GM Jhaeman's "Master of the Fallen Fortress" (Inactive)

Game Master Jhaeman

Free RPG Module for Level 1 PCs.

Maps & Handouts


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Grand Lodge

Dwarven Vigilante 1 / Brawler 1 | AC 16 (T:13/ FF:13) | HP: 22/22 | Fort: +5 Ref: +7 Will: +3 | Perception: +7 | Initiative: +3 | Spells 1st: 2/2 | Reroll: 1/1

Local: 1d20 + 7 ⇒ (19) + 7 = 26
Fort vs DC 13: 1d20 + 1 ⇒ (14) + 1 = 15

"Ah yes, trogs. Though they may see well in the dark, they are slow and simple minded. If we had access to stronger magic, we could mitigate their stench."

Mystic Blast vs BLACK {PBS/Cover}: 1d20 + 3 + 1 - 4 ⇒ (6) + 3 + 1 - 4 = 6
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Jomal charges into the fray but gags from the awful stench and is unable to land a blow. The Magi manages to keep the contents of his stomach down, but his mystic blast flies harmlessly over the troglodyte's head.

Andrelis and Gareleth are up.

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Fortitude Save: 1d20 + 2 ⇒ (10) + 2 = 12

"Here we go again, Andy!" Gareleth says as he tucks into a roll to try to tumble through the threatened square and into the room.

Acrobatics: 1d20 + 5 ⇒ (20) + 5 = 25

Having gotten in, he flicks his whip at the closest Troglodytes ankles in an effort to trip him.

Trip Attempt: 1d20 + 8 ⇒ (16) + 8 = 24

"That'll bring him down to size," Gareleth quips.

Technically, the rolls are 23 for the acrobatics and 22 for the trip due to the sickened condition, but I still feel pretty confident that they worked.


The troglodyte closest to the door gets his legs yanked out from beneath him by Gareleth's whip!

Black is now prone.

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Andrelis, from his position by the door, advances into the room supporting Gareleth and attempting to stab the tripped creature.

Fortitude DC 13: 1d20 + 1 ⇒ (18) + 1 = 19RS

Shaking his head at the powerful stench Andrelis closes on the downed Trog and stabs at it with his rapier.

Attack: 1d20 + 3 ⇒ (5) + 3 = 8+1 RS

On the off chance that the young troglodyte is hit by Andrelis' feeble attempt to stab it:
Sneak Attack: 1d6 + 1d6 + 1 ⇒ (2) + (5) + 1 = 8

Knowledge Local: 1d20 + 5 ⇒ (16) + 5 = 21
I suppose they also are demon worshipers, so we should be careful if they have a priest or somesuch here.

Andrelis adds the last as he returns to guard, his rapier extended low in primo to catch the troglodyte should it regain its feet.


The troglodyte manages to just roll out of the way of Andrelis' rapier.

Andrelis, can you remind me what the "RS" is after your dice rolls?


The troglodyte gets to his feet and ineffectively tries to claw at Jomal, while the other one hurls a javelin at Andrelis and grazes the elf's arm!

Andrelis, you take 2 points of damage.

Black provokes an AoO for standing up from Jomal, Andrelis, and Gareleth. He's not likely to survive to actually do the attack, but I'll roll it anyway. Black missed. However, the javelin is a natural 20 (though not a crit).

GM Dice:

Claw vs Jomal: 1d20 ⇒ 10
Javelin (thrown into melee) vs Andrelis: 1d20 - 4 ⇒ (20) - 4 = 16
Confirm?: 1d20 - 4 ⇒ (10) - 4 = 6
Damage: 1d4 - 1 ⇒ (3) - 1 = 2


Initiative (Round 1)

Uoralveren
Jomal
The Magi
Andrelis
Gareleth
Creatures
Tuck

Bold may go!

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Gareleth strikes at the troglodyte as it tries to stand.

Scorpion Whip: 1d20 + 6 ⇒ (11) + 6 = 171d4 ⇒ 4

"No, you should just stay down, beastie," Gareleth says as he hits the troglodyte Which I assume happened. Then, looking at the other one, he adds, "Maybe you'd just like to surrender."

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

that was from raging song

Ow You blasted thing!

Seeing the troglodyte rise to its feet, Andrelis stabs it flicking his wrist and rapier at the enemy attack of opportunity: 1d20 + 3 ⇒ (14) + 3 = 17+1

damage: 1d6 + 1d6 + 1 ⇒ (4) + (1) + 1 = 6

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Tuck moves quickly through the melee, risking a swing from the opponent struggling to get up off the floor if he is still capable of such things after Tuck's allies ministrations. He then grabs hold of the other creature.
Grapple: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
"You've thrown your stick and drawn some blood now, well done. But I think that'll have to do ya." His voice is firm but not aggressive, almost soothing.


Gareleth and Andrelis dispatch one troglodyte before it can even stand up, while Tuck barrels into the room and once again easily wraps a foe up in his thick arms!

Black is unconscious and in negatives, while Yellow is now grappled.


Initiative (Round 2)

Uoralveren
Jomal
The Magi
Andrelis
Gareleth

Troglodyte
Tuck

Bold may go!

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Can I speak a short sentence (7 short words in this case) out of my turn?

If so:
As Tuck holds the creature and gets ready to pin him he calls out to his companions "Don't kill 'im. Just knock him out"


Sure, talking is one of the only free actions I allow outside of someone's turn.

Sovereign Court

1 person marked this as a favorite.
Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

"Knock him out?" Gareleth responds. "I'm not good at that." and moving to have a clear shot, Gareleth swings awkwardly trying to hit the troglodyte in a way that will cause his spiked and barbed whip to not do lethal damage.

Nonlethal Scorpion Whip: 1d20 + 2 ⇒ (2) + 2 = 4

I already took off the penalty for trying to do nonlethal with a weapon that is not made for it.

"I did mention not being good at that, right?" he says as he completely whiffs in his attempt to hit the creature.

Grand Lodge

Uoralveren | CG Male Elf Medium Skald (Twilight Speaker) 4 HP 31/31 | AC 19 T 13 FF 14 | CMD 18 | F +6 R +5 W +5 | Perc +7 | Init +5 | 30ft | spells 1st: 2/4 2nd: 1/2| Active Conditions: Raging Song (5/17)

Free action to continue Raging Song / Inspire Devotion. Everyone gains a +1 competence bonus on attack rolls and a +1 morale bonus on saving throws. There's no downside like a normal Skald, so everyone should be taking this!

Uora will continue singing in a deep Elven voice as he walks in towards the Troglodyte. With a swing of his spear, he'll attempt to poke it (but not kill it). His stomach is still feeling a bit off though (sickened condition)

Elven Branched Spear Non-leathal: 1d20 + 3 + 1 - 4 - 2 ⇒ (20) + 3 + 1 - 4 - 2 = 18
Confirm?: 1d20 + 3 + 1 - 4 - 2 ⇒ (17) + 3 + 1 - 4 - 2 = 15
Damage: 1d8 + 3 - 2 ⇒ (3) + 3 - 2 = 4

Uora goes in for the strike and attempts to knock the little Troglodyte out.

Dark Archive

Male Nagaji Monk (Unchained Scaled Fist) 2| HP 20/12 | AC 17 TO 16 FF 14 | F +4 R +5 W +1 | CMD 22 | Init +2 | Perc +1 LLV | Gaze 1/1

Jomal moves and, still sickened, tries to attack again.

Attack: 1d20 + 5 - 1 - 2 ⇒ (17) + 5 - 1 - 2 = 19
Damage: 1d10 + 7 + 3 ⇒ (6) + 7 + 3 = 16

Grand Lodge

Dwarven Vigilante 1 / Brawler 1 | AC 16 (T:13/ FF:13) | HP: 22/22 | Fort: +5 Ref: +7 Will: +3 | Perception: +7 | Initiative: +3 | Spells 1st: 2/2 | Reroll: 1/1

I am going to assume that finishes it off, lol

The vigilante enters the room and begins to conduct a search of the area.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

The dicebot is really making me hate this character.


Uoralveren delivers a stunning blow with his spear, instants before Jomal kills the troglodyte with a single powerful blow!

Most of the items on the racks are rusted beyond repair, but a couple might just be worth salvaging.

DC 20 Appraise:
On the racks, you find a masterwork silver dagger, a masterwork light steel shield emblazoned with a leaping dolphin, and a banner depicting a bird made of living flame. You can attempt a Knowledge (local) check to remember something about the banner.

We are off Initiative.

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

"Well done, friends!" Gareleth says, smiling. Then, looking at the troglodyte's wounds, he adds, "I think he's knocked out permanently. Ah well. These are the consequences of facing such a mighty band of adventurers!" And at that point, he starts to scan the room for interesting trinkets and treasures.

Appraise: 1d20 + 2 ⇒ (6) + 2 = 8

He doesn't find things of any real value, but does find an old, dented helmet and muses, "I'll bet the young lads at the local orphanage would love to have something like this for when they play soldiers. Think I'll take it home, clean it up, and make a gift of it."

Yeah, failed the check, but this seems like a Gareleth thing to do.

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Shrugging at the demise of the troglodyte, Andrelis checks his wound, wincing at the tear in his jerkin more than the actual pain itself.

appraise: 1d20 + 1 ⇒ (11) + 1 = 12

Seeing nothing of value, Andrelis motions to the next door.

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

"Ah well, we tried."

Appraise: 1d20 ⇒ 12
Tuck rummages through the gear but isn't generally one for arms or armour.

Dark Archive

Male Nagaji Monk (Unchained Scaled Fist) 2| HP 20/12 | AC 17 TO 16 FF 14 | F +4 R +5 W +1 | CMD 22 | Init +2 | Perc +1 LLV | Gaze 1/1

Jomal has no clue, but tries to appraise the items regardless.

Appraise: 1d20 - 3 ⇒ (20) - 3 = 17 Lol, the guy with a -3 has the highest so far... Anyone to assist me? Figures when I'll roll a natural 20.

Grand Lodge

Uoralveren | CG Male Elf Medium Skald (Twilight Speaker) 4 HP 31/31 | AC 19 T 13 FF 14 | CMD 18 | F +6 R +5 W +5 | Perc +7 | Init +5 | 30ft | spells 1st: 2/4 2nd: 1/2| Active Conditions: Raging Song (5/17)

Appraise Aid: 1d20 + 1 ⇒ (4) + 1 = 5

Useless items. Everything seems rusted


Everyone seems confident there's nothing valuable in the racks of rusted items. There's a door to the east and a door to the southeast.

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

"Well, friends, best let me check these doors for traps before we consider going any further," Gareleth says, by this point fully confident that he is, in fact, good at this job.

Perception Check for East Door: 1d20 + 0 ⇒ (2) + 0 = 2

Perception Check for Southeast Door: 1d20 + 0 ⇒ (6) + 0 = 6

"Looks like whoever set this place up was not expecting unwanted guests. No traps here," Gareleth says confidently after looking at each door and cocking his head back and forth a few times.

Dark Archive

Male Nagaji Monk (Unchained Scaled Fist) 2| HP 20/12 | AC 17 TO 16 FF 14 | F +4 R +5 W +1 | CMD 22 | Init +2 | Perc +1 LLV | Gaze 1/1

After getting recovered from the smell, Jomal follows Gareleth. When the others arrive back in position, the Nagaji proceeds to take point and open the East door.

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Readied action to Ray of Frost any threats that may be found beyond the door.

Ray of Frost: 1d20 + 5 ⇒ (8) + 5 = 131d3 ⇒ 1


Jomal opens the east door to reveal the tower’s central staircase. Although debris blocks any movement downward, the upper levels are accessible through it.

Gareleth, I don't let people ready actions unless it's their turn and we're on Initiative. Otherwise, you get those players who try to ready actions "to attack anything that attacks me" even when they're walking down the street or having a drink in the pub :) Another way of thinking about it is that Gareleth will always be ready to act as fast as his Initiative allows should danger arise.

Grand Lodge

Uoralveren | CG Male Elf Medium Skald (Twilight Speaker) 4 HP 31/31 | AC 19 T 13 FF 14 | CMD 18 | F +6 R +5 W +5 | Perc +7 | Init +5 | 30ft | spells 1st: 2/4 2nd: 1/2| Active Conditions: Raging Song (5/17)

Uora will stand right behind Jomal with his spear ready and humming a tune under his breath.

Sovereign Court

1 person marked this as a favorite.
Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6
Quote:
Gareleth, I don't let people ready actions unless it's their turn and we're on Initiative. Otherwise, you get those players who try to ready actions "to attack anything that attacks me" even when they're walking down the street or having a drink in the pub :) Another way of thinking about it is that Gareleth will always be ready to act as fast as his Initiative allows should danger arise.

Fair enough. In that case, Gareleth is going to not use the readied action that was unneeded :=)


Do folks want to head up the stairs or open the southeast door?

Grand Lodge

Uoralveren | CG Male Elf Medium Skald (Twilight Speaker) 4 HP 31/31 | AC 19 T 13 FF 14 | CMD 18 | F +6 R +5 W +5 | Perc +7 | Init +5 | 30ft | spells 1st: 2/4 2nd: 1/2| Active Conditions: Raging Song (5/17)

We should probably clear out the last room on this floor. Who knows - maybe they'll come up behind us when we go up the stairs.

Dark Archive

Male Nagaji Monk (Unchained Scaled Fist) 2| HP 20/12 | AC 17 TO 16 FF 14 | F +4 R +5 W +1 | CMD 22 | Init +2 | Perc +1 LLV | Gaze 1/1

Agreed. - said Jomal, in his usual few words - Let's check that other door.

Grand Lodge

Dwarven Vigilante 1 / Brawler 1 | AC 16 (T:13/ FF:13) | HP: 22/22 | Fort: +5 Ref: +7 Will: +3 | Perception: +7 | Initiative: +3 | Spells 1st: 2/2 | Reroll: 1/1

Clearing the level is clearly the wiser choice. Whether some noobs who met in a bar know that is a different story. Still, my vote is for the door.


Sorry to be a pain, but I need to know who is opening the door. If someone gets baleful polymorphed into a toad, I don't want anyone to say "I didn't say I was *going* to open the door, only that we *should* open the door." :) If you want to establish a default for the future, that's fine as well.

Dark Archive

Male Nagaji Monk (Unchained Scaled Fist) 2| HP 20/12 | AC 17 TO 16 FF 14 | F +4 R +5 W +1 | CMD 22 | Init +2 | Perc +1 LLV | Gaze 1/1

You’re not a pain. We’re going on the usual order and Jomal will try to open the door.

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Andrelis nods and moves to support Jomal, Too much to hope anyone here can heal wounds, huh? I suppose I'll need to be more careful.

Wincing at the small wound on his arm, Andrelis spins his rapier in his right hand, preparing for anything.


Jomal opens the door, only to trigger a crude trap on the other side that launches a javelin right into his belly!

Looking around, the room appears to be empty.

DC 15 Survival:
A fine layer of dust shows the room has been abandoned for a long, long time. Barely visible reptilian tracks indicate that troglodytes probably set up the trap.

Jomal, you take 5 points of damage. Better than being turned into a frog!

GM Dice:

Attack vs Jomal FF: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Hearing Andrelis' desire for healing, Gareleth pulls out his wand of infernal healing and gives his longtime best friend a poke you heal 1 point per round for 10 rounds, so you'll heal to full and have fast healing 1 for the rest of the minute.

As that's happening, he hears a grunt from Jomal and turns to see the javelin in Jomal's belly. "Oh. Apparently they had a master trapsmith. I missed that. No worries, I have a wand!" and with a flourish, he pokes the wounded Jomal. So if we wait 5 rounds, you'll be back up to full.

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Feeling the infernal energy wash over him Andrelis barely suppresses a sudder. Thanks Gareleth, that feels, icky somehow. But it is appreciated.

Poking his head in the door, Andrelis glances around the room,

Survival: 1d20 ⇒ 19

This has been here a long, long time; but was definitely set by something like those troglodytes. We should expect more of them I think. Great more stinky lizards ahead. Waiting for the infernal healing to finish knitting Jomal's wounds, Andrelis watches the staircase.

I suppose we should continue upwards? What do you all think? How did Troglodytes come to inhabit this place, but I suppose we should be thankful it isn't the undead or something. The last with a wry grin. Andrelis peers at the staircase wondering what will be on the upper floors as they advance.

Dark Archive

Male Nagaji Monk (Unchained Scaled Fist) 2| HP 20/12 | AC 17 TO 16 FF 14 | F +4 R +5 W +1 | CMD 22 | Init +2 | Perc +1 LLV | Gaze 1/1

After being hit by the trap, Jomal takes moments to recover, leaning against a wall as his companions search around.

Thanks, Gareleth. - says Jomal, after 30 seconds looking healed from the trap - I'm still happy to be used as a spring for traps.

Once they swipe the room and the party forms again, he takes point on the staircases.

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Beaming with pride at the thanks he receives, Gareleth adds a simple, "Of course!" as he cranks the wand back into the spring-loaded wrist sheath.

Looking at the staircase, he says, "Well, it might be more cramped than we were getting to this floor, but it should also be easier, I think...actually, I'd best check the stairs for traps before we start!" and Gareleth sets to work looking at the stairs and cocking his head from side to side.

Perception: 1d20 + 0 ⇒ (2) + 0 = 2

"Looks perfectly safe to me," he announces.

Grand Lodge

Dwarven Vigilante 1 / Brawler 1 | AC 16 (T:13/ FF:13) | HP: 22/22 | Fort: +5 Ref: +7 Will: +3 | Perception: +7 | Initiative: +3 | Spells 1st: 2/2 | Reroll: 1/1

I can't tell if this guy is working with us or against us.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Grand Lodge

Uoralveren | CG Male Elf Medium Skald (Twilight Speaker) 4 HP 31/31 | AC 19 T 13 FF 14 | CMD 18 | F +6 R +5 W +5 | Perc +7 | Init +5 | 30ft | spells 1st: 2/4 2nd: 1/2| Active Conditions: Raging Song (5/17)

Uoralveren will examine the stairs for traps as well.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Are you sure there aren't any traps here? We need to be more careful. Walking into that room with the javelin was careless. Who knows what other dangers are here.


Three members of the party search the stairs, but all reach the same conclusion: no traps. On what must be the third level of the tower, there's a door from the stairwell--but it's locked. The stairwell continues ascending.

Grand Lodge

Uoralveren | CG Male Elf Medium Skald (Twilight Speaker) 4 HP 31/31 | AC 19 T 13 FF 14 | CMD 18 | F +6 R +5 W +5 | Perc +7 | Init +5 | 30ft | spells 1st: 2/4 2nd: 1/2| Active Conditions: Raging Song (5/17)

Hmmm.. this door seems locked.. Uora will try the door, but it just wont budge. Does anyone have lockpicking tools? If not, we should continue ascending the stairs.

If no one goes to unlock the door, Uora will continue up the stairs.

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Andrelis withdraws a small leather bundle from inside his belt, I can handle this if you'd like. as he kneels to examine the lock. Inserting fine metal tools into the lock he begins to jig the tumblers and beginning the time consuming process of opening the lock.

This may take a minute there lads, just be patient. I'll have us through this in a couple minutes.

Take 20 Disable Device on the lock, total = 27


After fiddling with the lock for a couple of minutes, an audible click testifies to Andrelis' success in unlocking the door. The room on the other side contains two stone altars, one black and one white. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls

The burnt corpses of two troglodytes lie on the floor in the center of the room; looming over them are two humanoid skeletons wreathed in auras of unnatural flame!

Identify Skeletons (DC 10 Knowledge (religion):
These skeletons are obviously some kind of variation from the "normal" kind of mindless undead! Even getting close to them will be dangerous because of those unnatural flames!

Identify Skeletons (DC 15 Knowledge (religion):
You remember conversation in a Pathfinder hangout--these things apparently explode when destroyed!

Identify Skeletons (DC 20 Knowledge (religion):
Although fire obviously won't work on these things . . . maybe they'd have a weakness to cold attacks?

Identify Skeletons (DC 25 Knowledge (religion):
Don't forget, clubs and other blunt weapons will be more effective than blades!

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