Undermountain

Game Master DEWN MOU'TAIN

Snow falls from the heavens by the foot as a strange blizzard hammers Waterdeep, combined with an intense artic cold thats normally found north of the Spine of the world

However, it is warm and moist in the dungeon that is Halaster's Undermountain.

Link to maps

Quest

Perception dice rolls:

[dice=tolenn perception]1d20+15[/dice]
[dice=vondal perception]1d20+7[/dice]
[dice=astrillith perception]1d20+1[/dice]
[dice=sister olga perception]1d20+10[/dice]

[dice=ceirn perception]1d20+14[/dice]

vision plan:

darkvision: astrillith, hellig, kolaiah, vandal
Normal vision: Ceirn, Gaeldon, Simon

Light sources:
Ceirn: everburning torch
simon: everburning torch

marching order:

5 ft order
Simon
Vondal
Koliah
Hellig
Astrillith
Gaelden the Lost
Ceirn

10 ft order
Simon

Vondal
Koliah & Hellig
Astrillith & Gaelden the Lost
Ceirn


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Female

"I hear what you are saying, but there are still more questions," Kolaiah says, her voice low and thoughtful as she stands tall, eyeing Shen Hzo with a careful expression. Her hooves shift slightly, her attention now fully on him. "You mentioned splitting up once you reached the bottom of the well. Did you and the Magpies have a plan? What did you expect to find down there? And this woman..." she trails off for a moment, frowning slightly. "What exactly did she do to open that secret door? Did she say anything? Did she make any gestures, or speak any words?"

Her gaze sharpens, the focus of her inquiry clear. "It’s not every day that a wall just opens up like that. I’d like to know what we might be dealing with."

She pauses, the faintest click of her hooves against the floor as she shifts her stance, her eyes never leaving Shen Hzo. "If we’re to go after this woman or learn more about her, we need all the details you’ve got. Anything could help us."


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"We could probably ask around the tavern and maybe find out who the woman was." Ceirn suggests.


"Secret doors and mysterious ladies? Ooh...now you have my interest for sure!"

Jambreth grins with a twinkle in his eye at the mention of the hidden door, flexing his fingers almost subconsciously.

"I have a feeling I'm gonna like this delve."


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

The dwarf winks at Jambreth. "Hell yeah!"


"I will always strive to write better" , 25 years gaming, 20 yrs DM

Shen Hzo shakes his head. No. Never interacted with the Magpies before. We all went down together because the lift was going down at that time. He thinks about it a moment Though, they were 2nd tier adventurers. Seeing blank looks, he explains 2nd tier. the- ok, so the well. bar room. Common room. first tier. 2nd tier is the second floor, but only select people, well, more like those that are willing to pay, are allowed into the 2nd tier. it provides a better view of the activities on the first tier and down the well. 3rd tier, 3rd floor. thats reserved. Nobles and high priests and priestesses, and top tier prostitutes come and go. A lot of unofficial happenings happen on the 3rd tier. SHen hzo snaps his fingers now that i think about it, i think i did see the woman come from the 3rd tier.... he trails off, thinking. oh! yes. No, we didnt catch her using any words, or moving her hands, or using anything on the secret door. The magpies and Us, we were discussing next steps, how far to stick together, wasnt paying attention to the woman at all. we figured wed stick together to the room of Pillars and then go from there. Then we heard the stone grinding and she was slipping through the opening.

he shrugs and continues what did we expect to find down there? treasure. fame. fortune.... you know, the usual stuff. Beware the goblins though! this time around, they are mean! They have a new type of knife. has a gut hook on it. Sticks in ya, and they yank, hard. and your innards, they come with it. Learned that the third day down there.

The lady cerila tsks loudly. great. i hadnt pulled the blade out yet, and now the flesh is healed around it.... Vondal was it? please come here and kneel with me.


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

The dwarf kneels down. "What is it, gorgeous? Ususally when I heal, somebody takes the offending object out of the body."
Diplomacy: 1d20 + 21 ⇒ (13) + 21 = 34


Female (6'1") Grimspawn Tiefling

A loud hiss comes from Pac, followed by a knowing smile from Astrillith. The rather morbid duo simply watches as the happenings unfold. Though the mention of the 2nd tier did spark an interest from the Tiefling.

"Perhaps once we return we can enquire about the 2nd tier, it sounds like a promising prospect to get into"

As the dwarf tries to make a pass at their healer, her blank expression does not betray any of her feelings, though the hiss from Pac does show a bit of annoyance

"Interesting technique, and we shall endeavour to watch ourselves for goblins wielding such weaponry"


"Hmm...perhaps I can speak with one of these goblins and learn their knife techniques. Twist and pull usually works but pulling out guts sounds quite...effective."

Nodding to Astrilith, Jambreths grin widens.

"I like that plan...getting higher up and better placed sounds great."


Female

Kolaiah steps forward, her hooves clicking on the floor as she listens intently. She casts a wary glance at the mention of the goblins' weapons and the secret door.

"Aye, that sounds like an unpleasant surprise," she rumbles, her deep voice steady but concerned. "Gut hooks, eh? I’ll make sure to keep my guard up. I’ve no interest in becoming a goblin's trophy." Her gaze sharpens as she looks at Shen Hzo. "As for this woman—if she’s from the 3rd tier, then she’s not just some wanderer. Sounds like she knows exactly what she’s doing. As for the secret door... no words or gestures? Strange. We might want to keep an eye out for any unusual mechanisms."

She pauses, considering the plan to head up to the 2nd tier.

"And aye, when we return, I’ll gladly help with learning more about this 2nd tier. Might be useful for gaining information—or leverage, should it come to that."

She glances over at Lady Cerila and Vondal, then adds with a hint of dry humor: "And Vondal, don’t be too hasty with your charm. Let’s not complicate things more than they already are." She then turns back to Shen Hzo, her expression firm. "We’ll keep our wits about us, but I’d like to hear more about what you all were expecting to find down there. If we’re heading in, the more we know, the better."


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"What is this room of pillars? Is it where a bunch of passages converge?" Ceirn asks.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

Lady Cerila purses her lips in a frown. Enough of that later, sir vondal. Right now, i need you to prepare yourself. I need to cut into my friend here so that i can pull out the knife in him. Your healing helped him a bit too well, i am afraid....

SHen Hzo points at Kolaiah. Now, hang on there, miss. I said i didnt see her use anything, nor heard her say anything. It is entirely possible she did say something, or use something, and we just dont know.

Shen frowns. You keep asking me what we were expecting down there. Im not understanding what you mean...

Shen nods at Jambreth. indeed. there are three ways to leave the Room of Pillars. north, south, and west. Hold on! Mauot! Come down here! Show us the map!

The bat chirps irritably but flaps its wings, taking flight and landing beside Jambreth. It molds and forms, changing shape into that of a tall man with broad shoulders and an even broader beard. his gaze meets each of yours with a quiet intensity that seems to hold natures fury held in check. He looks at everyone, holding their gaze a moment. He frowns at Pac but says nothing else. Finally he looks at Kolaiah and bows
Lady, your horns do have a healthy sheen to them. I know this is untoward, but i would like to, at a later moment, ask you a rather... intimate question.
The man does, however, as he is speaking to Kolaiah, pull out a roll of parchment.

Shen Hzo takes it and holds it out to Jambreth. Here is our map. Mauot here has a perfect memory, so he shall be able to produce for us a new map once we return...

i'll post a picture of the map on discord


Female (6'1") Grimspawn Tiefling

Pac in turn hisses at can only be described as a druid, while Astrillith shakes her head, but gives Mauot a rather dry smile
"Pac can get twitchy with newcomers. Especially those that are not always as they seem" she keeps his gaze, her own emotions hidden behind her dry smile

Turning back to Shen "Information about the laberynth, in any form, is quite welcome"


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Viondal kneels down opposite of Lady Cerila. "Alright. Ready when you are."


Female

Kolaiah stands tall, her eyes narrowing slightly as she listens to the conversation. She watches as Mauot transforms into a man, his words and presence not escaping her keen gaze. Her hooves shift on the floor, and she gives a small, barely perceptible snort at the mention of her horns.

"Aye, you’ll have your questions later, I’m sure," she replies, her voice steady but with a touch of amusement. "For now, though, I think we should focus on what we’re here for. This map—" she gestures toward Mauot and the parchment, "—will be helpful. It sounds like the Room of Pillars is a key location with many exits, and it’s good to know what we’re dealing with before we go further."

Her gaze shifts toward Shen, and she continues, "As for the labyrinth, yes, more details are always welcome. I imagine knowing where we might be headed could save us some trouble." She glances briefly at Pac, her voice softening. "And you, Pac, stay calm. There’s no need to get twitchy just yet."

Kolaiah steps closer to the group, her attention now fully focused on the map and the task at hand. "I’ll be ready to move when we know what’s next," she adds, her tone unwavering, though there’s a hint of readiness in her stance.


"Excellent! Many thanks, I'm sure this will come in handy very soon. Can't wait to get down there and see what all the fuss is about."

Jambreth spreads the map out on a table and begins to pore over it, intently trying to find some patterns, escape routes, and the like.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

Posted a map on discord. feel free to look at it.

Lady Cerila moves quickly, her hand flashing left and right. a bright well of blood slipping forth onto the mans tanned abdomen. The man flinches, but otherwise remains unconscious. She pauses, considering, and then another line of blood forms perpendicular to the knife. Her free hand lowers and gently but firmly pulls the broken blade free...
Lifting higher, the blade slips out of the torso.
ahhh, there we go. Vondal, if you please... Lady cerila commands softly.


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

"Boomity Boom", Vondal states.
Channel Energy: 4d6 ⇒ (4, 5, 5, 3) = 17


Female (6'1") Grimspawn Tiefling

Astrillith and Pac simultaneously yawn at this
"Such theatrics. But I guess the jobs done. No matter the method. Though it was fascinating to see the workings of the weapon up close. It is indeed quite the tool. Would you mind terribly if I were to have it?" she asks Cerila


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"Thank you for the map. Can you mark the wall the woman went through?" Ceirn asks the Mauot.


Female

Kolaiah’s sharp gaze lingers on the map that Shen Hzo hands over, her mind working immediately. The labyrinthine nature of the map catches her attention—the winding paths, the narrow corridors, and the seemingly endless branches that threaten to lose even the most experienced adventurer. Her keen eyes trace the lines, her thoughts quickly sorting through the complexities of the design.

It’s not a simple series of rooms, like some dungeons. This map, the labyrinth, twists in on itself, curving in ways that make no immediate sense, as if the builders themselves had designed it to confuse. The branching paths, all converging in various spots, create an intricate web, and Kolaiah can’t shake the feeling that the true danger lies not in the monsters that roam these halls, but in the very structure of the place itself. How much of this map is accurate? How much has been forgotten or intentionally hidden? These are questions that gnaw at the back of her mind.

She notices the three exits from the Room of Pillars—north, south, and west. Three paths out of a maze that promises no easy answers. A part of her wants to know exactly which path leads to what, but another part—perhaps a more cautious side—tells her that a simple map won’t be enough. In a place like this, with walls that move and secrets hidden in every corner, it’s only a matter of time before they’ll have to rely on their wits and instincts more than any charted path.

There’s a small flicker of frustration as she realizes that even with the map in hand, they are no closer to truly understanding what lies ahead. This isn’t a maze designed for mere mortals. This is a place where even the best-laid plans can unravel, where each step forward could be as dangerous as the last. She scans the map again, focusing on the key areas—the areas they’ll need to reach, the places where they’ll face their greatest challenges.

Her mind drifts momentarily to Mauot and his cryptic presence. If he’s as knowledgeable about the labyrinth as he claims, then perhaps there’s more to this map than meets the eye. But she won’t rush to ask him anything just yet. She’ll watch. She’ll wait. She knows that in places like this, patience is as valuable as any weapon.

Kolaiah folds her arms, her mind racing as she takes in every detail. This map—this maze—will be their greatest test yet. She’ll need to stay sharp. They all will. Because once they step into the unknown, there’s no turning back.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

Mauot nods at Jambreth's request. He points at the map indicated on the map as the S next to the words Entry Well.
Here the man whispers softly.

the energy from vondal fills the room, and the wound upon the man's torso heals itself closed, a vivid scar forming upon the flesh.
There, all better. Lady Cerila says to no one. She offers up the blade to Astrillith and Pac. Here. Careful though


Female (6'1") Grimspawn Tiefling

Pac slithers forward and coils himself around the dagger as he 'hands' it over to Astrillith. Who then admires it for a second before putting it away "You are correct Pac, time for inspection of the tool can come later"


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"If this woman came from upstairs, we probably won't get up there to find anything out about her. Should we just try and head down now with the map?" Ceirn asks.

I am ready to get rolling!


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Vondal listens to the others strategize, occasionally looking up at Lady Cerila once or twice.


"No time like the present, eh? All this talk of danger and goblins and hidden doors has my fingers and ear-tips twitching to get delving."


"I will always strive to write better" , 25 years gaming, 20 yrs DM

@everyone: im needing to take the rest of this week off. a buddy of mine just had surgery today. Hes fine from the surgery, but the rest of his life is.... not good, let's say. so im being a good friend and helping him. We will pick up next week monday with you all having descended the lift and are into Undermountain.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

picking up with the descent

The thick rope overhead creaks and strains as you are lowered into Undermountain itself, a mild accompaniment to provide you with some noise to ponder, instead of the slight quickening of your breath. You stand upon the platform, thick boards nailed tightly to supporting beams, with iron rings set into the thick wood providing anchor points for the ropes to be looped and rethreaded into itself. Above your heads, a single large iron ring, again with rope run through and threaded upon itself.
The boards are stained, covered in layers of dried blood, dirt, muck, and other dungeon dirties.
slowly, the platform gang from up in the Yawning portal lowers you. Sure hands keep the pace steady, with control.
Before you had been lowered below the ledge of the half wall that surrounds the well's opening, the man who oversees the entry point, looks at each of you. Remember. It's one gold per person to come up. or whatever weapon or armor you have upon you.
and he then looks at Vondal and, in honor of you, good dwarf, the rules have been amended. anyone foolish enough to jump onto the platform from here, the platform will simply be allowed to fall back down.
He waved his wand and said mockingly enjoy the descent!
an odd chill overcomes you as you think about the possibility of a long fall to Undermountain below....

Finally, the platform stops. it remains suspended a few feet off the dungeon floor. The room itself, illuminated by four glowing orbs set into the walls, is bigger than the platform. a large pile of sand, spread out, takes up most of the space below the well and platform. A trail of sand looks to have been tracked towards the lone exit of the room.

for point of reference, on the map, look for the room next to "start thou here".


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

The 'good' dwarf looks back up from whence they came, thumbing the air.
"You know, ladies and fellows? I may be off base here, but I think that guy was a prick!"


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"Eh... we just made his life hard on him. I think we should head to where that woman disappeared and see if we can figure out how she did that." Ceirn suggests.


Female

Kolaiah steps off the platform, her hooves making a quiet but distinct sound against the sand-covered floor. Her gaze sweeps across the room, her posture unshaken, though her mind churns with the oddity of the place. The thick rope overhead creaks as it settles, but it does little to distract her from the new surroundings.

She inhales deeply, tasting the musty air, and notices the thick sand that carpets the floor, a strange and somewhat unsettling presence. The tracks leading to the exit catch her attention, and she shifts her weight slightly, her eyes narrowing as she inspects the trail. Her instincts tell her that these are not ordinary footprints. Something about them feels deliberate, and the thought of what might have made them lingers in her mind.

As the platform is secured, she listens to the others’ remarks about their journey so far, but her mind is already on the task ahead. She quietly observes the layout of the room, noting the glowing orbs in the walls, their soft light casting strange shadows on the sand. The room is sparse, and yet, it feels like a carefully orchestrated space. She’s not sure what it is yet, but Kolaiah can feel the weight of a looming question hanging in the air.

“This place…” Kolaiah murmurs to herself, her voice low but steady. “It’s almost as if the dungeon itself is watching, waiting.” Her gaze flickers to the tracks once more. “That woman, wherever she’s gone, she’s left a trail. And we’d best be careful following it. Who knows what tricks lie ahead in this maze.”

She turns back to her companions, her posture unwavering despite the unease creeping along her spine. “This place seems…alive in its own way. Let’s not rush in, but we should move forward.” She continues. “We’ve come this far, and there’s more to learn in this labyrinth. But we’ll need to stay sharp.” She gives a curt nod, her resolve hardening. “Let’s see where this path leads.”

She briefly glances at the exit, then back at the sand, her eyes briefly glinting in the dim light, filled with a sense of purpose. The maze may twist and turn in ways that only those familiar with its paths would understand, but Kolaiah is determined to find the answers they seek.

She hefts her greatsword and prepares to move out.


Female (6'1") Grimspawn Tiefling

After what felt like months, she was finally going into the depths. She could feel the excitement from Pac. As she gives him an affirmative nod.

The man at the top breaking her from her thoughts, she looks up and stretches her small wings "It would be faster, I agree, and I need to stretch them anyway" she gives him a reminding glare before turning to Pac again "As much as I would like that, I believe that's frowned upon"

Reaching the bottom, she grips her staff with two hands as Pac slithers up and wraps himself around her neck like a protective scarf


"Ah, guardsmen and doorwatchers, always the bane of a true entrepreneur and free spirit. No matter, I'm sure the lift up will be of no consequence when we are ready."

Jambreth does a few stretching exercises and limbers himself up, checking his tools and knives to ensure everything is in its place.

"So, off we go, then, eh? Keep eyes tight, no telling what dastardly traps and hazards are down here with us."

Despite his light tone, his face is set and serious as he begins to scan and watch, intent on spotting danger before it springs on him.

Moving on the balls of his feet, he approaches the exit and checks the door.

Standard Operating Procedure on doors/corners we haven't checked yet: Jambreth with Check for Traps, Check if Locked, then Disable Device if trapped/locked. He will then listen at the door/threshold and attempt to open/cross while stealthy. Any objections, especially in a PbP setting?


Female

No objections, just throw all of your rolls out at once, so the GM has them, should they be needed.


Female (6'1") Grimspawn Tiefling

agreed


"I will always strive to write better" , 25 years gaming, 20 yrs DM

astrillith:
Pac snorts on your shoulder, and whispers in your head I agree with the short thing. The manthing was a prick

you know, thats a good point on the rolls. usually, for my games, i have players roll when i tell them to roll. Course, traps havent happened much in that game. However, this is a dungeon crawl, in THE dungeon of dungeons and dragons. So, im going to open this up for input from all of you. what would be a good idea to have when dealing with these rolls? should they be a static roll, something thats for "generic" doorways/corners/hall intersections/random encounters, and have different rolls for unique rooms on the map?


Female (6'1") Grimspawn Tiefling

I vote for anything that helps streamline. So if you expect a lot of rolls. Roll everything and wait to see if any get results. Same with initiative/perception/identifying items or a series of rolls. Like reflex. To catch after a failed climb check. That's just my 2cp


Yeah, this is one of the reasons I really like PF2e. The Exploration Activity portion allows you to move through a dungeon/area more quickly while still allowing for the trap/hazard/etc. Really keeps it moving at the table, not sure just how successful it is in PbP yet.

I'm good with "take 10" rules for most of the time, and when we get to a different situation (like a weird rune carved door or strange plant based room or something), you could either roll for us (me) and move on with the above SOP. GM rules, ofc.


Female

Whatever keeps the game moving.


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

Ceirn takes up the rear position and keeps an eye behind them in case the goblins they heard about try and ambush them unaware.

I like the Exploration activities. They translate decently to this edition. I also think you should just roll checks as needed if it falls into our Standard operating procedures. I do not think anyone is trying to run minute/level buffs so we can afford to take some time and search doors, etc. Taking 10 should definitely be allowed if Jambreth is comfortable just using his take 10 Perception to search as we go.


Yeah, DC 30 Perception as a rule is good by me. I have trap spotter as well, so that would trigger anyways.


Gaelden Wounds (0) HP (92) Saves (15/14/16, +2 vs enchantment) AC (26/21/23) CMD (34) Init (+3) Smite (2/2) LoH 2d6 (7/7) Investiture (5/6) Ki (9/9) Mage Armor (0/1) Spear (5/5)

Gaelden, having stayed quiet up as she was still deep in meditation, walked alongside Ceirn.

Sorry, I'm here. I must have hit the 'x' on the campaign, but I see that this is active.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

all good gaelden. we are just discussing background stuff to streamline dice rolls and skill checks

im just going to type this out without putting it into OOC. itd be a lot of formatting i dont want to deal with.

the way i see it, the balanced coin is a group of experienced adventurers, so it would make sense that you guys quickly come up with a way to adventure/travel in the Realm's most well known (perhaps the most dangerous?) dungeon.

what i need

a marching order for a 5foot wide path
a marching order for a 10foot wide path
is someone going to scout ahead? if so, who? how far?
is someone going to lag behind to guard the rear? if so, who?
what is the light source for the group? who is holding it?

i think these skills would cover the basics for the party.

perception
if you have a trap detection bonus, make a separate take ten perception with that bonus
disable device
Stealth
survival

if you have a skill that you think would work for you in the dungeon, feel free to include it


"I will always strive to write better" , 25 years gaming, 20 yrs DM

post your take 10 numbers in the discussion thread


"I will always strive to write better" , 25 years gaming, 20 yrs DM

having cleared the platform, it begins to lift up the well. The sound of creaks and groans, of ropes rasping against each other, of metal pulleys softly squealing in protest to the movement. Soon enough, even those sounds grow distant, until fading to a faint echo within your mind.

Here!

Here is the place where you have always yearned to be! the place you have dreamt of. the place where your campfire talks long into the night always tracked back to. Your adventures in the environs surrounding Waterdeep have only been a prelude, a mental treatment to harden your mind to the rigors of where you stand. The mental fortitude to be brave when cut off from the known world.

You stand in Undermountain....

Fear slowly tickles the back of your mind, testing your nerve...
panic claws at your throat, drying your mouth for a moment...
anxiety squeezes your heart, seeking to stop it, while also forcing it to beat fast and hard within your chest.

Well Jambreth mutters softly best get to it

everyone make a perception check: dc 18

he begins to walk softly around the room, his steps sure and easy. His gaze taking in everything.

Hmpf. he grunts, facing a corner. Found the door the Moaning nymph's told us about. the one with the woman.

he lingers over the door for several minutes, before finally stating i... i- I know it's here. The door is here. but for the life of me, i cannot figure out how to open it from this side.

perception checks, dc 18:
While jambreth looks around the room for traps, you stand upon the sand pile below the shaft. You idly kick your foot (or hoof!), and notice a small shiny object partially buried. you squat down and pull at it, revealing it to be a gold coin.


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

Perception: 1d20 + 14 ⇒ (10) + 14 = 24

Ceirn reaches down and picks up a gold coin, "Well, I have made enough to get out of here already." Cerin says with a short laugh.

Looking towards where the secret door is Ceirn shrugs and says, "Well, we can opt to open it the hard way and move on. I am guessing that there are some who will not appreciate it if we go for the hard way."


Female (6'1") Grimspawn Tiefling

"Perhaps magic or we will have to go around somehow". she looks over the the horned warrior "Unless you wish to try and brute force a way through?" she does cast detect magic on the area of the door and the surrounding area

As she does she looks over to Pac "It doesn't matter. We will get there eventually. And no. You stay with me for now."


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Perception: 1d20 + 7 ⇒ (3) + 7 = 10
"Let Jambreth have a go", Vondal suggests. "He's trained on this sort of thing."


"I will always strive to write better" , 25 years gaming, 20 yrs DM

taking a liberty to keep the game moving

jambreth shrugs his shoulders. I cannot open it. I cannot even find anything on this side. a button, a lever, a key hole. There is nothing. I say we move on

astrillith:
Pac intones in your head indeed. Let us continue on...


Gaelden Wounds (0) HP (92) Saves (15/14/16, +2 vs enchantment) AC (26/21/23) CMD (34) Init (+3) Smite (2/2) LoH 2d6 (7/7) Investiture (5/6) Ki (9/9) Mage Armor (0/1) Spear (5/5)

”Just because there is no way to open it here doesn’t mean one won’t be found later. I agree, let us press on and see what comes.”


Female (6'1") Grimspawn Tiefling

She nods at Pac
"We are both in agreement that we should move on then"

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Shadow's Status

I live once more but running table top Vampire tonight so I'll finish up my character tomorrow.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

ooooo vampire!!!

im a fan of temporus...


Human Female War priest 8th HP: 55/80| AC:22 Sh:24|F:+7 R:+6 W:+10|Init:+4|Prcpt:+10|Ferver 6/day Blass:7/Day|

Olga will win over Astrilith!! She will I swear


Female (6'1") Grimspawn Tiefling
Sister Olga Lackman wrote:
Olga will win over Astrilith!! She will I swear

glad ive given her a goal :P


Human Female War priest 8th HP: 55/80| AC:22 Sh:24|F:+7 R:+6 W:+10|Init:+4|Prcpt:+10|Ferver 6/day Blass:7/Day|

Yeah Olga is a big fan of fun and joy, When she encounters someone who isn't she has to win them over.


Shadow's Status

Builds just take so damned long and I had pretty much picked everything already!

Basic background is that I am a Dwarf from Icewind Dales. As a Bloodrager, he's a bit of an outcast. Despite having come of age and proven that he has talent, his magical abilities are distrusted.

He sets out on his own to hunt Yeti and prove his worth, instead he falls into a portal to Undermountain and has literally just arrived, snowflakes on his shoulders and Yeti blood on his garb...

Kern Kant:

Dwarven Male
Alignment CN
Bloodrager (Destiny Bloodline) 8
Deity – Clangeddin Silverbeard
Linguistics – Common & Dwarven (Aklo, Elven, Giant, Goblin, Orc, Halfling, Terran, Undercommon)
HP = 104 (8d10 + 24)
AC = 14 (+2 Dexterity & +2 Fated Bloodrager)
Ini +2
Speed 30’
Bloodrage Rounds Per Day – 29 [4 + CON +14 + Favored Class Bonus +8 Bloodrage]
Damage Reduction 1/-
Destined Strike 3x Day (+4 to Melee Attack)
Certain Strike 1x Day
BaB +8/+3
Melee Attack – (+13/+8 – Battle Axe +1 (Vampiric (Drain up to ½ Damage per hit Max 16 HP from Foes per Day) & Keen) 1d8+5 Crit 19 – 20 x 3
Ranged Attack – Spells
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance.
CMB – +12
CMD – +24
F – +11 (6 + 3 + 2)
R – +7 (2 +2 +2 +1)
W – +6 (+2 + 2 + 2)
+2 vs. Poison, Spells, & Spell Like Abilities.
+2 Saves vs. Spells Allies Cast.
Strength (16) 18 [Belt of Giant Strength +2] - +4
Dexterity 15 - +2
Constitution 16 - +3
Intelligence 11
Wisdom 14 - +2
Charisma (16) 20 [Headband of Alluring Charisma +4] - +5
(Ability Score Increases +2 Charisma)
Feats:
1st Level Feat – Raging Vitality Constitution Increases to +6 when Raging.
3rd Level Feat – Power Attack – Take -3 to attack for +6 to Damage.
5th Level Feat – Reckless Rage – Take -4 to attack for a +8 to Damage
7th Level Feat – Rage Power – Lesser Elemental Rage 1x Day add +1d6 Elemental Damage to Attack (type of my choice)
Bonus Bloodrager Feat – Die Hard
Bonus Bloodrager Feat – Eschew Materials

Traits:
Deft Dodger - + 1 Reflex Save
Focused Mind - +2 Concentration

Drawback:
Naïve - Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism.
Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

BACKGROUND SKILLS (16)
Appraise
Artistry
Craft (Class - Int)
Handle Animal (Class - Cha) (8 Ranks) +15
Knowledge (Engineering) (Int)
Knowledge (Geography) (Int)
Knowledge (History) (Int)
Knowledge (Nobility) (Int)
Linguistics (Int) (8 Ranks) +8 [8 Languages]
Lore (Int)
Perform (Cha)
Profession (Wis)
Sleight of Hand (Dex)

ADVENTURING SKILLS (32)
Acrobatics (Class - Dex) (2 Ranks) +7
Bluff (Cha)
Climb (Class - Strength) (1 Rank) +8
Diplomacy (Cha)
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex)
Heal (Wis)
Intimidate (Class - Cha) (6 Ranks) +14
Knowledge (Arcana) (Class - Int) (2 Ranks) +5
Knowledge (Dungeoneering) (Int) (2 Ranks) +2
Knowledge (Local) (Int)
Knowledge (Nature) (Int) (2 Ranks) +2
Knowledge (Planes) (Int)
Knowledge (Religion) (Int) 1 Rank) +1
Perception (Class - Wis) (8 Ranks)+13
+2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.

Ride (Class – Dex)
Sense Motive (Wis) (2 Ranks) +4
Spellcraft (Class – Int) (2 Ranks) +5
Stealth (Dex) (2 Ranks) +4
Survival (Class – Wis) (2 Ranks) +7
Swim (Class - Str)
Use Magic Device (Cha)
Dwarven Racial Traits:
Defensive Training +4 Dodge vs Giant Creatures.

Relentless: replace Stability --- Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.

Hardy - Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Concentration +15
Arcane Spells Per Day
1st – 1 +2 Per Day
2nd – 1 +1 Per Day
Known Spells:
1st - Windy Escape, Snowball, Thunderstomp, Protection from Evil, Shield
2nd – Ablative Barrier, False Life, Scorching Ray
Bloodrager Abilities –

Bloodrage

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Fast Movement
Uncanny Dodge
Blood Sanctuary - At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Improved Uncanny Dodge
Damage Reduction - At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
Destined Strike - At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Fated Bloodrager - At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
Certain Strike - At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it’s worse.
Gold:
0 GP
Gear:
None
Magical Gear:
Cloak of Resistance +2
Background:
To be completed …


Shadow's Status
Simon Severant wrote:

I believe that's that for my little friend - his goodies for the Party:

Ring of Protection +1,
Heavy Corrosive Crossbow +1,
Trapspringer's Gloves +5 Dis Dev,
Deep Red Sphere Ioun Stone +2 Dex,
Belt of Mighty Con +2, and
Incandescent Blue Sphere Ioun Stone +2 Wis.

PLUS Simon had 444 Gold. Everything else he had probably got broken when the damn Ogre fell on him but the rest is worth salvaging.


Female (6'1") Grimspawn Tiefling

We should put all this in a loot section so we can later divvy it all up/out


Shadow's Status
Storyteller Shadow wrote:
...

LMK your thoughts Rizzen, as the Party is outside of Undermountain, do you want me to change my brief background and just be in Waterdeep proper?


Human Female War priest 8th HP: 55/80| AC:22 Sh:24|F:+7 R:+6 W:+10|Init:+4|Prcpt:+10|Ferver 6/day Blass:7/Day|

Vandalism isnt picking up on Olga..loo


1 person marked this as a favorite.
Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

He is, but he's not gonna flirt at a funeral. Afterward, sure!


1 person marked this as a favorite.
Shadow's Status
Vondal "Silvertongue" Goldbeard wrote:
He is, but he's not gonna flirt at a funeral. Afterward, sure!

Funerals are a great place to pick up chicks!


"I will always strive to write better" , 25 years gaming, 20 yrs DM

@storyteller: well, we will have you be dumped at the bottom of the well with the gnomes, and you can get a lift into the yawning portal and encounter the party

can you also list here Simon's gear?


Shadow's Status
Storyteller Shadow wrote:
Simon Severant wrote:

I believe that's that for my little friend - his goodies for the Party:

Ring of Protection +1,
Heavy Corrosive Crossbow +1,
Trapspringer's Gloves +5 Dis Dev,
Deep Red Sphere Ioun Stone +2 Dex,
Belt of Mighty Con +2, and
Incandescent Blue Sphere Ioun Stone +2 Wis.
PLUS Simon had 444 Gold. Everything else he had probably got broken when the damn Ogre fell on him but the rest is worth salvaging.

Simon's Gear!


Shadow's Status
RIZZENMAGNUS wrote:

@storyteller: well, we will have you be dumped at the bottom of the well with the gnomes, and you can get a lift into the yawning portal and encounter the party

can you also list here Simon's gear?

Ok! ;-)


HP 104/104 | AC 14 | Ini +2 | Saves - F +11/R +7/W +6 | +2 vs. Poison & Spells & Saves vs Spells Cast by Allies Rage Rds 29/29 | DR 1/- | Destined Strike 3/3 | Certain Strike 1/1

New PC Profile.


1 person marked this as a favorite.
Female IMAGE Snow Elf {Giants Blood} Barbarian /7'9" 410lb/ HP 112/112 | AC25/FF20/TA15 | Ini +5 | Speed 63'| LLV120 | Per +15 | F+9/R+8/W+5 |Rage Rds 20/20 | DR 1/- R/Cold5|Trap Sense +2

Just posting here as the GM has asked me to join, so will wait here until GM intracides my PC in game.

I will be playing Helina the Beast,

Why is she called the beast, well she is large, standing some 7'2" {elf long Limbs} and has the temper of a beast, but its mostly because she once while drinking dragged a uncosues wild Bear into an Inn, just to win a bet, what followed when the bear woke was a bloodbath, she at the time, was outside relieving herself in the private. For this she spent 20 years in prison. Inside she got a reputation for bashing other prisoners with her bear hands when they tried any thing with her. The scars on her face are from that drunken night with the bear. She is not a bad person, she likes others most of all when they are buying. Its just she likes a drink a bit too much and then there is that temper of hers.


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Helina looks great and cool!


Female (6'1") Grimspawn Tiefling

Vondal is spoiled for choice :P


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Vondal's turning this campaign into a harem anime. ;)


Shadow's Status
Vondal "Silvertongue" Goldbeard wrote:
Vondal's turning this campaign into a harem anime. ;)

LOL, maybe I should switch my character from male to female!


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Vondal shrugs. "There's still some time..."


1 person marked this as a favorite.
Female (6'1") Grimspawn Tiefling

Someone who can match Astrillith is a glaring compition.


Female IMAGE Snow Elf {Giants Blood} Barbarian /7'9" 410lb/ HP 112/112 | AC25/FF20/TA15 | Ini +5 | Speed 63'| LLV120 | Per +15 | F+9/R+8/W+5 |Rage Rds 20/20 | DR 1/- R/Cold5|Trap Sense +2

Yes in deed Astrillith, I think helina is going to like Astrillith

So I kind of took the initiative and I know Astrillith is also tall, but… well
Helina is big not just tall but long limbed and bread for war (trait} so she is also muscular with it. Then there is that infamous nature of hers. And she loves two things things in life, drinking and fighting, and this scene has both!
I could not let her miss this :)
Sorry


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 117/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

LOVING the RP!


Female IMAGE Snow Elf {Giants Blood} Barbarian /7'9" 410lb/ HP 112/112 | AC25/FF20/TA15 | Ini +5 | Speed 63'| LLV120 | Per +15 | F+9/R+8/W+5 |Rage Rds 20/20 | DR 1/- R/Cold5|Trap Sense +2

Hi GM, sorry did not mean to cross a line, just did it for fun.

The idea of Dwarf browed 20 year old Outlaw whisky was from another game, in same setting.

Its based on two drinks, old Malt outlaw whiskey on a stronger version of

Dwarf browed 20 year old Outlaw whisky
On outlaw whiskey

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Oldlaw%20whiskey% 20(bottle)]Oldlaw whiskey (bottle)

PFS Legal Oldlaw whiskey (bottle):

Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 20 gp; Weight 1 lb.
Category Food/Drink
Description
This single-malt whiskey is made with a recipe that’s nearly 200 years old, and is a favorite alcoholic beverage of old soldiers everywhere.

and being made by dwarves, a wee bit stronger so some effects like Blood wine.

Bloodwine:

Price 100 gp; Weight —

ABOUT

Bloodwine, a favorite serpentfolk drink, is made from the blood of sentient creatures and spiced with brain mold spores and other subterranean seasonings. Its main ingredient is usually drow, duergar, or svirfneblin blood, but the best vintages of bloodwine contain a higher concentration of morlock blood.

DETAILS

Type poison (ingested); Save Fortitude DC 25; Frequency 1/minute for 6 minutes; Cure 2 consecutive saves

EFFECT

Bloodwine affects serpentfolk much like wine affects humans, but it is poisonous to most other creatures. Generally, bloodwine is less harmful to members of races that are used to ingesting blood. Urdefhans suffer no ill effects from drinking it. Drow are immune to the sickening effect but are still susceptible to the bloodwine’s Wisdom damage. Vampires heal 2 hit points or gain 2 temporary hit points for each cup of bloodwine drunk. Immunity to poison gives immunity to the harmful effects of bloodwine.

Initial Effect: Sickened for 1d4 hours

Secondary Effect: 1d3 Wis damage

Basically you drink it if you fail DC you lose wis for a while,
if Wis hits 0 your out cold for a few hours and one hell of a hand over after.

The kind of Ale in wit out kind of thing.

100gp a bottle and very very strong.


Female IMAGE Snow Elf {Giants Blood} Barbarian /7'9" 410lb/ HP 112/112 | AC25/FF20/TA15 | Ini +5 | Speed 63'| LLV120 | Per +15 | F+9/R+8/W+5 |Rage Rds 20/20 | DR 1/- R/Cold5|Trap Sense +2
Astrillith wrote:
the one handed ability for a 2handed weapon. Where did you get that? May be something to look at for myself maybe in other games

So for a tifling if you take the long limbed trait in place of race magic you can use weapons 1 cataragy bigger.

Helina can becouse she takes the -2 to attacks for using a weapon one cat bigger, which drops to -1 to hit with blood of gaints trait. So 2h she is at full attack 1 handed its -1 To hit.

:)

Note you have to be over 6’ tall to get blood of gaints trait

I really wanted Helina to be abnormal as an elf, most think of elves as slim weak wild fighters or tree huggers. She is this beast of an elf who drinks and fights with dwarfs seated like a trooper and is a flowerey as a train crash


Female (6'1") Grimspawn Tiefling

I'm still note sure I get it. But if GM okays it. Awesome sauce. :)


Female IMAGE Snow Elf {Giants Blood} Barbarian /7'9" 410lb/ HP 112/112 | AC25/FF20/TA15 | Ini +5 | Speed 63'| LLV120 | Per +15 | F+9/R+8/W+5 |Rage Rds 20/20 | DR 1/- R/Cold5|Trap Sense +2

Pathfinder rules
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack ...

Giant-Blooded

Source Giantslayer Player's Guide pg. 6, Giant Hunter's Handbook pg. 31
Category Campaign
Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or because your great-great-grandfather married a giant, it has made you big for your race, and may have given you other minor cosmetic features of giants, such as flaming red hair, a bluish tinge to your skin, or oversized hands. When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers. If you’re a dwarf, your stability racial trait applies to awesome blow combat maneuvers as well.

As the great axe is 1 size group bigger than what she can use normally
It’s an inappropriate sized weapon so falls into -2 to hit which becomes -2/2 =-1 with trait
She there for has a -1 to attacks when using it 1 handed


Female IMAGE Snow Elf {Giants Blood} Barbarian /7'9" 410lb/ HP 112/112 | AC25/FF20/TA15 | Ini +5 | Speed 63'| LLV120 | Per +15 | F+9/R+8/W+5 |Rage Rds 20/20 | DR 1/- R/Cold5|Trap Sense +2

Mind you under great axe it explicitly says you can not use it one handed

Greataxe
Cost 20 gp Weight 12 lbs.
Damage 1d10 (small), 1d12 (medium) Critical x3 Type slashing
Category two-handed Proficiency martial
Weapon Group axes

This two-handed battle axe is heavy enough that you can’t wield it with one hand. The head may have one blade or two, and may be “bearded” (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long.

So if she has a large battle Axe it may look like a great axe but
With be in face a battle axe that large.
Do that would be
-1 to hit DMG 2D6 with crit being x2

ok I will change to this


Female IMAGE Snow Elf {Giants Blood} Barbarian /7'9" 410lb/ HP 112/112 | AC25/FF20/TA15 | Ini +5 | Speed 63'| LLV120 | Per +15 | F+9/R+8/W+5 |Rage Rds 20/20 | DR 1/- R/Cold5|Trap Sense +2

so typing in the back of a taxi is NOT a good idea looking at that auto spell checked grammar.


Shadow's Status
Helina the Beast wrote:
so typing in the back of a taxi is NOT a good idea looking at that auto spell checked grammar.

This is why I stay out of taxis!


Human Female War priest 8th HP: 55/80| AC:22 Sh:24|F:+7 R:+6 W:+10|Init:+4|Prcpt:+10|Ferver 6/day Blass:7/Day|

I've never been in a taxi, several bursts but never a Taxi


Shadow's Status
Sister Olga Lackman wrote:
I've never been in a taxi, several bursts but never a Taxi

You're not missing anything.


Shadow's Status

I'll post up no later than Friday, feeling a little under the weather today so going to bed early as my company party is tomorrow

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