Rise of the Wicked (Inactive)

Game Master DireMerc

MAPS:
Lastwall

loot sheet


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Female Half-Elven Anti-Paladin of Calistria 5 l AC 25 T 14 FF 21 l HP 47/47 l F +10 R +7 W +7 l Init +3 l Perc +2 I CMB +8 I CMD 21 I Low-light Vision

"So, straight ahead's wrong," Cori remarks. "If that floor tile is a pit, it stands to reason that the adjacent tiles are solid, or else the pit wouldn't have walls. Of course, that doesn't stop there from being a different trap, like rocks falling from the ceiling or spikes from the wall or some such."

She looks around again, hoping to spy something.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

Reginald would be at 6 hp,due to DR, but fast healing will clean that up.

Could someone use this rope to help my skeleton back up? He isn't the best at climbing... though I doubt I would do better honestly.

He holds out a rope to anyone willing to act as an anchor or hammer a piton in,


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

Seeing the skeleton walk towards the middle of the room, only to sink through the floor rapidly, I am guessing that is the deception lesson.

She walks to area before the skeleton vanished from sight, tapping her scimitar's point on the floor. Once the scimitar's point starts going through the floor, she lies down before the scimitar started to go through the floor, sticking head through the illusion to see what is below, and looking for the pendant too. Also seeing how big the pit is.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Is spike damage not piercing damage, which our skele boy here is resistant too.


@ryzz that is correct but looks like Vinnick already took that into account

Looking trough the illusion to see the pit R'yzztyg can see it's a 10 by 10 pit 20 feet deep which takes up most of the center of the room.

updated

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid gasps "Reginald!" He helps the skeleton back up. Then he uses R'yzzntyg's method of tapping the floor before stepping somewhere to get his coin back. After the jump scare is done with, he says "All right, Reginald, brave boy... Scout ahead. Try to make it to the other door."


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Er, would my 25 perception have found that pit? Did it notice anything?


Well doing a roll of 25 perception from the entrance I don't count it as searching the entire room at 25 (which would take hours). As such I'm not gonna point out every trap and secret door hidden at a dc less than 25 in the entire room I would only mention them if there was something very close to you at the entrance or something that could be seen even from a distance that stands out. As for the pit trap the only way to find it is to interact with it somehow. (ie, falling into it, or moving forward while tapping the floor with a an object, tossing a coin or rock forward to check for traps ect) a simple spot check isn't going to see trough an illusion no matter how high it is unless you a special power that allows you to do so.

Assuming you want to look for secret doors and traps specify were your looking -> (I search the north/south/east wall for a secret door or I check the floor for traps going forward, I search the wooden door for traps) if your doing something special like tapping the floor moving forward this is good to mention as it can also modify the result. If you don't specify I will assume your only checking your immediate surroundings.

So the short answer is you didn't really notice anything out of the ordinary.


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

Her head pops out of the seemingly real looking floor, then looks sideways, popping her halfway through the illusion a few times.

The pit is 20' deep, with plenty spikes, though looks like Reginald is still mobile between the spikes. The looks like it is 10' by 10', not going right up against the walls.

She stands up once the skeleton has been retrieved from the pit, and walks to the right side, dragging her scimitar along the floor, with the tip part being in the illusion in the pit. She stops walking once her scimitar finds the corner of the pit.

One of you sure welcome to go ahead crossing over to the other side of room from this point.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light
DireMerc wrote:

Well doing a roll of 25 perception from the entrance I don't count it as searching the entire room at 25 (which would take hours). As such I'm not gonna point out every trap and secret door hidden at a dc less than 25 in the entire room I would only mention them if there was something very close to you at the entrance or something that could be seen even from a distance that stands out. As for the pit trap the only way to find it is to interact with it somehow. (ie, falling into it, or moving forward while tapping the floor with a an object, tossing a coin or rock forward to check for traps ect) a simple spot check isn't going to see trough an illusion no matter how high it is unless you a special power that allows you to do so.

Assuming you want to look for secret doors and traps specify were your looking -> (I search the north/south/east wall for a secret door or I check the floor for traps going forward, I search the wooden door for traps) if your doing something special like tapping the floor moving forward this is good to mention as it can also modify the result. If you don't specify I will assume your only checking your immediate surroundings.

So the short answer is you didn't really notice anything out of the ordinary.

I made good roll and you did not respond to it, so I asked. The game we play has a mechanic for what I did. There is a -1 penalty for every 10 feet I believe. I totally get the illusion interaction thing. That is RaW. But from the door I see no RaW ssue spotting traps or other hidden things. But you are the GM is its your call, But I cannot know house rules until you relate them.


Lets move this conversation to the OOC discussion.

It takes a bit of time but you manage to get the skeleton back up from the pit no problem.

Stan does notice that something is strange with both the northern and southern walls of the room. The patterns in the tiles change in a way that suggest that the northern wall rotates (and he hears a faint sound of running water coming from there) and the south wall looks like there should be a door there.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Something is strange with the northern wall there. The tiles don't quite line up. and there to the south. I hear noises beyond that wall.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Based on the GM's description, Slid would search the south wall, but...

Based on Stan's comment, Slid decides to approach the northern wall and search it.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

I making R'yzzntyg not take part in search of the north wall, as she would be spending the same time period looking into pit, helping to get skeleton out of pit, and tracing the edge of the pit towards the north wall. By the time she gets to the wall, I am sure she the investigation there had concluded.

At the corner (NW) of the pit, she marks the corner with some chalk, before joining the group at the wall.

Ajikisshochraos follows R'yzzntyg to the pit, also sticks head through illusion to see what is below, after seeing her charge lie down to look through the floor. When R'yzzntyg moves to the north sides of roof, she walks on the left side.


Female Half-Elven Anti-Paladin of Calistria 5 l AC 25 T 14 FF 21 l HP 47/47 l F +10 R +7 W +7 l Init +3 l Perc +2 I CMB +8 I CMD 21 I Low-light Vision

Cori remains standing on the stairs, waiting for the more perceptive members of the group to determine the safe path.

"I'm not deluding myself that I would do a better job at finding the traps than they are," she says to herself. "Except maybe by stumbling into one with all the grace of that bag of bones."


Examine it Slid can see that the wall here rotates if the proper amount of force is applied at the right place. (think of it like a revolving door that needs to be moved manually)

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

After sharing the information about the door to the group, Slid says "I'm pretty sure I lack the strength to do this. I prefer things that require a bit more finesse and care."


Female Half-Elven Anti-Paladin of Calistria 5 l AC 25 T 14 FF 21 l HP 47/47 l F +10 R +7 W +7 l Init +3 l Perc +2 I CMB +8 I CMD 21 I Low-light Vision

"Well, if all you need is some muscle, I can do that," Cori says, moving over to the wall. She sets her shoulder against the wall where Slid indicates, and attempts to move it.

Strength Check: 1d20 + 2 ⇒ (1) + 2 = 3

(Talk about dice-roller hatred. I'm getting a lot of 1's here.)


Sadly for cori the wall doesn't even budge.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Please allow me. A gentleman should never let a lady open a door.

Strength: 1d20 + 3 ⇒ (3) + 3 = 6

This door does seen to be stuck. Perhaps if you assist me?

Stanislav gets out a crowbar and then takes 10 for a total of 15.


After applying enough force there is a sound and the wall rotates you step back to avoid being hit and it flips around to reveal a pedestal with a blue gem on it. An inscription reads. "thou hast seen past deception and uncovered a useful tool" The gem is fairly small and seems to have a blue flame burning inside of it but the gem emits cold.


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

When the door opens, Ajikisshochraos spots the blue gem on the pedestal, she shouts in draconic, Gem! Gem! as she moves towards the pedestal.

R'yzzntyg smiles, speaking in draconic, Be careful, This could be just another trap.

They search around the pedestal for anything that could indicate a trap, before R'yzzntyg takes the gem.

Ajikisshochraos Perception: 1d20 + 5 ⇒ (11) + 5 = 16
R'yzzntyg Perception: 1d20 + 8 ⇒ (17) + 8 = 25


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stanislave reaches over and picks up the gem and offers it to R'yzzntyg. A fire burns withing the gem, but it's cold to the touch. Perhaps it is magic?


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

She takes the gem , turning it around inspecting it, pondering the significance of the flame inside, and the phrase: and uncovered a useful tool. While Ajikisshochraos hops about in front of her, also trying to see the gem better, and of course wanting it.

Knowledge: Arcana: 1d20 + 3 ⇒ (5) + 3 = 8
Knowledge: Nature: 1d20 + 4 ⇒ (9) + 4 = 13

No History check yet. That will come with next level.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid opens his eyes wide at the sight of the gem. He is about to agree with R'yzzntyg when Stanislav goes for the gem. He takes a step back.


No traps are activated by picking it up and the gem while cold to the touch doesn't harm you.

It's true nature does elude R'yzztyg for now however. (Would be spellcraft to identity a magic object)


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

Spellcraft: 1d20 + 4 ⇒ (5) + 4 = 9

LOL. No change in the result.

She turns to look up to the others, I have no idea of the flame inside the gem. Perhaps this is a key of some sorts.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid asks to inspect the gem and looks it closely, putting it against his eye to try to see the flame more closely. He gives it away, puzzled.


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

Vinnick utters an arcane phrase in draconic Ocir Arcaniss and casts detect magic on himself. With a purple light now shimmering in his eyes he moves to look over the gem.

May I see it please? It would be easier for me to study it if I was able to hold it. If given the gem, he looks it over.

know. arcana: 1d20 + 11 ⇒ (4) + 11 = 15
spellcraft: 1d20 + 11 ⇒ (16) + 11 = 27

I have all knowledges ranked atm, so if I need another different one let me know. Only a couple are higher than 9 though.


The flames inside are cold fire. Vinnick figures that this gem is easily breakable and if broken will unleash an explosion of fire that freezes rather than burning (cold type fireball in grenade form 4d6 cold damage in 20 foot radius if the gem is broken, trowing it at any hard surface will do)


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

She holds the blue gem up to Vinnick, Hope you have better luck than me to see what this is. Sure no normal gem.

Hearing from Vinnick, that is a cold damage weapon, she turns to Ajikisshochraos speaking in draconic, Ajikis, sadly that is no gem. Drop it and boom we freeze.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid finds the explanation interesting. He would like to have the gem, but he doesn't say anything. He believes the others would find more use for it. His attention focuses on the south wall. He asks Stanislav "What sort of noises do you hear behind that wall?"


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

A faint sound of running water. Lets see if we can find another door. Stanislav moves to the wall where he heard the noise and searches, but finds nothing.

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid goes next to Stanislav and starts searching too.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

But he's just as clueless.


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

She takes the gem and places it carefully into her spell component pouch.

Once done she walks out to follow the other two to the south wall, again placing her scimitar tip into the pit, from where she marked the corner, so to find the next corner to mark.

Then too looks at the wall, and places her ear against the wall.

R'yzzntyg Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Oh my. Total failure....


Female Half-Elven Anti-Paladin of Calistria 5 l AC 25 T 14 FF 21 l HP 47/47 l F +10 R +7 W +7 l Init +3 l Perc +2 I CMB +8 I CMD 21 I Low-light Vision

Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Cori lends her eyes to the process of examining the
South wall.


You manage to find a hidden switch that reveals a long passageway.

Water runs down the walls of the passage and pools down a few feet below, a ten foot long wooden bridge crosses over the water to the other side were the passage slopes down into darkness.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid tells Cori "Impressive!" He looks at the bridge and says "Maybe Reginald should test this one."


Female Half-Elven Anti-Paladin of Calistria 5 l AC 25 T 14 FF 21 l HP 47/47 l F +10 R +7 W +7 l Init +3 l Perc +2 I CMB +8 I CMD 21 I Low-light Vision

”Should we check that plain old door over there before we explore this route, or are we reasonably sure it’s just bait for the pit trap?” Cori asks the others.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

With the clue we were given I will wager it was bait. If we run into a dead end we can always come back. Stanislav notes.


You send Reginald forward and he safely crosses the bridge so you follow.

At the end of the tunnel there is a switch which opens another hidden door to another chamber.

This room is cold there is a layer of frost over everything and you can see your breath. An inscription on the wall reads. "Chamber of many paths - Following the herd if for fools, fear not their icy derision, make your own path."

The room has a door to the east, a door to the south and an open passage to the west which is has a strange brown mold or fungus growing all over the walls ceiling and floor of the hallway. (knowledge nature)

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid comments shivering for a bit "It seems we beat the deception room. I would leave that door for another time. It seems it was a deception as well."

He looks at the new room silently, then says "I don't know much about mold, but this passage seems more dangerous. Still... The inscription back there says that we should make our own path. I wonder if... maybe we should open our own door?" He goes ahead and starts tapping the walls looking for a hollow spot.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Before anyone enters Stanislav looks at the ground for tracks.

Survival: 1d20 + 4 ⇒ (13) + 4 = 17

Then he considers the mold, trying to identify it. His education far exceeds a normal man at arms and he sometimes knows about things.

Knowledge Dungeoneering: 1d20 + 5 ⇒ (18) + 5 = 23

Knowledge Nature: 1d20 + 5 ⇒ (14) + 5 = 19


Stannis quickly spots dozens of footprints in the frost leading towards all 3 directions but all that go towards the mold passage turn around and go towards a door as well.

Slid notices the pattern of the footsprints as well but nothing else that stands out.

Brown mold is a rare plant life that absorbs all the heat from it's surroundings. Any living person going anywhere near it will have the warmth literally sucked from their bodies and likely die.

Brown mold can however be destroyed by being frozen. However using heat against it will cause it to quickly expand and it very dangerous.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Assuming Stanislav shared his insight

Slid comments "Well, it seems we found a use for that gem real quick, didn't we?"


Female Half-Elven Anti-Paladin of Calistria 5 l AC 25 T 14 FF 21 l HP 47/47 l F +10 R +7 W +7 l Init +3 l Perc +2 I CMB +8 I CMD 21 I Low-light Vision

"The riddle seems clear enough," Cori nods in agreement. "All the footprints move away from the corridor with the mold. Who would like to do the honors?"


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Hold for a moment. I have this liquid ice we could try first. If it works then we can save the cold grenade gem for a better use later. If not, we can still try the gem. Stanislav pulls out and thinks about throwing the Liquid Ice at the mold but hands the alchemical to Slid. You do the honors. he adds.


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

Happily crossing over the bridge, enjoying the sight of the water flowing below, she makes her way to the other side.

Before she even has a chance to discern the the type of mold, Stanislav speaks out identifying the mold species.

Looking at the room's description, and the tracks Stanislav spotted, she speaks up, Well it is obvious, we are supposed to go through the passage.

Taking out the blue gem, Seems this is where the useful tool is to be used. Though my only concern is. How long will the effect of this cold freeze going to last on the brown mold, seeing we going to need to come out again. Hopefully the other means works, so save the gem for exiting.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid takes the vial and looks at Stanislav inquisitively. "You expect me to drink this?", he asks. After thinking better, he throws it at the mold.


The liquid ice explodes and the mold convulses and seems to retreat into itself shrinking significantly reducing it's effective area by half.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Do we think that is enough to slip by without it hurting us?

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