Redelia's Wardens of the Reborn Forge (Inactive)

Game Master Redelia

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Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Fendel pulls his wand, but listens to the Feysworn cleric. I would rather keep my reserves for an emergency. He nods his acceptance of the half-elf's offer. "By all means, proceed. I was not going to presume anything."

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

I'm not hurt, but I'll be happy to help you. Do you need more healing?

More channel energy, Team?

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
Arush Al-Fasi wrote:

I'm not hurt, but I'll be happy to help you. Do you need more healing?

More channel energy, Team?

yes please

Rogar slaps Arcturus on the back. "Ha takes some getting used too!"

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Rogar, how far are you down? And everyone else? I can channel again with Arush and/or give Rogar a cure serious wounds.

After Arcturus gets the cigar smoke out of his system, he still looks a bit ill.
"Ugh. Those are too strong."

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

The Queen of Hell, who gives us love and insight even through the most terrible darkness! The one that brings us understanding and forgiveness! Please heal the wounds of my allies! - tiefling speaks almost in a patter, touching the tattoo holy symbol on her upper forehead.

Channel: 6d6 ⇒ (2, 2, 6, 6, 1, 1) = 18

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
Arcturus of Shelyn wrote:

Rogar, how far are you down? And everyone else? I can channel again with Arush and/or give Rogar a cure serious wounds.

I'm showing I'm still down 13 after the last 18 (above)

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus places a hand in the center of Rogar's back and intones a small prayer.
Cure Moderate: 2d8 + 10 ⇒ (6, 1) + 10 = 17

"You should be good as new, my friend."

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
Arcturus of Shelyn wrote:

Arcturus places a hand in the center of Rogar's back and intones a small prayer.

[dice=Cure Moderate]2d8+10

"You should be good as new, my friend."

"Thanks! Let's hope those gugs are taken care of!"


Venture Lieutenant, Play by Post (online)

Having tended to your wounded, you look around carefully, but do not find anything of interest.

You continue your exploration, and find two more gugs.

Please place your tokens in the box indicated. This map still has ten foot squares, so please keep that in mind.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

The box does not seem to be on the map...?


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I think you're looking at the wrong map. I'm talking about the more zoomed in map, with the bad guys placed on it. There is a blue box there.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

I was. Just tried to use the one the link opened to.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Please place my token - I have a temporary problem with access to Google documents. The second / third row of the formation, so that there are no more than two allies ahead of me (so that I don't get penalties for cover - thanks to my aura)


Venture Lieutenant, Play by Post (online)

Arush, I have you on the map. People aren't exactly in a clean formation, but you're a little behind some people but not by much.

We still need Rogar on the map.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

I moved Rogar for him.


Venture Lieutenant, Play by Post (online)

initiative:

Ranalus: 1d20 + 8 ⇒ (3) + 8 = 11
Arcturus: 1d20 + 4 ⇒ (17) + 4 = 21
Fendel: 1d20 + 11 ⇒ (5) + 11 = 16
Slash: 1d20 + 6 ⇒ (8) + 6 = 14
Arush: 1d20 + 5 ⇒ (14) + 5 = 19
Rogar: 1d20 + 1 ⇒ (17) + 1 = 18
gugs: 1d20 + 1 ⇒ (16) + 1 = 17

Arcturus, Arush, and Rogar all may act.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Arush says a short prayer and unleashes a stream of arrows on one of the opponents.

Smite Red; No cover

+1 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 18 ⇒ (12) + 18 = 301d8 + 10 + 12 + 1d6 ⇒ (7) + 10 + 12 + (1) = 30
+1 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 18 ⇒ (19) + 18 = 371d8 + 10 + 12 + 1d6 ⇒ (6) + 10 + 12 + (6) = 34
+1 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 13 ⇒ (20) + 13 = 331d8 + 10 + 12 + 1d6 ⇒ (5) + 10 + 12 + (1) = 28
CONFIRM and CRIT DMG| Deadly Aim: 1d20 + 8 ⇒ (13) + 8 = 212d8 + 20 + 24 + 1d6 ⇒ (4, 8) + 20 + 24 + (1) = 57
+1 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 10 + 12 + 1d6 ⇒ (4) + 10 + 12 + (2) = 28

Ranged attack bonuses near Arush:

- Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Aura of Care (Su): At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus stays where he is. He intones a prayer, bringing down holy power on the two gugs.
Holy Smite: 5d8 ⇒ (2, 6, 3, 8, 3) = 22
DC 19 Will for half damage & negate blindness (1 round).


Venture Lieutenant, Play by Post (online)

Arush, I think the bonus on the confirm was wrong...

Arush's arrows take down the first gug.


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will save roll : 1d20 ⇒ 19

The other gug takes 11 damage.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar starts a full round summons.

summon monster VI


Venture Lieutenant, Play by Post (online)

The gug double moves.

The entire party is up now.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Slash spring attacks the Gug, jumping around to it's back before spring away.

Great Axe: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21 But he nearly looses the grip on his axe and misses the creature.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Seeing the Gug right up in Rogar's face, Ranalus tries to help out.

"Darkness take you."
He casts Blindness on the Gug, using Alien Mind as an immediate action for +4 Wis; that makes it a Fort DC 20 to negate.

He automatically passes the DC 19 Concentration check to cast defensively.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective studies the remaining gug for any weaknesses.
Studied Target

{DA/PB/Studied Combat}
+1 Holy Merciful Darkwood composite longbow: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d8 + 10 + 3 ⇒ (7) + 10 + 3 = 20
If EVIL, add...: 2d6 ⇒ (1, 5) = 6

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar uses his teleportation ability to move out of the way.

that was close!

The huge elemental appears and attacks the gug.

attack: 1d20 + 17 ⇒ (8) + 17 = 25

damage: 2d8 + 9 ⇒ (4, 6) + 9 = 19

attack: 1d20 + 17 ⇒ (11) + 17 = 28

damage: 2d8 + 9 ⇒ (8, 2) + 9 = 19

Rogar casts magic missile at the gug.

damage: 5d4 + 5 ⇒ (2, 3, 2, 1, 2) + 5 = 15

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus hacks and slashes with all of his might on the ugly monstrosity.
+3 corrosive glaive: 1d20 + 18 ⇒ (16) + 18 = 34
slashing: 1d10 + 17 ⇒ (6) + 17 = 23
acid: 1d6 ⇒ 3

+3 corrosive glaive: 1d20 + 10 ⇒ (20) + 10 = 30
slashing: 1d10 + 17 ⇒ (7) + 17 = 24
acid: 1d6 ⇒ 5

Crit Confirm: 1d20 + 10 ⇒ (11) + 10 = 21
slashing: 2d10 + 34 ⇒ (10, 5) + 34 = 49
acid: 1d6 ⇒ 1


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fort save: 1d20 ⇒ 2

Slash can't hurt the gug.

Ranalus magically blinds the gug, making it easier for the rest of the team to hit it.

Fendel's arrow misses.

Rogar's elemental hits, as does the magic missile spell.

Arcturus's blade hits twice, once very hard. The gug falls over, dead.

Moving on, you find a steep tunnel downwards. It's too steep to safely climb down. Nearby is a badly damaged winch that appears it is how the miners went up and down.

almost there, team. This part of the adventure ends when you descend. We will then need to take a brief pause while you level up.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus kicks the very dead gug after he pulls out the deeply embedded blade of his glaive from the corpse.
"And stay down!"

----------------------------

"Hey. Check out this contraption. I wonder if we can fix it. Do any of you know how to repair mechanical devices?"

Is it a winch to raise and lower mine carts on a track or is it more of an elevator system?
I'm really hoping for a mine cart rollercoaster ride.

Scarab Sages

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male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
Arcturus of Shelyn wrote:

Arcturus kicks the very dead gug after he pulls out the deeply embedded blade of his glaive from the corpse.

"And stay down!"

----------------------------

"Hey. Check out this contraption. I wonder if we can fix it. Do any of you know how to repair mechanical devices?"

Is it a winch to raise and lower mine carts on a track or is it more of an elevator system?
I'm really hoping for a mine cart rollercoaster ride.

Rogar chews on his cigar.

"I was a mining engineer. Let me see"

any of use?

Profession engineer: 1d20 + 6 ⇒ (18) + 6 = 24

Knowledge (engineering): 1d20 + 27 ⇒ (13) + 27 = 40

Disable Device: 1d20 + 15 ⇒ (11) + 15 = 26


Venture Lieutenant, Play by Post (online)

It could lower people or a cart.

Rogar realizes it is missing pieces. It might be possible to rig it to lower you without the pieces, but it would only work once.

for those who have been disabling traps:
You have dealt with some more traps I haven't mentioned because you automatically passed their checks. The parts missing from the winch appear to have been used in a few of these traps. You could reclaim those parts with another disable device check.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar keeps chewing on his cigar.

"Guys see that area over there!" He takes the unlit cigar out of his mouth and uses it to point. "It's missing a sprocket! I think I saw one before..." He scratches his head moving his hat in the process. Then quickly realizes his hat and googles moved and adjusts them. He smiles. "Anyways..."

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"We can retrace our steps to where you saw the parts, if doing so will help."

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"That ratfolk chap... what was his name? Gabbledash? He has a lot of parts laying around. Maybe he can spare a few and give us a hand fixing it."
Arcturus suggests.

"Might be good to check in on him, too. See if he's okay or heard anything going on."


Venture Lieutenant, Play by Post (online)

Habblegash is very thankful that you have dealt with all the gugs. Hearing your description of the missing parts, he gladly shows you the traps he has noticed to contain them. it's a disable device check to collect each of the parts from the trap. Rogar has already figured out how to put the winch back together once you have the parts. Thus, all we need to finish this part is four disable device checks.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (15) + 35 + (1) + 2 = 53
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (19) + 35 + (1) + 2 = 57
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (5) + 35 + (3) + 2 = 45
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (7) + 35 + (2) + 2 = 46

If more are needed...
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (3) + 35 + (3) + 2 = 43
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (6) + 35 + (4) + 2 = 47
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (1) + 35 + (3) + 2 = 41
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (15) + 35 + (3) + 2 = 55
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (20) + 35 + (3) + 2 = 60
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (13) + 35 + (2) + 2 = 52
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (19) + 35 + (6) + 2 = 62
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (12) + 35 + (2) + 2 = 51


Venture Lieutenant, Play by Post (online)

Fendel is able to fit in the pieces, and your team us able to safely travel down to the next level.

OK, team, you can start to level up; the first sheet will give you 3 EXP. I'll try to get your chronicles out in the next day or so so that you know how much gold you're working with. We will resume in a week, unless anyone is not going to be able to complete the level up in that length of time.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
GM Redelia wrote:

Fendel is able to fit in the pieces, and your team us able to safely travel down to the next level.

OK, team, you can start to level up; the first sheet will give you 3 EXP. I'll try to get your chronicles out in the next day or so so that you know how much gold you're working with. We will resume in a week, unless anyone is not going to be able to complete the level up in that length of time.

thanks for running! I'll check my gold and post an updates "Sheet"


Venture Lieutenant, Play by Post (online)

You find your way down to the lower level of the mine. It appears that you are in a small chamber, the way you came the only way out.

perception checks, please. Also, you may roll knowledge:dungeoneering or nature or craft:alchemy checks for some background on stuff you will soon want to know.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Perception: 1d20 + 25 ⇒ (18) + 25 = 43

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus looks around for a way to proceed.
Perception: 1d20 + 35 ⇒ (9) + 35 = 44
Knowledge (Nature): 1d20 + 7 ⇒ (6) + 7 = 13

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Perception: 1d20 + 38 + 1d6 + 2 ⇒ (14) + 38 + (1) + 2 = 55
Dungeonerring: 1d20 + 28 + 1d6 + 2 ⇒ (16) + 28 + (1) + 2 = 47
Nature: 1d20 + 28 + 1d6 + 2 ⇒ (17) + 28 + (3) + 2 = 50
Craft Alchemy: 1d20 + 25 ⇒ (19) + 25 = 44

Trapspotter 10'
See Invisible (Constant)


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You realize that one of the 'walls' of this small area is a false wall.

Pushing it aside, you find an area where the mine cart tracks looks in much better shape than they were upstairs, almost as if these are currently being used by someone.

I'll save those knowledge rolls for the first time you see the stuff they are to identify. The adventure put the checks in a really weird place.

I've put a green smiley face on the map to represent your entire party. I'll make a more detailed map in any area where we need it. The map still has ten foot squares, with big stretches where there is nothing.

Let me know where you want to explore or go next. The revealed areas all have nothing of interest. I've tried to reveal the doorways to everywhere you would maybe want to go so you can see your options.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus wakes up, lets out a very loud yawn, and stands to stretch his arms and legs.
"Well. That was a nice rest. Felt like I was asleep for a few weeks!"

He begins twisting and exercising.
Anyone care to join me for some calisthenics and yoga? We have a long day ahead of us, I'm sure."
He says while panting from doing knee-bends and torso twists with elbows akimbo.
"Ahhh. That oughta do it."

Fully refreshed and ready to go, Arcturus turns to his companions.
"I suggest we follow these tracks, then search the area in a counterclockwise direction."

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Yes, the rest was good... Like yoga, thank you Acturus. Now I propose to trace where these less worn rails will lead us.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"Take the road less traveled? Sounds good, Arush. Fendel or Slash, would you lead the way?"


Venture Lieutenant, Play by Post (online)

OK, I've moved the group's map token to the place where the tracks branch. Which way? Someone please draw an arrow on the map for where you would like to go next.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"Huh. Anything on this table over here?”
Arcturus heads over to the table against the northern wall.

"There's a set of stairs leading upward here. Should we see what's up there?"

Arcturus suggests heading up the stairs.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective nods at the suggestion, not having a better plan at the moment.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

"That was a good rest. Onward!"

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