Pirate Vaults (Inactive)

Game Master Pirate Rob

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CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

”come on, Oorgatch, you’ve done well this fight. ”
Acrobatics (E): 1d20 + 14 ⇒ (12) + 14 = 26

He finally gets free to go help scarred one.

'branch': 1d20 + 14 - 5 + 1 ⇒ (1) + 14 - 5 + 1 = 11
Magic, Ghost Touch, Piercing : 2d6 + 2 ⇒ (4, 2) + 2 = 8 | deadly: 1d8 ⇒ 5

And then he misses. Badly


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Yan Heals Scarred One then grabs him by the collar to help pull him out!

Then he drop an arrow into the mimic:

Lbow, Aura, Volley, Cover: 1d20 + 9 + 1 - 2 - 1 ⇒ (18) + 9 + 1 - 2 - 1 = 25
P: 2d8 ⇒ (7, 2) = 9

Finally, he grabs Scarred one by the collar and readies to yank him off the creature!

Aid Escape, Athletics?: 1d20 + 13 ⇒ (16) + 13 = 29

If SO doesn't;t try to escape will use champ reaction.


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Tomb

per discussion

Yan shoves Scarred One out of the grip of the mimic and gets a solid hit in.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Scared one sends another bolt of flame

Produce a flame: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Fire: 3d4 + 4 ⇒ (2, 4, 1) + 4 = 11

Than he raises his shield


Tomb

Beep Boop

Sendoski gives the remaining piece of furniture the evil eye and follows up with more debris.

will: 1d20 + 9 ⇒ (6) + 9 = 15

dead mimic vs live mimic: 1d20 + 11 ⇒ (19) + 11 = 30
b: 3d6 + 4 ⇒ (1, 5, 4) + 4 = 14
Crit!

Sendoski's crit finishes off the mimic!

Out of Combat.


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch takes a moment to dust himself off, and to peal off the remaining glue. "Huh. I've heard of these, as any adventurer has. Bit more scary in person I should think.

"Elder, are you going to heal us? Oh, and you mentioned something about me wearing the gloves of healing?"

The younger orc then starts searching around the room, to see if there was anything of real value.


Tomb

Gm Dice:
4d20 ⇒ (15, 14, 15, 2) = 46
4d20 ⇒ (6, 12, 3, 11) = 32

Shattered jars fill the supply room in the north. Among the debris Orgatch finds a few intact bottles, Oorgatch recognizes ones as lesser sea touch elixir while Sendoski is able to identify the runes on the bottle of a corked potion as "Bottled Air"

The The hatches leading down into the water below are open. A few of the ladder rungs are missing (Athletics DC 10) but its definitely a safer way down to the water below than jumping down a hole.

There are additionally some rusty scraps of metal lying around and bits of long rotting claw or carapace, it seems impossible to tell.

Finally, the air here, and perhaps in the previous room as well as a bit of a metallic tang to it that's beginning to irritate the roofs of your mouths although does not otherwise seem immediately dangerous.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Scarred One unglues the remains of the mimick from his belongings and gives Oorgatch his shield

"I will heal you, while you can work on the shield."

Healing@Oorgatch, DC20, Risky Surgery, healing plaster: 1d20 + 13 + 2 + 1 ⇒ (15) + 13 + 2 + 1 = 31
Heal: 4d8 + 10 - 1d8 ⇒ (7, 7, 6, 5) + 10 - (6) = 29

Healing@Scarred One, DC20, Risky Surgery, healing plaster: 1d20 + 13 + 2 + 1 ⇒ (14) + 13 + 2 + 1 = 30
Heal: 4d8 + 10 - 1d8 ⇒ (2, 4, 5, 8) + 10 - (6) = 23

Healing@Scarred One, DC20, Risky Surgery, healing plaster: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34
Heal: 4d8 + 10 - 1d8 ⇒ (5, 7, 7, 1) + 10 - (5) = 25

He looks at the potions.

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

Sendoski breathes from the bottled air.

"I'm not sure we should be sending so much time in here. Let's check this door to the south and head back. Assuming no one gets stuck to anything..."


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Agreed. Yan takes a pull off the bottle of air and passes it around, stows the bow, and draws his scarf.


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch pulls out his repair kit to work on the shield.

Wovenwood shield is level 4, DC19
Crafting DC19: 1d20 + 8 ⇒ (9) + 8 = 17
Crafting DC19: 1d20 + 8 ⇒ (16) + 8 = 24 10 hp back. looks like that fixes it.

He then spends a little time repairing a lockpick.
crafting DC18: 1d20 + 8 ⇒ (16) + 8 = 24

"Thank you, Elder. Here's your shield back, good as new."


Tomb

The bottled air works as advertised and the elixir seems to be an elixir.

Those were the 2 "potions"

Nothing seems to bother you here although the occasional sound of splashing from the dark water below is worrying.

Where to next?

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

Door to the south?


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch readies himself as the group moves to the south, musing that he should get runes for his hand crossbow.


Tomb

GM Dice:
4d20 ⇒ (9, 14, 9, 1) = 33

Heading south takes you to a hallway that ends in another iron bound wooden door. Beyond it is a corridor that heads west towards yet another iron bound wooden door, where to the east the passageway heads towards a room where the air appears thick with fungal spores.

There's some disagreement between Oorgatch and Scarred One about how safe the room is to traverse although both agree it would be wise to minimize your exposure.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

"Hmm"

Is the sound that the old one sometimes makes.

"How about we head towards the door, iron-bound door usually tries to keep something inside."


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Yan nods. No spores, please.


Tomb

GM Dice:
4d20 ⇒ (18, 2, 14, 15) = 49

Almost all of the doors on this floor have been iron bound so far.

Heading to the west leads to a room where a counter wrapes around the northern and northeastern wall. It bears a few cracked serving dishes. A dusty and shattered display case features only grime and broken glass.

Carved into the old shattered display case in small text is the words 'They Are Watching You' Perhaps of more interest to Oorgatch at least is a hinge on the back side of the display case that he suspects opens to a secret door.

There is no magic present and another iron bound door leads to the north west,


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Yan takes another pass around the room, looking for peepholes. Was this a kitchen? Why spy on the servants?

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

"Maybe they were stealing books," Naught says, giving Yan a look.

Sendoski asks, "Was this carved as a warning, or a reminder?"

Shall we go through the secret door?


Tomb

No peep holes that Yan can find, looks more like a lounge than a kitchen.


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Secret door it is. Yan follows SDP (Standard Door Protocol), then opens it.


Tomb

GM Dice:
4d20 ⇒ (8, 5, 2, 6) = 21

Opening the secret door reveals an irregular, branching hallway with many deep gouges in the walls, while bones and dismembered limbs lay scattered throughout.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Scarred One moves in, looking for any signs of traps.

"Ruindelver let us know if any magic can be sensed, bones could mean undead."

He looks into gouges as they move

"They are watching you could be a reference to that petty deity of theirs. "

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

Sendoski detects for magic as he follows Scarred One along the bone-scattered hallway.


Tomb

GM Dice:
4d20 ⇒ (13, 3, 3, 16) = 35

No magic, or traps in here, the dust and debris suggests this section currently goes unused and the deep gouges in the walls are all over the place and too chaotic to be trap filled as they would need dozens if not hundreds of blades.


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Yan cautiously moves down the hallway.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

"How about those doors to the north?" he stops in front of them


Tomb

GM Dice:
6d4 ⇒ (2, 3, 2, 4, 2, 3) = 16
6d4 ⇒ (3, 2, 1, 1, 1, 1) = 9

Moving cautiously forward Yan eventually gets to the the larger chamber at the end of the winding hall.

His first step into the room gives the resounding click of a pressure plate. There is the sound of metal zipping against stone from inside the walls from all around.

A trio of large scything blades cut through the hallway behind Yan, each scraping walls and cutting through the party before they retract into the wall and the sound of metal moving quickly throughout the walls is heard again.

Scything vs Oorgatch: 1d20 + 20 ⇒ (7) + 20 = 27
Scything vs Oorgatch: 1d20 + 20 ⇒ (9) + 20 = 29
Scything vs Oorgatch: 1d20 + 20 ⇒ (18) + 20 = 38
Hit, hit, crit

Scything vs Sendoski: 1d20 + 20 ⇒ (8) + 20 = 28
Scything vs Sendoski: 1d20 + 20 ⇒ (5) + 20 = 25
Scything vs Sendoski: 1d20 + 20 ⇒ (1) + 20 = 21
Crit, hit, miss.

Scything vs Scarred One: 1d20 + 20 ⇒ (8) + 20 = 28
Scything vs Scarred One: 1d20 + 20 ⇒ (12) + 20 = 32
Scything vs Scarred One: 1d20 + 20 ⇒ (16) + 20 = 36
Hit, Crit, Crit

Oorgatch damage: 1d12 + 8 ⇒ (4) + 8 = 12
Oorgatch damage: 1d12 + 8 ⇒ (4) + 8 = 12
CritOorgatch damage + Deadly: 1d12 + 8 ⇒ (1) + 8 = 9
extra deadly: 1d12 ⇒ 8

Sendoski Crit Damage: 1d12 + 8 ⇒ (8) + 8 = 16
Deadly: 1d12 ⇒ 1
Sendoski Hit: 1d12 + 8 ⇒ (9) + 8 = 17

Scarred damage: 1d12 + 8 ⇒ (1) + 8 = 9
Scarred Crit 1: 1d12 + 8 ⇒ (7) + 8 = 15
Scarred Crit 2: 1d12 + 8 ⇒ (11) + 8 = 19
bonus deadlies: 2d12 ⇒ (12, 1) = 13

No blades spin in the large central room but there are plenty of gaps and gashes that there is no guarantee it'll be safe momentairly.

Initiative:

Yan 73/73
Oorgatch 14/64

Sendoski 0/43 Dying 1, Prone
Scarred One 0/72 Dying 2, Prone
SHUFFLING SCYTHE BLADES

Yan and Oorgatch are up!

There are multiple blades spinning around in the walls, they can be disabled individually with (expert thievery), also Seeking might tell you something useful and being prone is likely no help considering the arcs the blades too.

Yan and Oorgatch are up!

Popped Scarred One back as horrible things happen as soon as first person steps in.


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Yan Lays on Hands Scarred One and Seeks, desperate for a way to turn off the blades. They won't make it back through 65 feet of scything blades.


Tomb

Yan hears the blades spinning, honing in on the center room.

Next time the trap goes off, 4 blades will strike the center room while 1 will slice through the north hallway most of the party is in. There's at least 1 more blade deeper in.

More importantly as Yan shifts his weight he hears the blades slowing down momentarily and realizes if he backs out of the center room the trap will stop spinning.


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Stay still!!

Yan slowly backs off the plate. I think this means back into the hallway?


Tomb

Yup

Yan backs off and the traps stop spinning.


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch quickly tries to patch up Sendoski, now that Scarred One is up.
Battle Medicine DC15: 1d20 + 9 ⇒ (8) + 9 = 17
patching up: 2d8 ⇒ (5, 3) = 8

"That pressure plate looks beyond my skills at this time.' says the younger orc. "We should try elsewhere first, in case there is a way to go around the long way."

He then seeks (in case there is more), and patches himself, now that the spinny things have stopped.
Battle Medicine DC15: 1d20 + 9 ⇒ (16) + 9 = 25
patching up: 4d8 ⇒ (6, 1, 5, 1) = 13


Tomb

The center room is filled with many pressure plates, as far as Oorgatch can tell there's no safe places to stand in it.


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NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Before

Scarred One was walking behind Yan when he spotted the first blade. He know it would be bad as soon as it struck him, and he saw a glimpse of a second one. He saw fragments of his life passing through his eyes, for some reason he recalled a particularly ineffective and dull potion that he was trying in Crow's Casks.

He wanted to yell Really? From everything that I lived through that would be my last memory? and the darkness came...

First he saw a woman leaning towards him, pale skin, no tusks and beard? THat was no woman, it was Worddancer! Scarred One smiled still feeling the pain in his body "Have we died? Are we fighting her minions even on the other side? " he sniffs the air "If we would be dead, the smell should be nicer. So I am still alive."

He gets up and follows the others gathering his belongings.

He walks to the safety and reaches for his healing tools but leaves his blade hidden "I don't feel like adding more scars."

Churn (healing rolls):

Treat Wounds@Self, healing plaster: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Healing: 4d8 + 10 ⇒ (4, 2, 8, 4) + 10 = 28

Treat Wounds@Sendoski, healing plaster: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Healing: 2d8 + 10 ⇒ (6, 7) + 10 = 23

Treat Wounds@Oorgatch, healing plaster: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Healing: 2d8 + 10 ⇒ (3, 5) + 10 = 18

Treat Wounds@Self, healing plaster: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Healing: 4d8 + 10 ⇒ (6, 5, 6, 5) + 10 = 32

Treat Wounds@Sendoski, healing plaster: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18

Treat Wounds@Oorgatch, healing plaster: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
Healing: 2d8 + 10 ⇒ (5, 1) + 10 = 16

Treat Wounds@Sendoski, healing plaster: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
Healing: 2d8 + 10 ⇒ (3, 8) + 10 = 21

Scarred One = 18+28+32 = 72+ - full
Sendoski = 8(Oorgatch bm) +23+28 = 59 ;) full
Oorgatch = 14+13(Oorgatch bm) + 18+16=51 (if Yan would Loh he would be full)
Time: 70 mins


Tomb

It takes awhile but once out of the horrible hallway of scything death Scarred One is able to patch his allies up.

Remarkably nobody comes to bother them during this time, it seems as the mimics and bouncy undead were the only creatures that lived in this section.

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

"What happened back there?" Sendoski winces as Scarred One patches him up.

Should we head back around the other way, or do we think we can disarm the trap?


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

"Sounds like Yan walked right into a trap! Unfortunately, it is a bit beyond my skill, for now."

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

"Let's head back around then. I'm sure there's plenty more for us to find."

I believe there were more doors in the room with the giant pit. Maybe we try the southern one?


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Tomb

As before these iron bound wooded doors have closed behind you after a minute or so, a clever bit of engineering. That said they are no trouble to reopen.

Back through the lounge, past the spores, through the mimic room leads you back to the chamber with the giant pit.

One could retreat back up to the previous floor, sling yourself into the pit in despair, check out either of the 2 remaining doors or head down the spiral towards the bottom of the pit.


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Why don't we look in the bottom of these pits? Yan throws a stone in one of them to see what happens. Vote for spiral stairs

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

I vote we stay on this level and check out the other doors before we go down.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis
Sendoski Osprey wrote:
I vote we stay on this level and check out the other doors before we go down.

agreed!


Tomb

Opening the door to the south reveals a stately hallway that stretches from your single iron bound door to the to a wide exit to the south.

Frescoes depicting powerful creatures in battle with each other adorn the walls. Pinpoints of light glimmer in the vaulted ceiling, illuminating the hallway with a pale radiance. Balconies run the length of the hallway, 20 feet above the floor, their low railings rusty and twisted in places. A stone bridge connects the balconies across the hallways to each other, providing access to the tunnels out of the hallway to the east and west from the balcony. Several badly damaged statues decorate the south end of the hall.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Scarred One looks into the hallway

"If I would be making such a place, I would put archers on those balconies, and set up spearman at the end of the hallway. That could be a death trap."

He looks at the statues

Can perception tell me something from that distance? +13

Do anyone want to be a benefit of the spider climb, before we enter that scrum?


Tomb

Hard to make out much detail on the statues that are about 100 feet away.

What you can tell is they are not in good shape, they all seem to have toppled over at some point, are about 4 to 10 feet tall but tend to have too many arms, or legs or tentacles to be recognizable species.


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch beckons the team forward. "Guess we need to get some 10' poles or something." Moving carefully, blade in hand, he and the team make their way down the stairs.

Moved us forward


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Maybe we should go around.

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

Sendoski nods in agrent with Yan.

Might be a door idea to at least check the eastern door before we go any further here. That way we can pick our poison, so to speak."

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