The Slave Lords

Game Master EltonJ

Our adventures continue! Word has been received that there are slavers on the Wild Coast. The Slave Lord cycle begins with Slave Pits of the Undercity by David Cook.

Slave Pits Map 1

Slave Pits Map 2


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Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Seeing one of the slavers who injured her group, Gothia moves to attack him.

Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d10 + 9 ⇒ (1) + 9 = 10


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

Vesica scoots up, flanking the remaining fighter opposite Gothia, and tries to run him through.

Vesica +1 flaming short sword (IC, flanking): 1d20 + 4 + 1 + 2 ⇒ (10) + 4 + 1 + 2 = 17 for magic, piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7 plus fire damage: 1d6 ⇒ 1 plus sneak attack/precision damage: 1d6 ⇒ 3 (11 damage total on a hit)

Last round for the lingering IC +1 effect.


M Dwarf Barb5 HP 60/61AC17T12FF15 F8R3W2 Per+8 Rage 11/16

Chestman emerges from the fireball screaming and looking like a burned lump of meat. He charges in and attacks any slaver he can

Theatre of the mind map I guess

Greatclub,Power attack: 1d20 + 6 ⇒ (16) + 6 = 221d10 + 7 ⇒ (6) + 7 = 13


Male Human Psion 10/Atlanteologist 10

You managed to kill one of the slavers, Chestman.


Male elf Ranger 5| hp 45 | AC 15, t 13, ff 12 | CMD 21 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +11 Ranger 5

"Nice work all.."


Male Human Sorcerer (Protean) 5 l AC 18 T 14 FF 10/14* l HP 29/30 l F +3 R +5 W +5 (+9*) l Init +3 l Perc +8 I Cold Resistance 5, +2 on saves vs petrification, polymorph, and transmutation effects, Protoplasm: 7/day

"We need to track down that spellcaster and end him, too!" Kehlysch says in a frustrated tone.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Gothia heads over to those down and wounded and channels life back into them.

Ok, who is actually down and out? I will use my abilities to help them first.


Male Human Sorcerer (Protean) 5 l AC 18 T 14 FF 10/14* l HP 29/30 l F +3 R +5 W +5 (+9*) l Init +3 l Perc +8 I Cold Resistance 5, +2 on saves vs petrification, polymorph, and transmutation effects, Protoplasm: 7/day

I am injured, 11 hit points down from max, but still standing.


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

TT, looking a lot worse for wear herself, casts detect magic to scan the fallen guards and the nearby area for emanations.

"C'mon wand of cure light wounds, c'mon wand of cure light wounds...!"

Down 20 hps; got 2 slots I could use for cure light wounds spells remaining.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Gothia drops to one knee, armour ringing softly as her gauntlet presses to the earth. Her lips move in a low, urgent prayer—half plea, half command—to the guardian who has never failed her.

A heartbeat later, the air trembles.

Light erupts from her like a sunrise breaking through storm clouds—pure, brilliant, and impossibly warm. It washes over the party in a sweeping wave, sinking into bruises, knitting torn flesh, and driving out the ache of exhaustion.

For a moment, the battlefield falls silent. Even the enemy hesitates, blinking against the radiance.

And at the center of it all stands Gothia, eyes lifted, haloed in the glow of her god’s answer.

Channel positive energy 2d6 ⇒ (6, 5) = 11 to all party members


Male Human Psion 10/Atlanteologist 10
Gothia VonSalais wrote:

Gothia drops to one knee, armour ringing softly as her gauntlet presses to the earth. Her lips move in a low, urgent prayer—half plea, half command—to the guardian who has never failed her.

A heartbeat later, the air trembles.

Light erupts from her like a sunrise breaking through storm clouds—pure, brilliant, and impossibly warm. It washes over the party in a sweeping wave, sinking into bruises, knitting torn flesh, and driving out the ache of exhaustion.

For a moment, the battlefield falls silent. Even the enemy hesitates, blinking against the radiance.

And at the center of it all stands Gothia, eyes lifted, haloed in the glow of her god’s answer.

Channel positive energy 2d6 to all party members

That was good, Gothia!


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

TT feels a lot better after Gothia's healing channel. After giving the paladin a heartfelt nod of thanks, the young bard-rogue moves to the nearest fallen slaver to make sure he wasn't healed by the energy as well. Should he stir, he'll get a jab from her flaming short sword.

If there's a break before chasing after the escaping mage, TT will cast detect magic and scan the fallen slavers for magical goodies.


Male Human Sorcerer (Protean) 5 l AC 18 T 14 FF 10/14* l HP 29/30 l F +3 R +5 W +5 (+9*) l Init +3 l Perc +8 I Cold Resistance 5, +2 on saves vs petrification, polymorph, and transmutation effects, Protoplasm: 7/day

"How about we sweep out that hallway?" Kehlysch says, calling upon is magic to summon another Gusting Sphere, and sending it forward into the hallway.

He follows the sphere at a distance (30 feet), keeping it n sight, so as to direct it at slavers.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Smoke's Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23 = Success! 9 damage taken

Sea Ranger is badly burned, and he staggers over towards the wolf - who lies smoldering on the floor. Unmindful of his own wounds, he checks for signs of life and breathes a sigh of relief when Smoke rises up, badly burned, but still alive. A moment later, Gothia's magic seems to heal her completely and takes care of most of his wounds as well. He smiles gratefully at the paladin and gives her a nod as he ruffles the thick, healthy fur of the wolf.

CLW: 1d8 + 2 ⇒ (4) + 2 = 6

Rising to his feet, Sea Ranger uses some of his own magic to heal his remaining burns and then speaks to the others in a grim tone. "Let's find that caster. He has much to answer for." Despite his eagerness in hunting down the mage, he bides and waits for TT to detect for magic.


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

TT grimaces a bit when she sees the aggrieved ex-slave sorcerer immediately pursue the fleeing slaver mage, but she holds back the urge and/or obligation to rush to his side.

"Might be a healing potion or two on these bodies," she growls as she examines the fallen. Looking up from her looting, the one-eyed lady adds softly, "Besides, that fireball came from a wand. If it has more charges, we don't want to all be bunched together when the next one's incoming."

"I like the new guy's 'take-no-prisoners, give your foes no time to breathe' attitude, though; I hope he survives beyond this temple."


Male Human Psion 10/Atlanteologist 10

Perception checks:
Kehlysch's perception check: 1d20 + 8 ⇒ (7) + 8 = 15
Vesica's perception check: 1d20 + 8 ⇒ (11) + 8 = 19
Sea Ranger's perception check: 1d20 + 15 ⇒ (20) + 15 = 35
Gothia VonSalais' perception check: 1d20 + 3 ⇒ (11) + 3 = 14
Chestman's perception check: 1d20 + 7 ⇒ (14) + 7 = 21
Alenthieal's perception check: 1d20 + 10 ⇒ (20) + 10 = 30


Male Human Psion 10/Atlanteologist 10

Sea Ranger, Chestman, and Alenthieal can hear the sound of a closing door.
Up ahead, around the corner.


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

I'm going to assume that TT didn't detect anything magical with her spell.

When it becomes clear that any remaining foes are behind a door, Vesica decides to take a moment to further heal herself of some lingering puncture wounds suffered at the bows of the temple's archer guards. Then she again casts detect magic, scans the door and nearby area a bit, and finally looks for traps to remove before trying her luck with any lock.

Vesica cure light wounds (self): 1d8 + 3 ⇒ (8) + 3 = 11

Vesica Perception Check (locate traps): 1d20 + 9 ⇒ (11) + 9 = 20
Vesica Disable Device Check (remove traps--if necessary): 1d20 + 14 ⇒ (18) + 14 = 32
Vesica Disable Device Check (open lock): 1d20 + 14 ⇒ (20) + 14 = 34


M Dwarf Barb5 HP 60/61AC17T12FF15 F8R3W2 Per+8 Rage 11/16

A still somewhat crispy Chestman follows, cursing under his breath


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo
ChestmanBarrelhouse wrote:
A still somewhat crispy Chestman follows, cursing under his breath

In that case, TT will use her last spell slot to heal Chestman a bit before playing with the door.

Vesica cure light wounds (Chestman): 1d8 + 3 ⇒ (8) + 3 = 11


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger nods to the others when they're ready to move and again covers the rear of the party with his bow at the ready. Smoke brushes up against his legs as he walks, and the ranger/druid smiles as he reaches down to stroke her soft fur once again.


Male Human Psion 10/Atlanteologist 10

Rolling smoke's perception:
1d20 + 5 ⇒ (4) + 5 = 9

Smoke smells the magic-user's scent. But she can't trace it.


M Dwarf Barb5 HP 60/61AC17T12FF15 F8R3W2 Per+8 Rage 11/16

They won't get away from us!


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

Did anything come of TT's attempt to find/remove any traps on the door?


Male Human Psion 10/Atlanteologist 10
Vesica "Tavern Tale" wrote:
Did anything come of TT's attempt to find/remove any traps on the door?

You find no active traps. (Sorry, I thought you already disabled the trap.)


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

Maybe; I can't remember what I did the previous day half the time.

When everyone is ready (and hopefully about half the party hangs back out of the range of a detonating fireball), TT throws open the door.


Male Human Psion 10/Atlanteologist 10

It's dark, except for a few torches. Not all the oxygen was sucked out by the fireball (but then again, it was magical fire). The way is open to you.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger bides and waits for the others to lead the way ahead. He'll remain at the back of the formation and guard the rear. Should they encounter a group of slavers in a large area where he can move up to attack, he'll be ready to do so - with Smoke loping along beside him.


Male Human Sorcerer (Protean) 5 l AC 18 T 14 FF 10/14* l HP 29/30 l F +3 R +5 W +5 (+9*) l Init +3 l Perc +8 I Cold Resistance 5, +2 on saves vs petrification, polymorph, and transmutation effects, Protoplasm: 7/day

Kehlysch dismisses his Gusting Sphere when the rest of the party enters the hall. He then waits patiently for the door to be examined for traps, and opened by Tavern Tale.

He waits for the melee combat experts to go in first, but readies himself to cast another spell at a moment's notice.


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M Dwarf Barb5 HP 60/61AC17T12FF15 F8R3W2 Per+8 Rage 11/16

Chestman takes the lead!


Male Human Psion 10/Atlanteologist 10

There is a corner that turns to your left.


Male elf Ranger 5| hp 45 | AC 15, t 13, ff 12 | CMD 21 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +11 Ranger 5

The elf follows the dwarf.

"What do you see?"


M Dwarf Barb5 HP 60/61AC17T12FF15 F8R3W2 Per+8 Rage 11/16

Chestman looks around the corner.


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

TT positions herself toward the middle of the group, stalking along the right wall, ready for the next ambush.

If the group's moving forward at a slower, more careful speed, TT will recast detect magic and scan as she moves.


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Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Gothia loomed just behind the dwarf, silent as stone. The narrow corridor forced her close, her presence forming a wall of steel and discipline at the fighter’s back. Her shield hung at her side, relaxed but never idle—like a hawk’s wing ready to snap up in an instant.

She leaned slightly, just enough to glimpse what the dwarf saw around the corner. To anyone else, the sight of a broad‑shouldered dwarf peering cautiously ahead with a paladin glaring over his head might have been almost humorous...Almost.

But the set of Gothia’s jaw, the measured breath through her nose, the unwavering focus in her eyes—none of it invited laughter.

It promised judgment.

And protection.

And violence, if needed.

“See anything?” she murmured, voice low but steady, the kind of calm that comes right before the storm.


Male Human Psion 10/Atlanteologist 10

You see that the hallway had caved in.


M Dwarf Barb5 HP 60/61AC17T12FF15 F8R3W2 Per+8 Rage 11/16

Huh. Didn't that wizard run this way?


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger leans down to ruffle Smoke's fur and speaks an Elvish word to the wolf. "Track." He guides his companion to the last place they witnessed the wizard fleeing to make sure she's got the scent, then urges her on, trying to get her to follow. "If our quarry is a wizard, perhaps that cave-in is an illusion? Or maybe there is a secret passage we missed." The ranger suggests. He studies the walls carefully as he moves forward and prods the cave-in with his bow, as if to see if it might pass through an illusion of some kind. He watches Smoke's progress closely, ready to follow the wolf if she finds something on her own.

Smoke's Survival (Scent): 1d20 + 5 ⇒ (16) + 5 = 21

Sea Ranger's Perception: 1d20 + 15 ⇒ (8) + 15 = 23


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

Since we've definitely come to a stop, TT will again cast detect magic and scan the area for any emanations.


Male Human Psion 10/Atlanteologist 10
Sea Ranger wrote:

Sea Ranger leans down to ruffle Smoke's fur and speaks an Elvish word to the wolf. "Track." He guides his companion to the last place they witnessed the wizard fleeing to make sure she's got the scent, then urges her on, trying to get her to follow. "If our quarry is a wizard, perhaps that cave-in is an illusion? Or maybe there is a secret passage we missed." The ranger suggests. He studies the walls carefully as he moves forward and prods the cave-in with his bow, as if to see if it might pass through an illusion of some kind. He watches Smoke's progress closely, ready to follow the wolf if she finds something on her own.

[dice=Smoke's Survival (Scent)]1d20+5

[dice=Sea Ranger's Perception]1d20+15

Smoke finds the scent leads to the wall. Sea Ranger definitely detects an impression like a door in the wall.


Male Human Psion 10/Atlanteologist 10
Vesica "Tavern Tale" wrote:
Since we've definitely come to a stop, TT will again cast detect magic and scan the area for any emanations.

Vesica does not get any thing magical with the casting of her spell.


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

TT gives Sea Ranger and Smoke a quick nod of appreciation for their sharp eyes and nose respectively. Then she goes to work, looking for (and possibly attempting to remove) any traps on the hidden door.

Vesica Perception Check (locate traps): 1d20 + 9 ⇒ (6) + 9 = 15

Vesica Disable Device Check: 1d20 + 14 ⇒ (14) + 14 = 28


Male elf Ranger 5| hp 45 | AC 15, t 13, ff 12 | CMD 21 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +11 Ranger 5

Alenthieal checks the area for secret doors.

Pereption: 1d20 + 10 ⇒ (13) + 10 = 23


Male Human Psion 10/Atlanteologist 10
Alenthieal wrote:

Alenthieal checks the area for secret doors.

[dice=Pereption]1d20+10

You do find a secret door. It's the impression that Sea Ranger found.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger gives Smoke a loving pat, then lets TT check the secret door for traps. He stands to one side, his bow at the ready, as he waits for the paladin and the dwarf to lead the way through. He'll continue to cover the rear as they continue their pursuit of the wizard.


Male Human Psion 10/Atlanteologist 10
Vesica "Tavern Tale" wrote:

TT gives Sea Ranger and Smoke a quick nod of appreciation for their sharp eyes and nose respectively. Then she goes to work, looking for (and possibly attempting to remove) any traps on the hidden door.

[dice=Vesica Perception Check (locate traps)]1d20+9

[dice=Vesica Disable Device Check]1d20+14

You find no traps.


Female Human Bard (Brazen Deceiver) 4 / Rogue 1 | hp 41 | 40/42 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +9, Will +5 | Init +3 | Perc +9 (+10 traps) | Bardic Performance 13/13 | Spells: 2nd (2/2) 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

TT pulls the door open, allowing Gothia and Chestman to be the first heroes through.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Gothia nods to the bard as she and the dwarf pass through the secret door.


M Dwarf Barb5 HP 60/61AC17T12FF15 F8R3W2 Per+8 Rage 11/16

Chestman stomps through.


Male Human Psion 10/Atlanteologist 10

You both see stairs, leading down. There is a torch here, burning to give light.

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