GM Zoomba's Second Confirmation (Inactive)

Game Master Zoomba

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Horizon Hunters

Goblin Magus 3 | HP 37| AC 19 | F +8, R +7, W +7 | Perc +5 (Init +6 or +9) | Athletics +10 | Acrobatics/Arcana/Plains Lore +7 | Intimidation +6 | Medicine/Nature +5 | ◆ | Exploration Activity: Detect Magic

"I can also see in the dark."


An Enkindled Carnival

great. it just always pays to check. a pathfinder should always be prepared. Rain in Cloudy Day says with a smile. so let's go, go, go! and figure out what's down below!

The stariwell descends down several stories. Eventually it ends as it opens into a large-worked chamber made of a similar polished tan white stone as the stairs themselves. The chamber's ceiling rests 15 feet above a rubble-strewn and puddly floor. Around the corner from the 'entrance' stairs a smaller set of steps goes up to a raised platform to the room's northern end. Map 'North' is to the right Branching off from this raised area is two halls, though the one to the north is covered in debris. On the eastern side of the chamber is a sealed stone door. But also a large crack in the far wall that has partially collapsed and shows a damp cavernous area beyond from which emanates the small of flora.

New map posted. What would you like to do?

Horizon Hunters

Animist 5 / HP 63/63, Perc +11, AC 21, Fort +11 Ref +10 Will +13 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

The Shisk puts himself in the corner with his spear in front of him to observe the room.

Horizon Hunters

Goblin Magus 3 | HP 37| AC 19 | F +8, R +7, W +7 | Perc +5 (Init +6 or +9) | Athletics +10 | Acrobatics/Arcana/Plains Lore +7 | Intimidation +6 | Medicine/Nature +5 | ◆ | Exploration Activity: Detect Magic

Maurice on Dart will scout ahead.

Radiant Oath

Female Human Rogue 2 | Per +8 | HP 28/28 | AC 19 | Shield +2 AC; Hardness: 5; HP: 20/20 | Saves F+6, R+10, W+8 | Speed: 25' | Hero Pts: 1

Cordelia withdraws a collapsible pole from her pack, assembling it before delving into the darkness of the ruins. She does her best to keep close to the torch bearer closest to the front, eyes scanning the floors and walls for signs of traps or other hazards, ready to call out should something seem off; using the pole to poke about for things further ahead that might not be immediately noticeable in the dim light.

Using Search with a ten-foot pole as we go.


An Enkindled Carnival

GM:
R: 1d20 + 7 ⇒ (14) + 7 = 21
C: 1d20 + 7 ⇒ (4) + 7 = 11
Jx: 1d20 + 4 ⇒ (15) + 4 = 19
Jk: 1d20 + 5 ⇒ (2) + 5 = 7
M: 1d20 + 4 ⇒ (8) + 4 = 12
V: 1d20 + 6 ⇒ (15) + 6 = 21

Rain: 1d20 + 6 ⇒ (17) + 6 = 23

Maurice and Dart move ahead confidently, the rider's eyes unimpeded by the unlit space. As Maurice ascends up the raised platform he sees the unobstructed hallway to the west seems to twist north.

However as the goblin rides ahead and Cordelia starts poking around, both Rinshu and Vikka notice faint movement across the partially wet floor. Movement that isn't just the flickering of torchlight across the water: two of the muddy puddles on the stone appear to be moving and twitching!

Initiative

Rinshu
Vikka

Rain in Cloudy Day
something
Jortix
Maurice
somerthing
Cordelia
Jerikyo

Horizon Hunters

Animist 5 / HP 63/63, Perc +11, AC 21, Fort +11 Ref +10 Will +13 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

Delay to play after Rain

Horizon Hunters

Human Witch HP 15/15 | AC18/20 | F +4 R +6 W +6| Expert Perc +6 | Focus 1/1

Vikka will use Evil Eye on both creatures and then cast shield on herself.

◆Evil Eye
◆Evil Eye
◆Shield


An Enkindled Carnival

R Will: 1d20 + 9 ⇒ (11) + 9 = 20
B Will: 1d20 + 7 ⇒ (14) + 7 = 21

Vikka's got the glare down, but the puddles resist the witch's spell. Guess there's too much mud to see properly. it's not that, Vikka's enemies saves have just been consistently lucky.

Rain in Cloudy Day advances into the room as well after the witch. that's it. time to expl- oh! he exclaims as he sees her casting spells and realizes you're not alone.

well alright then, let's go! if we took those rocks down super quick, what chance does water have! The leshy begins to cheer you all on inspiringly as he launches a seedpod of his own at the closest puddle

Strike: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 for Bludgeoing: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

And it hits it Hard!

Initiative
Inspire Courage up

Vikka
Rain in Cloudy Day

Rinshu
something
Jortix
Maurice
somerthing
Cordelia
Jerikyo

Red creature 8 damage

Radiant Oath

last again, lol

Horizon Hunters

Animist 5 / HP 63/63, Perc +11, AC 21, Fort +11 Ref +10 Will +13 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

The Shisk casts a spell first spell upon himself (Time sense) and a second unleashing a bolt towards the red one.

Phase bolt, amped, Time sense: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12

Phase bolt: if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack.

Your bolt leaves phase completely, becoming invisible and intangible until it's already embedded in the target— giving the impression it simply teleported itself into place. The target is flat-footed against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to half the spell's level. On a critical success, the target can't be affected by teleportation effects until the start of your next turn.

Damage: 2d4 ⇒ (4, 2) = 6

On a success, reduce the target's circumstance bonus to AC (if any) by 1 until the beginning of your next turn.

Horizon Hunters

Animist 5 / HP 63/63, Perc +11, AC 21, Fort +11 Ref +10 Will +13 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

Oups and now I forgot Inspire courage bonus...


An Enkindled Carnival
Jerikyo wrote:
last again, lol

’2’ on the initiative die will do that. Last time you actually rolled a ‘7’; the rest just happened to roll a bit better :p

Rinshu casts a pair of spells, drawing deep to enhance the bolt hurled towards the nearer creature. Even with it caught Off-Guard from the strike and with the mage inspired by Rain’s presence the shot narrowly misses.

In response, the ‘puddle’ moves towards your party. Shifting as it goes is rises up into a sizable amalgam of muddy muck in the vague shape of a man. Nearing Rain, it instead turns its head towards Cordelia and Jortix and speed out a heavy stream of mud at them!

Cordelia and Jortix: I need a DC 18 Basic Reflex save from you vs Bludgeoning damage: 2d10 ⇒ (4, 5) = 9. On a crit-fail you will also have -10 speed your next turn as the thick mud slows you down.

Initiative
Inspire Courage up

Vikka
Rain in Cloudy Day
Rinshu
Red mud thing 8 damage

Jortix
Maurice

somerthing
Cordelia, need Reflex
Jerikyo, need Reflex

Horizon Hunters

Goblin Magus 3 | HP 37| AC 19 | F +8, R +7, W +7 | Perc +5 (Init +6 or +9) | Athletics +10 | Acrobatics/Arcana/Plains Lore +7 | Intimidation +6 | Medicine/Nature +5 | ◆ | Exploration Activity: Detect Magic

Maurice casts Frost Bite on the Red Mud Thing.

It must make a DC 16 Fort Save or take: 2d4 ⇒ (4, 3) = 7 cold damage.

Then Maurice begins Arcane Cascade stance.


An Enkindled Carnival

Red Fort: 1d20 + 11 ⇒ (20) + 11 = 31

Maurice casts a spell on the attacking mud thing. But as the goblin draws the residual magic around him he sees the creature appear completely unimpeded by his cold!

Initiative
Inspire Courage up

Vikka, shield'd
Rain in Cloudy Day
Rinshu
Red mud thing 8 damage

Jortix
Maurice, in stance
somerthing
Cordelia, need Reflex
Jerikyo, need Reflex

Radiant Oath

Curses!

Envoy's Alliance

| Female Gnome Witch 3 | HP 29/29 | AC 18 (+1 AC Shield) | F +6 R +7 W +8 | Perc +6 (low-light vision) | Default Exploration: Scout | Speed 25ft | hero points 1 | Active Conditions: None

Jortix tries to dodge the damage

Reflex save, DC18: 1d20 + 5 ⇒ (5) + 5 = 10

But she fails and gets smacked with all of the mud

She tries to understand what the creatures are

Recall knowledge: Arcana +7, Crafting +7, Nature +4, Occultism +7, Society +7

Then she sends a piece of debris at the creature

Telekinetic projectile@red: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage, bludgeoning: 2d6 + 1 ⇒ (1, 6) + 1 = 8


An Enkindled Carnival

[spoiler=GM]Jx: 1d20 + 7 ⇒ (19) + 7 = 26

Apologies, I mis-typed in the tex above: you actually didn't need that save Jortix. Cordelia and Jerikyo are in that mud line (too many 'J'-casters in the party :p)

Jortix takes a moment to assess your attackers. They are elementals just like the living boulders that attacked the village, but these seem to include not only earthen power, but water as well. These mudwretches strange composition gives them some resistance to attacks Resistance 3 to non-bludgeoning physical strikes but leaves them vulnerable to desiccation a Weakness to Fire

She then mystically sends some of the surrounding scree hurtling towards the aggressive . Sadly it manages to dodge the rubble.

The creature on the raised dais squelches and slithers over to Maurice. As it raises back to strike at the goblin he notices it seems a bit smaller than its counterpart below.

Fist strike: 1d20 + 8 ⇒ (11) + 8 = 19 for Bludgeoning: 1d8 + 2 ⇒ (2) + 2 = 4
Grab?: 1d20 + 6 ⇒ (13) + 6 = 19

It’s still big enough however: the goblin finds himself smacked and grabbed!

Inspire Courage

Vikka, shield'd
Rain
Rinshu
Red mudwretch 8damage
Jortix
Maurice 24/28, in stance, grabbed
Blue mudwretch

Cordelia, need Reflex
Jerikyo, need Reflex

Radiant Oath

Female Human Rogue 2 | Per +8 | HP 28/28 | AC 19 | Shield +2 AC; Hardness: 5; HP: 20/20 | Saves F+6, R+10, W+8 | Speed: 25' | Hero Pts: 1

Reflex: 1d20 + 9 ⇒ (9) + 9 = 18
Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19
Strike: 1d20 + 8 ⇒ (6) + 8 = 14
Damage (Slashing, Precision): 1d6 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13

Cordelia braces herself, pushing forward through the bombardment of mud and using her pole to push past the mud creature attacking Rain only to drop it once through. She digs her heels in as she comes to a stop, drawing her blade as she does an abrupt about-face, delivering a powerful slash in the same motion!

◆ Tumble Through (Tumble Behind: When you successfully Tumble Through, the foe whose space you passed through is Off Guard against the next attack you make before the end of your turn.)
◆ Draw Weapon
◆ Strike


An Enkindled Carnival

Dodging the worst of the mud, Cordelia tumbles ahead and easily makes her way past the mudwretch. Caught Off-Guard, its unable to avoid the blade's thrust - though Cordelia in turn finds some of her cut's force seems to slide away as she slices into its muddy form.

Initiative
Inspire Courage

Vikka, shield'd
Rain
Rinshu
Red mudwretch 18 damage
Jortix
Maurice 24/28 HP, in stance, grabbed
Blue mudwretch
Cordelia 16/20 HP

Jerikyo, need Reflex

Radiant Oath

rEFLEX 1d20 + 4 ⇒ (11) + 4 = 15

Radiant Oath

The aasimar calls upon the powers of heaven to protect him and his companions and casts bless and shield
Traditions divine, occult

Area 15-foot emanation

Duration 1 minute

Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation’s radius by 10 feet. Bless can counteract bane.


An Enkindled Carnival

Jerikyo gets smacked around hard by the sprayed mud, but rebounds to bring divine favor to the nearby party. and a bit of protection around himself

Initiative
Inspire Courage
Bless Aura 15' around Jerikyo

Vikka
Rain
Rinshu
Red mudwretch 18 damage
Jortix
Maurice 24/28 HP, in stance, grabbed
Blue mudwretch
Cordelia 16/20 HP
Jerikyo 6/15 HP, shield'd

Radiant Oath

that hurt

Horizon Hunters

Human Witch HP 15/15 | AC18/20 | F +4 R +6 W +6| Expert Perc +6 | Focus 1/1

Vika will concentrate her magic on Red, trying to hex it and then suing telekinesis to throw some rubble at it.

◆ Evil Eye (Red) Wll DC 17 or sickened 1.
◆◆ Telekinetic Proyectile at Red 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15, bludgeoning damage: 2d6 ⇒ (5, 3) = 8


An Enkindled Carnival

Will: 1d20 + 9 ⇒ (5) + 9 = 14

Vikka's gaze finally causes her enemy to be unnerved by the magical glance. And sickened as it is, it is struck by the witch's hurled chunk of rubble.

Rain then Steps to the side as Cordleia tumbles past. Cheering you on all the while - thats it, we can pound these back into mud! don't worry maurice we'll get over there in a minute! - he punches out into the flanked mudwretch. It's a critical blow! for minimal damage :p

Fist Strike: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 for Bludgeoning: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Initiative
Inspire Courage
Bless Aura 15' around Jerikyo

Vikka
Rain

Rinshu
Red mudwretch 32 damage, sickened 1
Jortix
Maurice 24/28 HP, in stance, grabbed
Blue mudwretch
Cordelia 16/20 HP
Jerikyo 6/15 HP, shield'd

Horizon Hunters

Animist 5 / HP 63/63, Perc +11, AC 21, Fort +11 Ref +10 Will +13 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

As usual now the Shisk casts a spell unleashing a bolt towards the red one.

Phase bolt, Inspire courage: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26

Damage: 2d4 + 1 ⇒ (4, 3) + 1 = 8

If the creature is down, Rinshu moves then where his token is placed now on the map.


An Enkindled Carnival

Another critically-aimed bolt from Rinshu causes the mudwretch to wilt and slump back. It quickly begins crumbling and seeping away, forming nothing left but mud.

Initiative
Inspire Courage
Bless Aura 15' around Jerikyo

Vikka
Rain
Rinshu
Red mudwretch

Jortix
Maurice 24/28 HP, in stance, grabbed

Blue mudwretch
Cordelia 16/20 HP
Jerikyo 6/15 HP, shield'd

Horizon Hunters

Animist 5 / HP 63/63, Perc +11, AC 21, Fort +11 Ref +10 Will +13 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

Courage, Rain, we got one. Oh yes yes yes.

Envoy's Alliance

| Female Gnome Witch 3 | HP 29/29 | AC 18 (+1 AC Shield) | F +6 R +7 W +8 | Perc +6 (low-light vision) | Default Exploration: Scout | Speed 25ft | hero points 1 | Active Conditions: None

Jortix move behind the corner and sends a piece of debris at the creature

Telekietic projectile, ic: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage, bludgeoning: 2d6 + 1 ⇒ (4, 3) + 1 = 8


An Enkindled Carnival

Jortix moves for a better shot ans slams a piece of debris HARD into the mudwretch latched onto Maurice crit!

Initiative
Inspire Courage
Bless Aura 15' around Jerikyo

Vikka
Rain
Rinshu
Red mudwretch
Jortix

Maurice 24/28 HP, in stance, grabbed
Blue mudwretch 16 damage
Cordelia 16/20 HP
Jerikyo 6/15 HP, shield'd


Beep boop bot

Maurice tries to break free from the grab.

Athletics to Escape: 1d20 + 7 ⇒ (5) + 7 = 12

Failing, he recharges his spellstrike for the next round while stabbing with his lance.

Strike: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14 for Piercing: 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10


An Enkindled Carnival

Maurice's stab digs deep into the elemental grabbing him, but it holds on tight at it tries to squeeze the mositure out of the goblin. Violently!

◆ Constrict for bludgoening damage: 1d8 ⇒ 2 (DC 16 Basic Fort
◆ Constrict for bludgoening damage: 1d8 ⇒ 7 (DC 16 Basic Fort
◆ Constrict for bludgoening damage: 1d8 ⇒ 4 (DC 16 Basic Fort

Initiative
Inspire Courage
Bless Aura 15' around Jerikyo

Vikka
Rain
Rinshu
Red mudwretch
Jortix
Maurice 24/28 HP, in stance, need 3 Fort saves
Blue mudwretch 23 damage

Cordelia 16/20 HP
Jerikyo 6/15 HP

Radiant Oath

Female Human Rogue 2 | Per +8 | HP 28/28 | AC 19 | Shield +2 AC; Hardness: 5; HP: 20/20 | Saves F+6, R+10, W+8 | Speed: 25' | Hero Pts: 1

Tumble Through: 1d20 + 7 ⇒ (7) + 7 = 14
Strike: 1d20 + 8 ⇒ (15) + 8 = 23
Damage (Slashing + Precision): 1d6 + 5 + 1d6 ⇒ (3) + 5 + (4) = 12 Ignore the second 1d6 if the Tumble Through failed

Cordelia pivots about, slipping her shield over her arm and rushing down the stairs as she attempts to barrel through the heap of mud grabbing Maurice; tumbling as she keeps her shield up to keep any of it from getting on her and whirling around to deliver another slash to the creature as she springs back up!

◆ Draw Shield
◆ Tumble Through (Tumble Behind: When you successfully Tumble Through, the foe whose space you passed through is Off Guard against the next attack you make before the end of your turn.)
◆ Strike

Horizon Hunters

Human Witch HP 15/15 | AC18/20 | F +4 R +6 W +6| Expert Perc +6 | Focus 1/1

Vikka strides closer and casts her hex into blue and then fires a slug from her shield into it.

◆ Stride
◆ Evil Eye (Will 17)
◆ Shield Pistol 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25, piercing/concussive,fatal d8: 1d4 ⇒ 2
if it crits crit damage: 2d8 ⇒ (4, 1) = 5

Horizon Hunters

Goblin Magus 3 | HP 37| AC 19 | F +8, R +7, W +7 | Perc +5 (Init +6 or +9) | Athletics +10 | Acrobatics/Arcana/Plains Lore +7 | Intimidation +6 | Medicine/Nature +5 | ◆ | Exploration Activity: Detect Magic

Sorry I got lost...

Fort Save: 1d20 + 7 ⇒ (16) + 7 = 23
Fort Save: 1d20 + 7 ⇒ (3) + 7 = 10
Fort Save: 1d20 + 7 ⇒ (20) + 7 = 27


An Enkindled Carnival

Will: 1d20 + 7 ⇒ (17) + 7 = 24

Cordelia tumbles and stabs while Vikka fires. Together they succeed in blowing the mudwretch away from Maurice. And away from existence!

COMBAT OVER!!!
Maurice 16/28 HP
Cordelia 16/20 HP
Jerikyo 6/15 HP

Rain jumps up and down bang! zip! pow! we got 'em! Then the leshy notices many of you are injured. oh, are you all right?

Horizon Hunters

Animist 5 / HP 63/63, Perc +11, AC 21, Fort +11 Ref +10 Will +13 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

Oh yes yes yes. We got them.

Looking at the injuried ones, he begins to treat some wounds on Maurice.

Natural medicine: 1d20 + 5 ⇒ (16) + 5 = 21

Healing:2d8 ⇒ (6, 8) = 14

Envoy's Alliance

| Female Gnome Witch 3 | HP 29/29 | AC 18 (+1 AC Shield) | F +6 R +7 W +8 | Perc +6 (low-light vision) | Default Exploration: Scout | Speed 25ft | hero points 1 | Active Conditions: None

Jortix looks around and pulls out her healing potion

"Maybe this can be of use?" she asks

Radiant Oath

Female Human Rogue 2 | Per +8 | HP 28/28 | AC 19 | Shield +2 AC; Hardness: 5; HP: 20/20 | Saves F+6, R+10, W+8 | Speed: 25' | Hero Pts: 1

Medicine: 1d20 + 5 ⇒ (12) + 5 = 17
Healing: 2d8 ⇒ (1, 8) = 9

Cordelia waves off Jortix, grabbing her discarded pole before moving to tend to Jerikyo's wounds, "Save it for an emergency; if someone is downed or seriously injured." She states, damping a cloth with water from her waterskin to help clean the mud off before bandaging, "Right now we have the supplies to patch things up as we go."

Radiant Oath

He will drink a minor potion of healing, thanking Jortix for her aid.
1d8 ⇒ 8


An Enkindled Carnival

I think Cordelia's post was implying she was treating you Jerikyo (as I read it), which would put you at full without needing to have drank that potion.

If that presumption is correct, I believe only non-full health PC currently is Cordelia herself at 16/20

As Rinshu and Cordelia tends to the wounded, Rain in Cloudy Day examines the entry chamber. hmmm. the architecture here could be azlanti. but there isn't much decoration, not any left anyway. and while those were more weird elementals we still don't know where they're coming from or why.

He looks at the open hallway leading off of the raised platform, and then to the yawning gap in the crumpled wall opening to caverns beyond.

what do you think: should we go down that hallway or check out those caverns?

Also whichever you end up landing on, what Exploration Activities will each of you be using as you explore down here?

Radiant Oath

The hallway might be more prudent, at this time, to check out! he states.

Envoy's Alliance

| Female Gnome Witch 3 | HP 29/29 | AC 18 (+1 AC Shield) | F +6 R +7 W +8 | Perc +6 (low-light vision) | Default Exploration: Scout | Speed 25ft | hero points 1 | Active Conditions: None

Scout

Jortix looks down the hallway "Yes let's check where the creatures come from"

Radiant Oath

Female Human Rogue 2 | Per +8 | HP 28/28 | AC 19 | Shield +2 AC; Hardness: 5; HP: 20/20 | Saves F+6, R+10, W+8 | Speed: 25' | Hero Pts: 1
GM Zoomba wrote:

I think Cordelia's post was implying she was treating you Jerikyo (as I read it), which would put you at full without needing to have drank that potion.

If that presumption is correct, I believe only non-full health PC currently is Cordelia herself at 16/20

That was the intent yeah. Cordellia figures it's better to triage when there's no time pressure and save the immediate, limited healing resources for emergencies or if they need to keep on the move.

Cordelia gives a nod to the decision to investigate the cavern, resting her 10-foot pole over her shoulder as she clambers over the rubble, keeping an eye out for hazards as they go.

Resuming search activity.

Horizon Hunters

Animist 5 / HP 63/63, Perc +11, AC 21, Fort +11 Ref +10 Will +13 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

We must open our eyes in these ruins. Oh yes yes yes.

Search

Horizon Hunters

Human Witch HP 15/15 | AC18/20 | F +4 R +6 W +6| Expert Perc +6 | Focus 1/1

Detect Magic

"I'll keep an eye for anything magical, you guys take care of traps and monsters"

Horizon Hunters

Goblin Magus 3 | HP 37| AC 19 | F +8, R +7, W +7 | Perc +5 (Init +6 or +9) | Athletics +10 | Acrobatics/Arcana/Plains Lore +7 | Intimidation +6 | Medicine/Nature +5 | ◆ | Exploration Activity: Detect Magic

Search


An Enkindled Carnival

GM:
M: 1d20 + 4 ⇒ (11) + 4 = 15
R: 1d20 + 5 ⇒ (9) + 5 = 14
C: 1d20 + 7 ⇒ (11) + 7 = 18
Jk: 1d20 + 5 ⇒ (10) + 5 = 15
Rain: 1d20 + 6 ⇒ (7) + 6 = 13

Jortix looks down the hall and takes the lead for the moment while the rest of you follow, eyes open. The long hallway moves from south where you're entering it to north. Midway down a branching path to the east is covered from floor to ceiling with debris, but at the far end the hallway rooms to curve eastward out of sight to the right. Not far from your end a single stone door stands closed against the wall.

But you don't make it far before Cordelia motions for a halt! With keen eyes and her long stick providing a minor but crucial in this case circumstance bonus due to the nature of this trap! she notices a pressure-plate in the floor ahead. Looking at the nearby stretch of hall, you then realize there's a concealed wall socket nearby that seems connected to it.

Pressure plate and socket marked on map.

Horizon Hunters

Human Witch HP 15/15 | AC18/20 | F +4 R +6 W +6| Expert Perc +6 | Focus 1/1

"I'm not the best at these things, but I think I can give you a hand disarming traps" Vikka offers to Cordelia, who seems to be the most dexterous of the group.

Aid, Thievery DC 15: 1d20 + 5 ⇒ (13) + 5 = 18

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