JD's Abomination Vaults

Game Master Jack Daniels


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M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

Jon clutches the sizable gash in his side. He retreats◆ behind Hagrym and takes a shot◆ at the skeleton.

+1 Double-Barreled Pistol: 1d20 + 11 ⇒ (18) + 11 = 29
P/Concussive Damage: 1d4 + 1 ⇒ (2) + 1 = 3

If Crit, use this damage instead:
Fatal Crit Damage: 1d8 + 1 ⇒ (4) + 1 = 5 x2 = 10 + 1d8 ⇒ 5 = 15 total damage

Sword & Pistol: If that was a hit, it is off-guard to my next melee attack.

Then he steps◆ north out of sight to catch his breath.


Google Slides
Garidan Hemlock wrote:

Poor Pen...

Garidan thinks harder about the giant, then decides to trip him! Either way, he'll piece him with his inefficient spear, but not before pouring a drop of healing potion on it.

◆[dice =Recall Knowledge] 1d20 +8+1-4 3rd try to find out weakest save
◆[dice=Athletics to trip] 1d20+7
◆[dice=Spear] 1d20+7-5
[dice=Piercing] 1d6+3+2+3

Since breaching pike is a not a trip weapon, you cannot trip as you do not have a free hand with weapon and lantern equipped.


M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

oh, yes, that's true. My bad. aok, instead, I drop the spear, step forward and Trip with my free hand. Ignore the attack role then


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

Hagrym uses one of his heal spells, trying to both heal his friends and damage the undead enemy.

Hit points healed/harmed 1d8 ⇒ 1

Blah.

Undead gets DC 18 Fort versus the damage.


Google Slides

Summary of Round:
Mac inflicted 2 damage.
Jon's bullet was a critical, inflicting 15 damage.
Garidan's RK was not successful, but he moved in and tripped the large skeleton, making it land prone.
Skeletal Fort save: 1d20 + 8 ⇒ (11) + 8 = 19 --- success, 0 damage.
Due to Hagrym's spell, Pen wakes up with 1 HP and Wounded 1 condition and prone, with no weapon. He can take action to stand, action to pick up weapon, and then action to do whatever.
44 total damage on minotaur skeleton, who is currently prone.


Google Slides

The minotaur is prone and will stand, provoking AoO from Mac, so you can take that as well.


Male Dwarf Fighter 3| HP 49/49| AC: 20| Fort: +10; Ref: +8; Will: +9 | Init: +2 | Per +9/+11 | Spd 20 ft. | Hero Points: 0

Reactive Strike: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13


Google Slides

Mac's attack finishes the weakened skeleton! Combat over. Two of your companions are wounded, one of them has 1 hp currently. The green ribbon of energy snaked under the western door 2 rounds ago. You have a bunch of places (doors) to explore before you started following the ribbon. How do you proceed?


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

Jon sighs in relief, sagging to the floor with his back to the wall. He stows his whip and reloads his empty barrel before stowing his pistol in its holster. He says, "Once you've seen to Pen, I'd appreciate some more healing too. And what do you say we retrace our steps and continue checking the doors that way? I have a crazy hunch that green ribbon thing might be leading us into a trap."


M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

Apparently I do much more damage when enabling Mac's reactive strike than when trying to strike myself :(

"Oh man, Pen. These monsters seem to like your shiny armor or something. You attract hits like flys. But a wise man once said "The greatest glory in living lies not in never falling, but in rising every time we fall." Garidan helps the fallen man.

"Yeah, let's track back and finish the eastern part of this maze. Is anyone drawing a map pr something?"

Grand Archive

Elf Magus (Fighter) 3 | AC 20 (22) | HP 31 / 31 | saves +7 +7 +7 (increased with arcane cascade) | Perception +5 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: none

Penflower wakes from Hagrym's spell in time to see the monster get felled by Mac. He says "I wonder if there was ever a time in elven history, where one of us was this thankful to dwarves. Thank you."

He replies to Garidan, still stretching his muscles to see if he can move them "Thank you. I suppose I signed up to this as I decided to specialize in shield wielding." This prompts him to look at his shield and say "I need a moment to fix my shield." He is still unaware of how hurt he is, only knows that he wants to press forward.

Spending 10 minutes with my shield to recover 10 HP to it. I don't need to roll due to the assurance feat


Male Dwarf Fighter 3| HP 49/49| AC: 20| Fort: +10; Ref: +8; Will: +9 | Init: +2 | Per +9/+11 | Spd 20 ft. | Hero Points: 0

Mac looks at the edge of his warpick. "For a moment, I thought it had dulled out. Apologies all, for some reason, it was not penetrating as well as it normally does. Hey Pen, no worries, we all, especially me, appreciate your willingness to hold the front line. You're doing great, these things just hit hard."

Hearing everyone's comments, Mac nods, "Yeah, following that ribbon led us astray. At least we know, it headed west so hopefully we can piece where it may have gone later. Let's head back. Jon, let me see if I can patch you up. Grym, you take care of Pen." Mac spends 10 minutes treating Jon's wounds. If we want to wait an hour, Mac treats Jon again or Grym can treat him after he treats Pen. I will post 2 checks in case they're needed.

Medicine check vs. DC 15: 1d20 + 6 ⇒ (14) + 6 = 20
HP recovery: 2d8 ⇒ (3, 6) = 9
Medicine check vs. DC 15: 1d20 + 6 ⇒ (11) + 6 = 17
HP recovery: 2d8 ⇒ (2, 7) = 9


Male Dwarf Fighter 3| HP 49/49| AC: 20| Fort: +10; Ref: +8; Will: +9 | Init: +2 | Per +9/+11 | Spd 20 ft. | Hero Points: 0

Nicely done with the trip, Garidan!


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

Hagrym takes a look at Pen, pulling an off a long piece of tape to bind the gash on his thigh.

Medicine 1d20 + 10 ⇒ (14) + 10 = 24

Heal 2d10 + 10 + 5 ⇒ (4, 6) + 10 + 5 = 25


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺
Maclin "Mac" Stoneheart wrote:
Nicely done with the trip, Garidan!

@Garidan: Yes! That was awesome!

@Grym: isn't healing with d8s, not d10s?

If asked about resting an hour for more healing, Jon looks a bit uncomfortable. "An hour's an awful long time in a place as dangerous as this. Do we want to give our enemies that much time to prepare another ambush? I'll try to stay out of the front lines. I should be okay."

I'm not going to push back too hard on it because it would be good to be fully healed but after a recent 1e session I was playing in had a boss come out of the next room and fight us 15 minutes into a mid-fortress hour-long break, I'm leery of spending an hour resting again inside enemy territory lol


Google Slides

Jon is correct. It's 2d8 at DC 20.
2d8 + 10 + 5 ⇒ (8, 7) + 10 + 5 = 30 - still enough to get Pen back to full hit points.
Medicine on Jon: 1d20 + 10 ⇒ (6) + 10 = 16
Heals Jon for: 2d8 + 5 ⇒ (2, 8) + 5 = 15 - everyone is full hit points and it took only 20 minutes. No ambushes while you were waiting. :)

Ok, since the green ribbon of energy is gone. Here are the options:
1. SW through double doors near entrance where you came down.
2. N though the double doors near the bathroom where you found the green ribbon of energy.
3. S through the secret door in the torture room.
4. W following the ribbon's trail.
Which way?


M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

Garidan suggests the secret door.

Grand Archive

Elf Magus (Fighter) 3 | AC 20 (22) | HP 31 / 31 | saves +7 +7 +7 (increased with arcane cascade) | Perception +5 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: none

Penflower agrees with Garidan and proceeds through the secret door, again, shield first.


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

Sorry on the healing. I could have sworn I saw something in between medic, battle medicine and treat wounds that gave me a bump from a d8 to a d10, but I can’t find it. Thanks for keeping me on the right path. I’m still trying to learn 2E and it’s been a bit bumpier than I hoped, lol.

”Secret door sounds like a good idea to me! I’m sure nothing could go wrong in there,” the cleric laughs as he follows the others.


Male Dwarf Fighter 3| HP 49/49| AC: 20| Fort: +10; Ref: +8; Will: +9 | Init: +2 | Per +9/+11 | Spd 20 ft. | Hero Points: 0

South through the secret door it is! If the passage is 10' wide, Mac is shoulder to shoulder with Pen. If it is 5' wide, Pen is first, followed by Mac.


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

Secret door is good with me


Google Slides

The hallway past the secret door is 5' wide and ends at a wall 15' away. 10' south, there is a passageway heading west. Mac's keen eyes spot a secret door at the southern wall. Investigating, you find two wall stones, which when pushed in unison, cause the secret door to swing open. Inside, you find a plain, circular room with the single image of a moss-caked skull adorning the eastern wall - the symbol of Nhimbaloth that you have seen before in this dungeon. You deduce that when the secret door is closed and you touch the skull on the wall, this room is in fact an elevator that leads down to a lower level.

Deciding to remain on the current level for the time being, you follow the passageway west, which leads to a door revealing:

The walls of this circular room are smooth and gray. A ribbon of pale blue light coils and slithers through the air, connecting the floor at the center of the room to the ceiling fifteen feet above. The points where this light touches the stone above and below seethe and writhe, as if the stone itself were suffering from an infection. The desiccated remains of an enormous worm lie slumped around the ribbon, forming a crescent of shriveled and tattered red and purple flesh.

There is a door in the southern section of the room. New map in Slide 10.

Grand Archive

Elf Magus (Fighter) 3 | AC 20 (22) | HP 31 / 31 | saves +7 +7 +7 (increased with arcane cascade) | Perception +5 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: none

As they deduce the elevator, Penflower casually says "This will be useful later, despite the ominous and creepy design." However, he has much trouble hiding the fact that he thinks it is very cool.

As they find the dead worm, he says "So, this room seems to be connected to the light that shone over Otari!" He is about to touch the worm when he says "So, my guess is that this work touched something wrong and died a horrible death. Maybe we should study this room for a bit."

Arcana: 1d20 + 7 ⇒ (13) + 7 = 20


Google Slides

Pen determines that the source of the pale blue light is deadly necromantic energy, which would harm living things and heal undead, if one were to stand in the center of the room.


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

Know. Religion 1d20 + 8 ⇒ (12) + 8 = 20

Hagrym wonders if any of his divine powers could have an affect on the necromantic blue light.


Google Slides

Hagrym determines that the surge of the necromantic energy is coming from below, leading the dwarf to deduce that the energy may be originating from a lower level. Anything else that the party wants to do in this room?


M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

Garidan investigates the scene. as said, this is by default


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

"Wow, that is intense," Jon says, transfixed by the power surging in front of them. After a few minutes, he blinks and clears his throat. "Before we take the elevator down, should we finish clearing the rest of the rooms up here? If we're going to be ambushed, I'd prefer it were now while we're wary and fairly fresh than in whatever shape we'll be in when we come back from dealing with everything down there."

Grand Archive

Elf Magus (Fighter) 3 | AC 20 (22) | HP 31 / 31 | saves +7 +7 +7 (increased with arcane cascade) | Perception +5 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: none

Penflower warns "Don't stand in the middle of the room! It's going to hurt." He wonders if there isn't anything useful to find in this room, but he thinks it's too dangerous to look.

Finally he agrees with Jon "Yes, we should clear the entire level. Also, I keep thinking of the swamp drake outside."


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

”Yeah, there are probably things up here that we need to deal with first before heading down,” the dwarf agrees. He doesn’t tell the others that another reason this could be helpful is that when they need to retreat, less enemies remaining to get through is always good.


Male Dwarf Fighter 3| HP 49/49| AC: 20| Fort: +10; Ref: +8; Will: +9 | Init: +2 | Per +9/+11 | Spd 20 ft. | Hero Points: 0

"Good to know to avoid the center of the room. Unless someone wants to go digging in the worm's gullet for some undissolved treasure, I say we continue to check this level out. We have doors south from this room, SW from the hall near the entrance, and north from the green energy bathroom. I say, we clear the northern door first and then head back south and west."


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

"Sounds good, Mac. And we shouldn't approach something dead that's being constantly pelted with necromantic energy. That worm could come al--er, unalive, at any moment and we don't want to go near it until the power is turned off."


Google Slides

Any knowledge checks about the dead worm are DC 31, so no chance of success for Garidan.

You leave this room and approach the northern door next to the bathroom and open it to reveal:

Several wide alcoves adorn the walls of this L-shaped hallway. Each alcove contains a small diorama of the same city facing different perils— the two you can see, to the east and west, immediately are a massive fire and a devastating tsunami.

Perception: 1d20 ⇒ 12

As you enter the hallway, Mac's keen eyes spot trapped pressure plates down the hallway. Jon, the only person trained in thievery, senses that the pressure plates are tied to the dioramas.

In game terms, there are 2 ways to overcome the trapped hallway. You can try to softly walk over the pressure plates without setting them off -Stealth check - or Jon can rush toward the dioramas and try to disable them before they're set off - Thievery check. It's risky and both checks are DC20. If you can traverse the room without touching the floor, that is another option, although I do not know how viable that is. Or you can leave this room and choose the southern door in the dead worm room, the western door where you fought the undead minotaur or the SW door near the entrance.


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

So each pressure plate is only tied to the nearest diorama and not all of them, correct? And is every square in the hallway trapped, or just the ones immediately in front of a diorama?


M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

"Well, Jon, unless you're certain, you can disable them, we might as well come back here later. I wouldn't want to run into a dead end only to face the traps again."

Garidan was about to turn around, when he had another idea. "There was a lot of big stuff in the torture room and the broom closet. Could we maybe throw or push something in front of us to safely activate the traps?" He avoided suggesting the Morlock's corpses.

Grand Archive

Elf Magus (Fighter) 3 | AC 20 (22) | HP 31 / 31 | saves +7 +7 +7 (increased with arcane cascade) | Perception +5 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: none

Penflower is glad Jon is so attentive. He agrees with Garidan "Yes, we should spring the trap with some debris to see if it resets."


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

Jon rubs his chin and looks back over the pressure plates and the diorama. "This kind of setup, I'd say it's a bit more likely I wouldn't disable them in time than it is I would. I agree with Garidan. We might as well come back later. It's too risky without knowing if what's on the other side is worth it. Maybe we'll find an operator's manual in here somewhere that will give us an edge in disabling the traps." (My +8 mod on a DC 20 check means 45% chance of success. Certainly not unattainable, but odds are I'll get hit by half of them.)

At Garidan's other idea, "I have a feeling the traps are going to be as bombastic as the things we've fought in here, and 5' behind the plate might not be far enough to avoid being hit. Throwing would be better, or making a long pole to try to trip them from 10' or 15' back."


Google Slides

To the best of your knowledge, all of the squares are trapped. Jon estimates that each square is tied to one diorama. If you plan to set off the traps with debris, please let me know how you're doing so and what square. There is plenty of debris on this level, such as in the minotaur room and other places.


Male Dwarf Fighter 3| HP 49/49| AC: 20| Fort: +10; Ref: +8; Will: +9 | Init: +2 | Per +9/+11 | Spd 20 ft. | Hero Points: 0

I do not think Jon has to deactivate all of the traps. If the plates are tied to one of the dioramas, then if he were to disable the trap, it would makes those plates safe to step in. If that is the case, then he only has to deactivate half of the traps or enough to secure a safe passage through the hallway. And with the Guidance spell from Garidan, it increases his success chance to 50%, a little better. And with traps, it is usually an attack roll or save, so there is a chance a poor attack roll or successful save can mitigate the damage. And we have plenty of healing/bandaging from the dwarves to keep him at full hps. Ultimately, it is up to Jon if he wants to risk it.


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

”Your call, Jon. Im not volunteering you to get your beard singed off if you had a beard, that is. You can give it a try or we can head somewhere else. That’s your decision!”

Grand Archive

Elf Magus (Fighter) 3 | AC 20 (22) | HP 31 / 31 | saves +7 +7 +7 (increased with arcane cascade) | Perception +5 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: none

As the others discuss, Penflower tries something simple which should help them get some more information. He casts a simple spell that allows him to see magic in the world. His thought process is that, if the traps are magical in nature, then they'll probably reset after being sprung. If they're mechanical, there's less chance of that happening.

Cast Detect Magic on the traps.


Google Slides

The traps are definitely magical in nature.


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

If Pen and I switched spots before trying, I would be close enough half my speed could get me to the diorama in 1 action and still have my other 2 to Disable Device with. Or is it 2 actions to use Stealth to try to avoid setting off the pressure plates? I was thinking a 45-50% chance I won't even set off the trap on my way to disable it would improve my odds.


Google Slides

There are 2 options:
1. Rush over to the diorama and try to disable the trap before it goes off.
Or
2. Stealth over the pressure plates and not set off the trap. If you try stealth and fail, you set off the trap and suffer its effects. There is no chance to disable it if you try stealth and fail.
I hope that is clearer.


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

Gotcha.

"Oh, what the hell. Just make sure you heal me if I pass out."

After Garidan casts Guidance (pretty please?) Jon grabs his thieves' tools, clomps over the pressure plates and begins work on the diorama on the left.

Thievery to Disable Device: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 Success!


Google Slides

Working feverishly, Jon senses the diorama powering up and getting ready to fire on him, just as he is able to deactivate the trap in the nick of time! In doing so, the first four pressure plates, counting from the party's entrance, on the western side of the hallway are deactivated. Red x is a safe square.

More pressure plates await to the north....

Grand Archive

Elf Magus (Fighter) 3 | AC 20 (22) | HP 31 / 31 | saves +7 +7 +7 (increased with arcane cascade) | Perception +5 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: none

Penflower walks to the end of the row of safe ground and tries to peak around the corner. He asks the others "Does anyone know a way we can look around the corner? Maybe there's a way to deactivate all plates in the other end."


M Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 35/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

"Even if there is, we'd still have to deactivate the plates as we go to get there. Alright, Pen. Stand back. We don't know how big the blast zone is if I fail."

Jon takes a steadying breath, holds his thieves' tools in hand, and rushes to the next diorama on the left.

Thievery to Disable Device: 1d20 + 8 ⇒ (18) + 8 = 26 Boo ya!


Google Slides

Jon shows his skills as he deactivates another trapped diorama before the trap can go off! Looking around the corner, you the eastern hallway ends at a set of double doors. Job cab either try deactivating one more diorama or if you can leap 20' without a running start, you can safely reach the doors. X on map is safe; T is trapped squares.

Grand Archive

Elf Magus (Fighter) 3 | AC 20 (22) | HP 31 / 31 | saves +7 +7 +7 (increased with arcane cascade) | Perception +5 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: none

I have +8 in Athletics. The rules are unclear as to what the DC without the running start will be, but it's surely more than 20. I think deactivating is the best choice.

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