GM Wolf's Carrion Crown the Bard's Epic! (Inactive)

Game Master BloodWolven

Trust 26

Fight Club!

Maps


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Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

As he is about to ascend stairs to second floor, Visayn noise from furnace room. "Did Lectrum go in that direction? Maybe I should check on him." he says and leaves to investigate


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

"Ha! You are terrible at this game! Are you a ghost of patheticness? <spellchecker says that's not a real word> I will hammer you...um, with this axe!"
Axe: 1d20 + 9 ⇒ (20) + 9 = 291d8 + 6 ⇒ (2) + 6 = 8
Crit Confirm?: 1d20 + 9 ⇒ (14) + 9 = 231d8 + 6 ⇒ (5) + 6 = 11
"Boom! Ha ha ha! I broke your oven! No more cookies..."
Lectrum appears to have lost his mind after the 19-point crit.


Round 3

There is a long cut in the grate, for a mouth, of the furnace. It spouts out another tongue of flame.
Touch attack vs TAC 12: 1d20 + 3 ⇒ (1) + 3 = 4 4d6 ⇒ (1, 6, 3, 5) = 15

Round 4

Touch attack vs TAC 12: 1d20 + 3 ⇒ (2) + 3 = 5 4d6 ⇒ (4, 5, 1, 3) = 13

Oh my what a crit failure, Lectrum finish it off!


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round 3

Drake shakes his head and rushes back into the other room dropping down the hole there.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

Valiard moved in to flank the oven and strike it on the side, supporting Lectrum in his efforts. He drew his daggers and struck at the creature, hoping to wound it in some way.

flanking attack with dagger: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29
flanking attack with dagger, crit confirm: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23

dagger damage, lightning, flanking: 1d6 + 6 + 1d6 + 2d6 ⇒ (5) + 6 + (3) + (5, 5) = 24
crit if confirmed with hitting ac23: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (6) = 15

39pts of damage?

Valiard spotted something like a bolt on the side of the creature and struck at it, his dagger catching and popping the top of the bolt off, which resulted in part of the creature's side falling apart with a resounding CLANG.


Round 3

Valiard strikes the furnace with his dagger the clang proves that you are striking a possessed object. No crit, no sneak/precise damage. The furnace is definately sturdy as he only makes a gouge mainly with the lighting damage.

Visayn and Ramada?


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

Visayn rushes to furnace room and as he strikes the cursed oven, tries to understand if the spirit posessing it is one of the prisoners he has researched previously.

+1 Rapier: 1d20 + 7 ⇒ (3) + 7 = 10
piercing: 1d6 + 4 ⇒ (2) + 4 = 6

Intelligence check: 1d20 + 4 ⇒ (13) + 4 = 17


M Deep One Hybrid Alchemist (Vivisectionist)

Nikolay rushes to Visayn's side, striking at the side of the furnace with his enchanted aspergillum and dousing its hinges with acid. "You are worse than an inanimate object - you are an animate inanimate object, and you are annoying!" It would seem that this is the best battle cry the young alchemist can do - to the more experienced warriors in the room, the sight is pathetic at best.

Alchemist's Aspergillum: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 bludgeoning, 1 acid

Lectrum may have lost his mind after his critical hit, but Nikolay never had it in the first place - in that respect, he has a head start on his poor draconic friend.


Visayn:
You don't remember any of them having to deal or focus on fire or a furnace.
.

Round 3

Visayn moves to the furnace and attempts to strike it. The hard surface deflecting his strike. Nikolay comes in as well pitting the spot with the acid.

Round 4


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

When the boss says, "finish it off..."

Lectrum gleefully swings again, not even considering a possible explosion.
Round 3
Swing!: 1d20 + 9 ⇒ (15) + 9 = 241d8 + 6 ⇒ (3) + 6 = 9
Round 4 if needed
Swing!: 1d20 + 9 ⇒ (1) + 9 = 101d8 + 6 ⇒ (8) + 6 = 14
Oh, ouch. A natural one is never needed.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Oops, forgot the gloves. Please add acid damage to any successful hit.

Acid: 1d6 ⇒ 11d6 ⇒ 6
So one from the second round and six from the third round.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

Valiard frowned as his daggers barely scraped the furnace's surface.

"This thing is extremely tough! Perhaps we can throw something inside it?" Valiard said, lunging in and striking at the side of the furnace.

dagger: 1d20 + 4 + 5 ⇒ (10) + 4 + 5 = 19


Round 3

Lectrum's axe head cuts into it again... sparks flying from the connection.

Round 4
Misses all around. I hope the others can help too!

Round 5

The furnace releases another bout of flame at Lectrum. It hits Lectrum but does not seem to burn him.

Touch attack vs TAC 12: 1d20 + 3 ⇒ (11) + 3 = 14 4d6 ⇒ (1, 1, 1, 2) = 5

perception DC 18, DC 13 if not in combat:
Beyond the sounds of your current battle you hear the twang of a bow string and the blaze of fire from the level below.

Round 6

The furnace turns its attention towards Valiard, missing yet again.

Touch attack vs TAC 16: 1d20 + 3 ⇒ (9) + 3 = 12 4d6 ⇒ (3, 3, 4, 3) = 13


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Lectrum cannot stop laughing (a peculiar sound) at the furnace's terrible combat efficacy. "Have another whack, you piece of junk!"

Round 5
Whack!: 1d20 + 9 ⇒ (15) + 9 = 241d8 + 6 ⇒ (2) + 6 = 81d6 ⇒ 2 acid

Round 6
Whack!: 1d20 + 9 ⇒ (13) + 9 = 221d8 + 6 ⇒ (5) + 6 = 111d6 ⇒ 4 acid


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

Round 4 "Just had an idea! We have source of water right there, so why not try and put out the fire?" Visayn grabs nearest bucket, or whatever vessel that doesn't leak, and rushes to fill it with water.

Round 5 and 6 Visayn continues to carry as much water as he can, which he throws into the furnace.


As Visayn gets close to the water something springs from it. The humanoid grabs at you, trying to pull you into the murky water.

2 claws +6 (1d6+2)

claw cmb to pull: 1d20 + 6 ⇒ (2) + 6 = 8

claw: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 2 ⇒ (2) + 2 = 4

It fails to pull but claws Visayn.


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

Visayn recoils at the horrifying surprise, but continues to carry water to the furnace as he planned to, though with extreme caution.


Doctor Ramada seems to be at a loss as he gathers himself after not falling into a pit. Visayn brings over some water and throws it upon the furnace. The water steams off the metal as it lightly douses the fire.

Round 7 & 8

The furnace shoots off another bout of fire.

Touch attack vs TAC 16 vs Valiard: 1d20 + 3 ⇒ (12) + 3 = 15 4d6 ⇒ (1, 4, 1, 3) = 9

Then the fire seems to gather in the furnace.

Round 9

The furnace explodes with flames hitting all within 30 feet of it with a wave of flames. Reflex DC 16 or 4d6 ⇒ (2, 2, 1, 4) = 9 fire damage.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Reflex: 1d20 + 3 ⇒ (11) + 3 = 14

Lectrum only half-heartedly shields his face from the fire and takes four points of damage. His fast healing repairs two of the four and he looks around for something else to attack.

I assume the furnace is no longer a threat.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

Valiard easily moved out of the creatures path, dodging it's feeble attacks before nimbly moving in to strike at the same bolt he had been attacking. When the furnace exploded, he ducked and rolled away, shielding his face with his cloak, before nimbly returning to his feet, dagger at the ready.

perception: 1d20 + 8 ⇒ (2) + 8 = 10
reflex save: 1d20 + 10 ⇒ (16) + 10 = 26 5pts of dmg

dagger attack round 6,7,8: 1d20 + 4 + 5 ⇒ (16) + 4 + 5 = 25
dagger attack round 6,7,8: 1d20 + 4 + 5 ⇒ (16) + 4 + 5 = 25
dagger attack round 6,7,8: 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13

dagger damage: 1d6 + 6 ⇒ (5) + 6 = 11
dagger damage: 1d6 + 6 ⇒ (2) + 6 = 8


Valliard knicks and knocks the furnace to little avail. After the explosion the fire seems to go out.

End of combat unless you want to fight the creature in the water?


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Lectrum wants to fight the creature in the water if he is aware of it.
Perception?: 1d20 + 4 ⇒ (16) + 4 = 20

He heard something. Does he need to spend the whole round getting there?


Oh yeah, Lectrum notices the humanoid that attacked Visayn.

Round 9

Lectrum leaps from the blast of fire aiming towards the water looking to bop anything coming out of the water. Something like that with a readied attack?


Male shocker lizard?

He jumps down animated by the fire. As he jumps from one foot to another acting as if the flames are burning him.

Once the group focuses on the water threat he slips off quietly to the hole.


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

If the creature in pond is undead, then my AC is 2 higher. In that case the claw misses

Visayn couldn't avoid blast of fire "Something creepy in the water, stay safe if you go near."

Reflex save: 1d20 + 8 ⇒ (5) + 8 = 13


The scrawny creature is not undead, good reminder though thanks!


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Readied action sounds great. Thanks.
Ready: 1d20 + 9 ⇒ (20) + 9 = 29

Confirmation: 1d20 + 9 ⇒ (10) + 9 = 19


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

"Sly, where are you going?"

Are we waiting on anyone else's turn?


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

"Lectrum? Is there something in the water?" Valiard said, as he patted the last smoldering flame off his wool cloak. He moved away from the edge of the pool, watching his companions to see how they were reacting.

"Could it be a haunting? Perhaps nothing is there?"


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

"Grrrrr...yes! I'm going to whack it."


Lectrum steps up and once he is adjacent to the water the creature springs from it once more. Though this time the intended victim is ready smashing the thing back down into the water.

confirmed damage: 2d8 + 12 ⇒ (2, 2) + 12 = 16
acid damage: 1d6 ⇒ 5

Its not out cold but with the force of the strike it flounders and swims away diving deeper again.


Male shocker lizard?

He climbs out of the hole and returns to the group, "The elf is... grief stricken."


M Deep One Hybrid Alchemist (Vivisectionist)

In the furnace room, Nikolay slowly gets to his feet, his spindly body wracked by coughs, and rejoins the others in the area by the lake. He stands in silence for a moment, punctuated only by sporadic coughs as he tries to avoid the gaze of the others, before sighing and hanging his head. "I'm sorry - I'm afraid I inhaled too much smoke in the furnace room. It's this accursed Teratogenesis B compound. Every day, the madness lasts longer, and my shearlung returns quicker - I'll probably be dead within the year. Still... If I had been faster, if I had been stronger, perhaps I could have saved Børak. In truth, it's my fault he's gone."


Male shocker lizard?

He responds to Ramada walking over to him quickly and putting a reassuring hand on his ankle, "It not your fault. Magic was at fault."

"What is plan? We go in hole?" he simply asks trying to figure out what they want to do next.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

"I think that we have explored everything that we can on this floor, so yes. It is time to go down in the hole." Valiard confirmed, looking around for the place he had tied off the rope.

I assume the rope that Valiard had tossed down is still here? If so, he will stealthily move down into the abyss.

stealth: 1d20 + 12 ⇒ (7) + 12 = 19


The hole Borak fell through was magical and you could not follow. This was in S19, with the furnace. The first hole and now the hole you head down through is in S18. Valiard pulls up his piton and doesn't see any easy place to secure it. He does his best to secure it, please explain how you do so.

Valiard sees Drake below holding the bottom of the rope.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

I can hold it while you descend if you want.


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

Visayn, who seems worried if he will ever see his friend again, keeps his distance to the hole Valiard is going down. "Be careful. Theres guaranteed to be something nasty on the bottom."


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

He speaks from the bottom of the hole, "Why be so cruel Visayn, I am not nasty!"


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

There appears to be some rubble to the SE of the hole in S18, is there someplace that Valiard could attach the rope to there? Perhaps a climb check for knowledge?

climb check, know where to tie off the rope?: 1d20 + 7 ⇒ (14) + 7 = 21


Valiard looks around and tries to find a good place to tie off the rope and secures it to what is left of one of the walls to the East. With the rope secure there and the bottom being held you easily get down the rope.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

"This is where I wish I had some way to become invisible." Valiard said as he tied the rope off and then moved closer to the edge to look down into the dark.

Valiard took out a pair of dark spectacles and placed them on his face, shading his eyes.

These glasses will make all the difference when I need to move unseen...I don't know how I ever lived without darkvision!

"Drake, since you are already down there, and haven't been eaten by anything yet, I will assume that the bottom is secure." Valiard said as he shimmied down the rope and into the blackness.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

With a laugh he quickly replies to Valiard, "Nah! My new shadow monsters are waiting for you with me. All sorts of fun down here."

Sense Motive DC 8:
You can tell he is being sarcastic.


U1. Hell’s Basement
This cavernous chamber may have once been an underground cellblock, but it has long since collapsed. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area. Water drips and seeps along the walls, collecting in a dark, murky pool in the middle of the room. To the north, the twisted remains of a wood and iron lift lie in a heap in a shallow portion of the pool. A jagged hole in the roof yawns twenty feet above this ruin. To the west, a partially blocked opening seems to open up after several feet into a dark but stable tunnel.

The jagged hole is how you came into this 'room'. Drake is holding the rope at a slant so you will end up in front of the door to exit.

A search of the pool and the rubble along the edges reveals a large number of shattered bones mixed in with the debris—dozens of guards and prisoners perished here, either from the fire, smoke inhalation, or as a result of being crushed by the dungeon’s collapse. Nothing of value remains.

The floor in this room is unusually free of dust.

DM notes:
the room fills
with a cacophonous roar of screams and howls, echoes
of the cries of those who burned to death in this room.
This unsettling manifestation causes no harm, but an
instant later, the surface of the dark pool of water begins
rippling around the ruined lift as two ectoplasmic
spirits rise up, dripping and horrible, to attack.

U2. Central Dungeon Chamber:

Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in scorched prisoners’ robes lie on the ground.
The stairway here once led up to area S9 above, but the deadfall has rendered it impassable. A DC 12 Perception check reveals scratches along the rubble and stone blocks—testimony to the prisoners’ futile attempts to dig out the deadfall from below.

The brass nameplates that hang above each of the four hallways leading out of this room identify the cellblocks that lie beyond, although the soot must be wiped away to reveal these names. To the north lies “The Oubliette.” To the west lies “Reaper’s Hold.” To the south lies “The Nevermore.” And to the east once stretched “Hell’s Basement.”

GM notes:

Creatures: The eight skeletons on the ground here
are the remains of prisoners who were caught in the
fire to the east; they managed to make it this far before
collapsing from their burns or choking on the smoke.
The spirits of the dead prisoners haunt this place still,
and 1 round after the PCs enter this area, the eight bodies
begin to rattle into life. Give the PCs a surprise round
to take actions before the skeletons fully animate, at
which point the undead attack and fight to the death. As
the combat progresses, the skeletons begin to
smolder—any skeletons still active after
3 rounds ignite into burning skeletons (see page 251 of the
Pathfinder RPG Bestiary).


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Lectrum, unable to fly just yet, climbs down and looks around.


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

"Drake? What happened? Did you fall down that hole? he wonders and comes to edge of the hole when Valiard and Lectrum have reached the bottom


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

He starts off a bit miffed but for obvious reasons, "No I jumped. I was hoping to find Borak, instead I found the awful smelling pond and burning skulls. They have been dealt with and I can't wait to dry my clothes. Come on down Visayn, we have a new level to explore."

Once Visayn gets down as well, he states, "Shall we see what is on the other side of the door?"


Doctor Ramada shakes his head, looking down at the rest of you. He rattles off, "No I can't go in any further. I will make sure this rope stays here. An exit for when you need it." Magdali agrees and stays with the good doctor.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

"Visayn...you look rough...would you like me to go first?" Valiard suggested, motioning at the door that Drake is standing near.

Valiard moved cautiously to the door, straining his senses for any hint of activity.

"We haven't encountered any of the main ghosts yet...so I imagine that they are down here somewhere." Valiard said, glancing around as if half expecting something to jump out at him.

Valiard will check the door for traps, listen and then cautiously open the door enough to stealthily slip through, looking for any traps or enemies as he does.

perception, door for traps: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
perception, listening at door: 1d20 + 8 ⇒ (16) + 8 = 24
stealth into the next room if no enemies: 1d20 + 12 ⇒ (9) + 12 = 21
perception, for traps: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

Visayn followd Drake and Valiard "Oh, I'm all right. Lets keep moving so we can get out of this musty ruin."

Stealth: 1d20 + 15 ⇒ (12) + 15 = 27
Perception for traps: 1d20 + 13 ⇒ (15) + 13 = 28

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