Wrath of the Righteous for Paladins (Inactive)

Game Master trawets71

WotR with all paladins.

Map

Loot Sheet

Food and Water: 40
Goods: 5


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Ardriel smashes the morningstar into the cultist but she is still in the fight.

Party up.


Watching as Donnen trips the escaping cultist, Ian breaths a sigh of relief, "At least she will not warn the other cutlists." Frowning at the task, he still raises his hammer, dropping his shield and bending over to strike at the fallen foe.

Full attack MW hammer: PA, bless
attack:: 1d20 + 4 + 1 + 1 - 1 ⇒ (6) + 4 + 1 + 1 - 1 = 11 for damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Ian, you forgot the +4 for attacking a prone target.

Ardriel follows up with another swing at the woman.

Attack, prone: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Some GMs are very clear that they apply the -4 AC on their end rather than have the +4 to hit on the attacks. Others say it is fine either way as long as you make clear what is or isn't included in the roll.

Leothar moves up and strikes. Ganging up on a prone opponent isn't the most valorous form of combat, but they do not fight for personal glory.

Attack, Bless, PA: 1d20 + 4 + 1 - 1 ⇒ (9) + 4 + 1 - 1 = 13 So, in my case, didn't include the Prone condition on the attack roll.
Damage: 1d10 + 5 ⇒ (4) + 5 = 9


Ian raises the warhammer and crushes the cultists chest with it.

Searching the 2 corpses you find: 2 potions, 4 scrolls, water, 2 mwk chain shirts, mwk glaive, mwk scythe, 2 daggers, 2 spell component pouches, unholy symbol of Baphomet, unknown holy symbol, 20 gp.

Kn: Religon DC 15:
Unholy symbol of Deskari

The heroes feel more sure of their skills after their encounter. Ding! Level 2

There are two exits to the room: a ladder to the north leading up and a door to the east.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

I agree, and usually I don't include this type of condition. Another thing to notice: for the AoO the enemy provoked, our attacks should NOT consider the enemy prone, despite the fact I tripped it. The enemy was NOT prone when the AoO was provoked, so there's an error on the AoO attack Ardriel made. Other than that, I guess that if we spell clearly what we're adding on our rolls, we should be fine.

Attack: 1d20 + 4 - 1 + 1 ⇒ (2) + 4 - 1 + 1 = 6 PA, Bless

Donnen tries to swing at the enemy, but misses.

EDIT: Sorry GM, I guess I added my action together with you :) Please ignore me. Moving along, moving along...


Striking the downed woman, Ian watches as Ardriel's and Leothar's blows make sure she stays down. Shaking his head as he turn from the cultists body, he gestures towards the ladder. "I don't like the idea of ascending without making sure there are no enemies behind us." He turns and gestures towards the eastern door, "Shall we continue?"


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Agreed. - says Donnen towards Ian - Let's barricade the stairs access here fahr'now, and inspect tha' other rooms.

The Dwarf's idea is to simply push the beds and furniture to cover the access to the stairs, then move to the eastern door of this room.

Plus, we have the other doors at the room we were before too.


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Does anyone feel a bit more sure of yourself? I know I'm getting used to this whole adventuring business.

While Donnen and the others attempt to block off the ladder, Fley will walk up to the door and put his ear to it.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Whoops. My mistake on the AoO. As for applying the prime condition, I always apply any condition or modifier that effects my rolls (assuming I don’t forget). When I GM, I also expect my players to apply them as well - I have enough to do as GM. Just different styles, I think.

”I don’t think we have anything to barricade this ladder. Can we maybe take it down?”

Yarnala Knowledge (religion): 1d20 + 2 ⇒ (16) + 2 = 18

Yarnala flies into the room. Upon seeing the unknown unholy symbol, the raven says,

Elven:

”That is an unholy symbol of Deskari, demon lord of chasms, infestations, and locusts.”

Ardriel glances at Yarnala as the raven lands on his shoulder, and then says, ”Yarnala says that is an unholy symbol of Deskari, a demon lord.”

He then attempts to identify the two potions, with Yarnala’s guidance.

Potion 1 Perception, guidance: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Potion 2, Perception, guidance: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Knowledge (Religion): 1d20 + 4 ⇒ (7) + 4 = 11

Despite Leothar's suddenly greater confidence in his skills, he has no recollection of Deskari. "Can Yarnala tell us anything about this Deskari? It seems like he is an ally of Baphomet."

Leothar is not overly concerned with the logistics of securing the room and blocking the ladder - enough people seem to be trying their own ideas in that regard, and he doesn't need to get in the way.

I'm not the tactician here... I wonder who is. Iomedae and Torag both have a claim on strategy, so Ian or Donnen, most likely.

OOC, I play the party's strategist in another game and am happy to not take that job here.


'Deskari seems like an ally of Baphomet, that makes sense.' While the others talking about what to do with the ladder, Ian walks over to the door and inspects it, listening for any sounds and looking for traps.

perception: 1d20 + 1 ⇒ (18) + 1 = 19


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

GM, based on Yarnala's Knowledge check, how much would it reasonably make sense for him to know about Deskari's history?


The very basics.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Oh, it's a ladder, not stairs! Sorry.

Aware of the levitating scales they still have, Donnen agrees with Ardriel and tries to gently pull the ladder to release it.

Just to make it harder to come down, assuming we can use the scales later to set it back and climb.

Once things are set, the Dwarf moves towards the East door to proceed.


Examining the ladder you see it is iron and bolted to the wall. The room doesn't really contain anything to block off the entrance.

Ardriel figures out that the potions are both cure light wounds potions.

While the others are examining the ladder Ian listens at the door and hears a dull roar.


Standing from the door, Ian looks to Leothar and Donnen, pointing at the door. "Sounds like a dull roar, shall we?" He gestures towards the ladder, "Someone could stay there and warn us if anyone comes down."


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Leothar nods to Ian. "On it."
He has his axe at his belt to have one hand free to open the door - it is more important at this point to have the shield up.

Ian, you are in front of the door now, so put yourself wherever you want to be and then Leothar will go there.


Anvenn says "We will stay back here while you explore ahead. We'll yell if we need you."

Leothar opens the door, a muted roar echoes down the walls of this hallway. Near the eastern end, the worked stone give way to natural cave walls, just before the hall ends at an open shaft. Hanging over the edge of the shaft is a knotted rope—the other end tied to an iron spike driven into the ground


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Yarnala says something in Elven, then Ardriel translates, "Deskari is the Demon Lord of chasms, infestation, and locusts. His followers are frequently encountered in the Worldwound, which likely means he has some sort of strong interest in events here."

As the group prepares to move on, Ardriel says, "I'll take a look at the scrolls later."

With the door, Ardriel listens to the muted roar.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

Does the roar sound monstrous or animal-like?


Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI

"I don't know what's down there, but I sort of imagine that if it could get up here on it's own it would have done it by now. Shall we check what's behind the other other door in the previous room before exploring either up or down?"


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Or does the roar sound like wind?
"Well, we are in a chasm infested with vermin, so I suppose Deskari's hand is at work. But Torag will prevail.
Yes, let's go check the south door in the previous room."


The roar sounds like rushing water. Looking down the hole either Leothar or Donnen can see water.


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

”It sounds like an underground stream - we could just pull up the rope for now, if someone’s down there, and come back later.”


'Pull the rope up, good idea. Nodding in agreement with Ardriel, Ian, kneels and begins to slowly raise the rope.
assuming nothing hangs on to it.
When he's finished he stands asking, "Shall we make sure their is no danger behind the southern door?"


Ian pulls up the rope without any issues.

The group proceeds to the southern door. Upon opening the door, the southwestern part of this room, stout stone chairs surround a block of larger stone that serves as a table. The table’s top strewn with bone dice and cracked clay jugs. Stained canvas pillows rest on the chairs. A copper bowl filled with coals hangs from the ceiling, filling the room with warmth and an orange glow.

Stealth: 1d20 + 12 ⇒ (14) + 12 = 26

Perception Ardriel: 1d20 + 2 ⇒ (3) + 2 = 5
Perception Donnen: 1d20 + 3 ⇒ (12) + 3 = 15
Perception Fley: 1d20 + 4 ⇒ (20) + 4 = 24
Perception Ian: 1d20 + 1 ⇒ (1) + 1 = 2
Perception Leothar: 1d20 + 1 ⇒ (19) + 1 = 20
Perception Petsha: 1d20 + 0 ⇒ (15) + 0 = 15

Surprise Round: Enemy

As you survey the room an arrow comes out of nowhere at Leothar.

Longbow: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Init Ardriel: 1d20 + 3 ⇒ (14) + 3 = 17
Init Donnen: 1d20 + 2 ⇒ (6) + 2 = 8
Init Fley: 1d20 + 2 ⇒ (6) + 2 = 8
Init Ian: 1d20 + 0 ⇒ (3) + 0 = 3
Init Leothar: 1d20 + 1 ⇒ (13) + 1 = 14
Init Petsha: 1d20 + 4 ⇒ (15) + 4 = 19
Init Enemy: 1d20 + 3 ⇒ (16) + 3 = 19

As the arrow hits Leothar you notice a blue skinned mongrelwoman behind the table and the chairs.

Round 1
Petsha up


Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI

Petsha watches the arrow hit graze Leothar and springs into action, diving through the doorway and heading towards the wall opposite where the arrow seemed to come from. From there he sees the mongrelwomen and returns fire at her position behind the furniture.

Move action to move, standard action to attack.

Longbow Attack: 1d20 + 7 + 1 + 1 ⇒ (11) + 7 + 1 + 1 = 20 Damage(P): 1d8 + 1 ⇒ (8) + 1 = 9 Arrow Recovery: 1d100 ⇒ 73


The woman winces but turns it into a happy smile as she fires back at Petsha but misses.

Longbow: 1d20 + 8 + 1 + 2 ⇒ (2) + 8 + 1 + 2 = 13 Damage: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Round 1
Rest of party and Petsha again.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Donnen moves towards the center of the room - giving him a little more control with his reach weapon - and attacks the archer.

Attack: 1d20 + 5 - 1 + 1 ⇒ (4) + 5 - 1 + 1 = 9 PA, Bless

His attack comes awkward and completely misdirected.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Leothar barely flinches from the arrow. It is just a graze, and he has had worse.

He moves into the room, drawing his axe and backing the archer against the wall.
Attack, Bless, PA: 1d20 + 5 + 1 - 1 ⇒ (19) + 5 + 1 - 1 = 24
Damage: 1d10 + 5 ⇒ (6) + 5 = 11


Seeing the arrow graze off of Leothar and Petsha speed into the room, Ian follows Donnen and Leothar drawing his warhammer, taking the opposite side of the table he moves past the stone chairs and swings the hammer at the archer.

Move 20 ft, full attack MW hammer: PA, bless
attack: 1d20 + 5 + 1 + 1 - 1 ⇒ (18) + 5 + 1 + 1 - 1 = 24 for damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Ardriel moves into the room and gets to where he can swing the Morningstar at the mongrelwoman, flanking with Ian.

On my phone. Could someone move me next to tge blue mongrelwoman? I counted it as 35 ft.

Attack, bless, flank: 1d20 + 4 + 1 + 2 ⇒ (13) + 4 + 1 + 2 = 20
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

I’m on a rod trip with my parents and just on my phone. If someone wants to move me up, that’d be great

Fley moves up and helps distract the mongrelman (mongrelwoman?)

Aid Leothar: 1d20 + 4 ⇒ (2) + 4 = 6


Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI

Petsha will hold his fire unless the mongrelwoman is still alive (which would be surprising at this point.)


Don't hold your fire.


Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI

Surprised that their foe is still on her feet, Petsha repositions again, moving the a corner of the room where the shot will be clearer before unleashing another arrow.

Move action to move, standard action to attack.

Longbow Attack: 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17 Damage(P): 1d8 + 1 ⇒ (3) + 1 = 4 Arrow Recovery: 1d100 ⇒ 34


Donnen moves in and distracts the woman with his attack while Leothar moves in and puts a solid hit on her. Ian has to take his time moving through the chairs and can't attack when he gets to the woman. Ardriel moves around and puts a solid hit on the woman dropping her.

Those are big solid chairs and a solid table, you need to weave in and out slowing you down. It's being treated as difficult terrain. I didn't think Ian was going to be able to get there and be able to provide flank, which would have caused Ardriel to miss. If you are doing something and are unsure from the map how to treat something, treat it as the worst for you. I will fix it if need be. Please don't assume others are going to succeed. If they do, I'll end things when needed and you can get your resources back.

Upon searching her body you find: 2 potions, wand, mwk chain shirt, club, mwk longbow with 19 arrows, obsidian unholy symbol of Baphomet.

A hole in the ground in the southeast corner of the room drops down into The room below. A rickety looking rope ladder hangs down the shaft.


DM Trawets wrote:
Those are big solid chairs and a solid table, you need to weave in and out slowing you down. It's being treated as difficult terrain. I didn't think Ian was going to be able to get there..

when I read they were stone chairs and tables I thought they might be difficult terrain, Should I have asked first, or post the attack and let you explain afterwards?

'good, I may not have gotten there but Leothar did.' Seeing Leothar and Ardriel put the archer down, Ian breaths a sigh of relief.

Seeing the second hole, he observes as he starts to unstrap his shield. "I looks like the only directions to go now are up or down."


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

”So it would seem. I’d like to take a few moments to try and identify those scrolls we found, if possible.”

Yarnala flaps into the room and lands on his shoulder to guide him through the identification process.

Perception, ID potion 1, guidance: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Perception, ID potion 2, guidance: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12

Spellcraft scroll 1, guidance, DC 20+Spell level: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Spellcraft scroll 2, guidance, DC 20+Spell level: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Spellcraft scroll 3, guidance, DC 20+Spell level: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Spellcraft scroll 4, guidance, DC 20+Spell level: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Leothar watches with mild curiosity as Ardriel looks over the scrolls. Magical theory is beyond him.

"It doesn't matter much to me where we go next.
If pressed, I would say to go up. If there should be enemies waiting, we are at more of a disadvantage going up - and so I'd want to do that while fresh."

Edit: "But first let's check out that door in the northeast."
Leothar walks to the door and opens it.


Ian Passeri wrote:

When I read they were stone chairs and tables I thought they might be difficult terrain, Should I have asked first, or post the attack and let you explain afterwards?

Rather than go back and forth and wait for replies, I'd rather you do something and we'll change if need be. As I said, if in question, assume the worst and I can correct you. My goal is to keep things moving rather than slow things down.

There is a second door out of this room to the northeast as well.

Ardriel takes a few minutes and manages to identify one of the potions as cure light wounds. After studying the scrolls he knows that two of them are cause fear and comprehend languages.


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Wrapping up with the scrolls, Ardriel says, ”I’d rather we head down. It’s occurred to me that, given the two humans who worshipped Deskari and Baphomet, this fortress may contain a path back to the surface. If so, up is where it would be. We will have to face those up there no matter what, but doing so with possible enemies at our backs is likely not a good idea. We should head down.”

So, GM, how many potions of cure light wounds do I need to identify before I automatically know what one is when we find one?


Leothar wrote:

Edit: "But first let's check out that door in the northeast."

Leothar walks to the door and opens it.

Sorry, Leothar, missed this earlier

Seeing Leothar heading to a door he hadn't noticed, Ian calls out, "Wait for me Leothar, I'm right behind you." Moving to the north east corner, he turns to Donnen, "come on Donnen, we can't leave Leothar alone."


Leothar opens the door. This narrow hallway slopes downward steeply. The walls are stained with foul-smelling streaks of refuse. A mound of rotting garbage lies heaped at the far end of the hallway.


Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI

Peering into the hallway, Petsha wrinkles his nose involuntarily. "Given the other vermin we've already fought down in these caverns, I can only imagine what that pile of garbage might contain. I could put an arrow in it to see if anything comes out if we want."

Perception check to see if anything seems to be moving down the tunnel.: 1d20 + 2 ⇒ (6) + 2 = 8


Petsha sees nothing in the garbage.


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Ardriel eyes the sloping passage to the garbage. "I suppose, for thoroughness's sake, we should probably ensure no cultists are hiding down there." He clearly lacks any enthusiasm for doing so, however.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Donnen sticks to his usual near the frontline as the group moves. He's silent while inspecting the garbage with the others, slightly poking it with his weapon.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Leothar eyes the steep slope, likely slick with refuse. He is even less enthusiastic than Ardriel.

He does not venture down the slope.

"I don't think we really need to, Ardriel. But if somebody wants to go down there, I can be up here with a rope to help them out."
OOC, I expect there might be some loot there, but IC, Leothar would not consider this a priority. His Acrobatics and Climb in armor are quite poor.


Having taken his shield off, Ian looks from Leothar to Donnen, "I don't really want to but let's make sure." wrinkles his nose at the smell, "If I slip, someone be ready to toss me a rope ok." He moves into the hallway behind Donnen hands extended to keep his balance shifting so his halo will illuminate it.

perception: 1d20 + 1 ⇒ (1) + 1 = 2
wow that's terrible, yeah, Leothar you have my sympathy without the shield Ian's climb is still - 2 and Acro is -5

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