used to lift up and down to a room above the one you are in. The dumbwaiter is currently in the "up" position and not visibly accessible.
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Dar will ~Detect Evil~ just in case . . .
AC 28 HP 101 INIT +2 Perception +20
weed will check the locks on the cell for traps and if possible proceed to disarm...then try to disable them...and finally pick lock if needed
check for traps on lock: 1d20 + 20 ⇒ (7) + 20 = 27
disable device if trapped: 1d20 + 19 ⇒ (9) + 19 = 28
disable device lock: 1d20 + 19 ⇒ (16) + 19 = 35
Dardanius does not detect any evil and Weed doesn't find any traps.
Unfortunately for Weed, the cell door is in fact trapped, and a surge of negative energy blasts out at him. DC 18 FORT save or gain 1d4 ⇒ 2 negative levels (Weed only).
https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-a nd-Negative-Levels
AC 28 HP 101 INIT +2 Perception +20
arrgghhhhhh!!! Fort: 1d20 + 9 ⇒ (18) + 9 = 27
AC 28 HP 101 INIT +2 Perception +20
wowza!! weed looks up from the ground and whispers down the hatch....ya fellas...the cell door is trapped with something powerful.....i didnt detect any traps at first but by a trolls hairy balls i sure found one....
Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
“Easy Weed, you’re okay, do you want to try again or should we look for a different route?”
AC 28 HP 101 INIT +2 Perception +20
i will try again....just keep a good eye for me
disable device: 1d20 + 19 ⇒ (19) + 19 = 38
Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Dar worries for his friend and keeps a watchful eye at the base of the ladder.
Perception: 1d20 + 14 ⇒ (9) + 14 = 23
This time, forewarned of the malignant energy cursed into the cell's door, Weed is able to overcome the darkness it contains and safely opens it.
AC 28 HP 101 INIT +2 Perception +20
quietly crouching by the cell door....weed listens carefully for any sounds.....looking around....
perception: 1d20 + 20 ⇒ (19) + 20 = 39
Weed sees and hears nothing untoward from his current vantage point.
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