At the Foothills of Leng - GM Assembler's Rise of the Runelords

Game Master DM DoctorEvil

Book 1: Burnt Offerings
Loot Tracker

Underground Tunnels Map

Sandpoint map


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Yes, east. Don't know why I struggle with that sometimes...

Indeed as you work your way to the east, down the natural cavern, you soon see that it is finely worked stone ahead. Rather than rough walls, and uneven floors, you see an area where the floors are interlocked stone, the walls smooth, the ceilings a consistent 8' high. The original purpose of this chamber is unclear, but large mounds of rubble lie strewn on its floor. There is a door affixed on the northern wall of this rubble filled room.

The group does not note any traps or foes here, and as they enter and poke around in the rubble, it appears this may have once been a storeroom of sorts. The rubble mainly consists of broken pottery and ruined wooden crates that have been splintered and broken and aged over a long time. Whatever they once held is not longer present, likely foodstuffs or other degradable ware.


Erridon (Ari) Investigator/Questioner 2 | HP: 15/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 3/5 per day

After a very short dig through the rubble Ari turns to the door. He searches it carefully for any dangers and calls for quiet while listening at it. Once he feels fairly certain that it is safe he checks to see if it is locked.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10
disable device if it is trapped or locked?: 1d20 + 10 ⇒ (10) + 10 = 20


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

As Ari sifts through the detritus of a long past era, Tot readies her shield and holds her sword in one hand. She tries to appear calm, but her tail keeps writhing and twitching as Ari moves on to inspect the door.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

"This is interesting. I've heard some of the great cities are built upon their forebears so that there can be many levels. I would not have thought the little town of Sandpoint would be one of these. But here we have evidence of structure. I wonder if it used to be above ground or if it was originally built underground and what sort of structure it is."


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

"Ari, h-have you h-heard anything about this place?"


The single door does not appear to be trapped or locked from Ari's exploration. Opening, it you find another hallway, again made out of finished stone rather than natural cavern. The hallway bends west again after about 15', and then as you follow it turns north. From this corner, with his ability to see in the dark, Ari can spy ahead that there are branches to choose from.

There is a second hallway that heads back east about 10' in front of the group, while ahead the hall seems to open up into a bigger space, and the natural cavern seems to join the fixed stone ahead as well. Dimly ahead, he can see a vaguely humanoid shape but it seems to be unmoving...

None of you, even Ari who knows lots of things, has ever heard of some finished crypts below Sandpoint...


Erridon (Ari) Investigator/Questioner 2 | HP: 15/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 3/5 per day

Erridon moves ahead slowly. The place plays on his nerves for some reason…. When he hears Tot’s question he pauses. ”No. But look at the stonework. Smooth floors and walls in this underground crypt? Or, whatever this place is. And it’s not all covered in dust. Those monsters…. I think this place probably dates back to Thassilonian times.”

Seeing the unmoving humanoid shape ahead he sings a short chant and points, sending a vaguely human shaped flaming figure ahead to it. Dancing Lights


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

"I was always told that Thassilon was just something from Varisian folk tales, nothing more than superstitions."

Tot stays close to Ari as he probes ahead, her eyes dart around like those of a cat trying to watch too many dogs.


Ari sends his lights dancing down toward the humanoid figure he sees at the edge of his vision. As they get closer, its apparent this figure is a statue of some kind, not a live threat. Moving closer, the group sees a red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of looks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal and ivory ranseur.

Before you get to the room with the red marble statue, a quick peek down the passage to the east reveals just a long hallway as far as anyone's darkvision can make out.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

"Pick your poison Ari." Garen says, leaving the choice of direction up to the investigator.


Male Half-orc Warpriest (Molthuni Arsenal Chaplain) 1

Grod walks up to the statue. "This ranseur isn't part of the statue. May as well take it. As long as it's not booby-trapped or something." he says, looking to Ari.


Female Gnome

"Sec." The little gnome casts detect magic on the ranseur.

Detect Magic and Spellcraft:1d20 + 7 ⇒ (6) + 7 = 13

She also tries to recall if the statue rings any bells on any old tales now that Erridon has mentioned Thassilonians.

Knowledge History: 1d20 + 7 ⇒ (9) + 7 = 16


Erridon (Ari) Investigator/Questioner 2 | HP: 15/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 3/5 per day

Erridon moves up to examine the statue. The others seem interested on the weapon. Ari only really sees the statue. As he approaches he examines the floor area for traps. If none are found he moves up close to study the statue. "I've seen the seven pointed star in some of my studies. But I've never seen a statue in this good shape...."

Perception for traps: 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge ?? to know anything about the statue?: 1d20 + 8 + 1d6 ⇒ (19) + 8 + (3) = 30


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

Ari has obviously been sneaking into Brodent Quink's library. ;)

"This place is supposed to be old, right? Do you think it's as old as the ruins on the north side of town," Tot asks Ari.


No part of the red marble statue radiates magic and Isidiana has not encountered this person or this symbology before.

Ari looks around for traps but finds none. Ari has studied and does recall a lot of those varied lessons. One of the more esoteric works he read talked about ancient Thassilon that was ruled by wizards called Runelords. This statue, of the angry woman carrying a ranseur, is very similar to one of those, the lord of wrath Alaznist. How that statue is here below Sandpoint he has no answers for.


Erridon (Ari) Investigator/Questioner 2 | HP: 15/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 3/5 per day

Ari hears Tot's question and finally breaks his attention from the statue. "Hard to tell the age of this statue. But the Runelord Alaznist supposedly ruled in this area before Earthfall. This area was devastated by that and just some minor ruins remain. Whatever this place was, it might not have been underground at the time. Earthfall might have buried it...."

He looks again at the statue and the rage on the face. "I think she was an evoker. Seeing that anger was probably the last thing many people saw before they were blasted out of existence."

Finally breaking away from the statue he looks around the room and approaches the door. "While it's important to history, there's more here to check out." He examines the door, checking for any danger and then for locks.
Perception for traps: 1d20 + 7 ⇒ (4) + 7 = 11
Disable device for traps if any are noticed: 1d20 + 10 ⇒ (16) + 10 = 26
Disable Device for locks if there are any on the door?: 1d20 + 10 ⇒ (18) + 10 = 28


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Female Gnome

Izzy D ponders this bit of history, "She did not wake up on the right side of the bed EVER it looks like." But the gnome seems fascinated.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Garen takes one last look down the long hall before moving into the room with everyone else.


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

Tot shivers as she looks at the statue one more time. History wasn't something her parents nor her tutors ever bothered with beyond what touched upon House Thrune and its power base in Cheliax. Thassilon was considered nothing more than a myth, a warning against believing what Varisians tell you, but now...

Now Tot feels that there is much, much more going on here than anyone back in Cheliax or Nidal suspects. What else have they ignored? The answers that come to mind are not pleasant ones as she watches over Ari as he inspects the door.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Sorry, I forgot to say there is a passage leading out of the statue room to the east as well. It descends a few sets of stairs, but then your vision runs out.

Ari does not find any traps or locks on the door to the north.

As Grod loosens and then takes the ranseur from the statue, he can see it is a fine weapon made from ivory and metal. The workmanship is exquisite the balance and feel of the weapon are perfect.

It is a masterwork ranseur and the ivory inlay on the handle, along with the age, make it quite valuable. Adding to the inventory list for now. LMK if someone chooses to wield it now.


Erridon (Ari) Investigator/Questioner 2 | HP: 15/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 3/5 per day

Erridon steps back from the door and turns around. "I'm not focused proper. This door looks safe, and still closed. Those.... hallways behind us are open. If there is anything living down there they might have heard us. Maybe we should check them first?"

Unless someone objects (?) he leads the group towards the stairs to see what it that way. Slow and careful checking for traps.
Perception for traps?: 1d20 + 7 ⇒ (10) + 7 = 17


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

Tot continues to follow along behind Ari. She doesn't object, though she certainly feels as if the weight of the stone around them is crushing down on her. Her knuckles whiten under the grip she keeps on both sword and shield.


The passage heading east descends several sets of stairs over its length of about 60'. It then ends in a door. Ari does not find any traps along the hallway or on the door itself.


Erridon (Ari) Investigator/Questioner 2 | HP: 15/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 3/5 per day

After checking the door Erridon backs up from it. "It's safe, but I don't know what's on the other side of it."


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

"Should I open it then," she asks.

Tot can open the door while holding her shield between her and whatever is on the other side.


It's not clear if you are opening the door or not...

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Open the door Tot, you got this. ;)


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

Tot takes in a silent, deep breath before carefully opening the door.


Tot pushes open the door to reveal a small square chamber with a circular stone pool in the center. The rim of the pool is lined with skulls that appear human. There is another door in the opposite wall about 20' away.

In the top corner of the chamber, something horrible floats. It has a blackened, bat-winged fiend’s head. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape. As you look at it, it flies towards the door to attack.

Roll initiatives, and I will catch up any who did not on my next post

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Init: 1d20 + 1 ⇒ (9) + 1 = 10


Erridon (Ari) Investigator/Questioner 2 | HP: 15/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 3/5 per day

Initiative: 1d20 + 10 ⇒ (8) + 10 = 18
Knowledge to ID the creature: 1d20 + 8 + 1d6 ⇒ (4) + 8 + (1) = 13 I guess I never saw one of these things in my studies!


Female Gnome

Init: 1d20 + 3 ⇒ (17) + 3 = 20


Male Half-orc Warpriest (Molthuni Arsenal Chaplain) 1

Initiative: 1d20 + 1 ⇒ (6) + 1 = 7

Back at the back, Grod is slow to realize what's going on.


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

Tot pushes back the flare of fear as she sees the strange monster.


Washing Pool - Round 1

20 Isidiana
18 Ari
18 Tot
17 Creature
10 Garen
7 Grod

Just from the brief look he can get from the hallway in the dark room, Ari cannot recognize that flying horror. He knows it looks terrifying and quite evil, but that's all.

Izzy, Ari, Tot are all up to start before the creature acts. It is
about 15' away from the door, and also at the top near the ceiling so about 15' off the ground, plan accordingly.

Initiative:

Varg Init: 1d20 + 3 ⇒ (14) + 3 = 17


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

Tot moves in to give Grod and Garen a chance to come in so they can surround the thing when it swoops in to attack. She draws her sword and waits with shield ready.

Move in, draw sword, ready attack for when it gets within reach.


Female Gnome

Izzy D strikes a chord on her violin, fierce and imposing!

Bardic inspiration time!

Even as she tries to figure out what this thing is.

She has ...Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +7 (+9 on checks that deal with the local art or music scene), Knowledge (nature) +7, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +7. Let me know which one to roll or roll for her if you would to save time and let me know if she gets results?


Erridon (Ari) Investigator/Questioner 2 | HP: 15/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 3/5 per day

Ari readies his bow, even though he knows it is likely useless against whatever the evil monster is....

"Sorry guys but I have no idea what that thing is...."


Izzy has no idea what this thing is, in fact anything she think it is, is probably wrong.

Start bardic is you standard action, is that all you do?

Izzy Know Planes: 1d20 + 3 ⇒ (1) + 3 = 4


Female Gnome

She moves forward as she plays, but ready to get out of the way if someone else needs by.
Move it is!


Washing Pool - Round 1 - continued

20 Isidiana
18 Ari
18 Tot (readying)
17 Creature
10 Garen
7 Grod

Isidiana starts strumming a tune meant to inspire her allies and advances into the back corner of the room with the pool, leaving room for others.

Tot enters the room weapon at the ready, but waits for the flying horror to come down before making an attack.

Saw Ari moved, any other actions?


Erridon (Ari) Investigator/Questioner 2 | HP: 15/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 3/5 per day

Just ready his bow. As far back as he is and with the thing 15' up I can't imagine he can get a shot.


Washing Pool - Round 1 - continued

Inspire Courage - +1 to attacks/dmg

20 Isidiana
18 Ari (readying bow)
18 Tot (readying)
17 Creature
10 Garen
7 Grod

The creature, from its place in the top corner, opens its horrible mouth and emits a shriek that stills the hearts of the group. The creature waits to see the effect of its shriek on the intruders before choosing to move.

Izzy, Tot, and Garen must all make DC12 Fort saves or be paralyzed by the sound

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

For: 1d20 + 8 ⇒ (17) + 8 = 25


Female Gnome

Would Countersong apply here? 'Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.'


Isidiana wrote:
Would Countersong apply here? 'Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.'

Absolutely. But its a standard action, not a reaction or free action. So you would have to start it on your turn. You can counter existing effects with it, so if someone (besides you) succumbs now, you can clear them on your turn. So go ahead and make Fort saves, but there might be a safety net.

Still waiting on DC12 Fort saves from Tot and Izzy. Garen succeeded and is immune to the shriek for 24 hours. I will roll for them tomorrow if they don't ahve one up by then.


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

Sorry, just now getting around to catching up.
Fort Save DC 12: 1d20 + 4 ⇒ (7) + 4 = 11

Tot starts to wince from the shriek, but then appears frozen. As she realizes she can't move, panic begins to take hold.

That's a fail unless this is a fear effect.


Titania Olivia Thrune wrote:

Sorry, just now getting around to catching up.

[dice=Fort Save DC 12]1d20+4

Tot starts to wince from the shriek, but then appears frozen. As she realizes she can't move, panic begins to take hold.

That's a fail unless this is a fear effect.

The monster description does not specifically say its a fear-based effect, so I assume it is not. it is a CON based save, if that matters


Female Gnome

Fort Save: 1d20 + 2 ⇒ (9) + 2 = 11


Female Tiefling Fighter 2 | HP: 16/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19
DM DoctorEvil wrote:
The monster description does not specifically say its a fear-based effect, so I assume it is not. it is a CON based save, if that matters

I think that means the save DC is based off its CON. A higher CON, a higher DC and a lower CON, a lower DC. Just my two cents, though.

Frozen by whatever otherworldly power infuses the monster's voice, Tot watches helplessly as the thing flits about looking for its first victim.

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