Vreeg

Aldy Rolda's page

251 posts. Organized Play character for yogadragon.


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Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Yea, two deaths is enough for Aldy. I'll be happy to let anyone who wants a res have any remaining gold or pp to offset their costs, such as it is allowed.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Reflex Save: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20

The fight continues!

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy continues stabbing the crab defensively, and protecting his ally!

Attack: 1d20 + 9 - 2 - 4 + 2 ⇒ (5) + 9 - 2 - 4 + 2 = 10

Damage: 1d4 + 2 - 2 ⇒ (4) + 2 - 2 = 4

Bodyguard: 1d20 + 9 - 2 - 4 + 2 ⇒ (2) + 9 - 2 - 4 + 2 = 7

Bodyguard: 1d20 + 9 - 2 - 4 + 2 ⇒ (1) + 9 - 2 - 4 + 2 = 6

Bodyguard: 1d20 + 9 - 2 - 4 + 2 ⇒ (19) + 9 - 2 - 4 + 2 = 24

Bodyguard: 1d20 + 9 - 2 - 4 + 2 ⇒ (6) + 9 - 2 - 4 + 2 = 11

Bodyguard: 1d20 + 9 - 2 - 4 + 2 ⇒ (1) + 9 - 2 - 4 + 2 = 6

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Attack: 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28
Damage: 1d4 - 2 ⇒ (3) - 2 = 1
Attack Confirm: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Damage: 1d4 ⇒ 1

Aldy crits for a massive two damage!

Aldy steps up and stabs the crab defensively, after studying it!

Attack defensively: 1d20 + 9 - 1 + 2 - 4 ⇒ (17) + 9 - 1 + 2 - 4 = 23
Damage: 1d4 - 2 + 2 ⇒ (3) - 2 + 2 = 3

Then continues to protect Brand!

Bodyguard: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Bodyguard: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18
Bodyguard: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
Bodyguard: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Bodyguard: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8

Kill the robot!

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Acrobatice: 1d20 + 9 + 1d6 - 1 ⇒ (7) + 9 + (3) - 1 = 18

Aldy will attempt to tumble next to brand, and ready to trip senethar should he try to cast.

Trip: 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25

Bodyguard on brand: 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21
Bodyguard on brand: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
Bodyguard on brand: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Bodyguard on brand: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy lashes out with his whip, trying to drag Senethar to the ground, then shifts to the south to attempt to protect his ally.

Trip, fight defensively: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24

I'm assuming this causes a concentration check (I'd consider it Extremely Violent Motion for a DC20+ spell level check, but obviously the final decision rests with you.)

AC is 29

Bodyguard on Brand: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Bodyguard on Brand: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27
Bodyguard on Brand: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22
Bodyguard on Brand: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11
Bodyguard on Brand: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27

Just for clarification GM, I have my whip in my main hand and my rapier in my offhand - hence the -1 penalty because I have a buckler on too.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Yes, these last two levels really seem to say 'RP not welcome, just kill everything.'. But cest la vi, on with the slaughter!

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Acrobatice: 1d20 + 13 + 1d6 - 1 ⇒ (20) + 13 + (3) - 1 = 35

Seeing that his rapier will do nothing, Aldy will swim acrobatically, and attempt to ward the caster's attacks from Brand.

Double move. Will use bodyguard rolls above to protect Brand from any attacks I can.

I can't do anything against the automaton! Somebody kill it already!

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will step up and try his best to stab the automaton. Move action studies target.

attack defensively: 1d20 + 8 + 2 - 4 - 1 ⇒ (17) + 8 + 2 - 4 - 1 = 22
damage: 1d4 ⇒ 1

Ac is 29. Aldy will attempt to bodyguard should the opportunity arise.

godyguard: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27
godyguard: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27
godyguard: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27
godyguard: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

In that case, Aldy will stab the crab with his rapier, fighting defensively, before 5-foot stepping back. That 1 AC probably won't matter, right?

Attack: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Damage: 1d4 - 2 ⇒ (4) - 2 = 2

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will step back, take the full defense standard action, and studied target the automaton.

AC is 30 I believe?

And will attempt to ward off ant attacks at his allies.

Bodyguard: 1d20 + 8 ⇒ (13) + 8 = 21
Bodyguard: 1d20 + 8 ⇒ (2) + 8 = 10
Bodyguard: 1d20 + 8 ⇒ (16) + 8 = 24
Bodyguard: 1d20 + 8 ⇒ (18) + 8 = 26

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Will Save: 1d20 + 5 ⇒ (8) + 5 = 13

Aldy stares into space for a moment, but swiftly recoveres and continues warding off the blows of their enemies.

I see nothing in daze that prevents me from bodyguarding once my turn of being dazed has passed. Please disregard the rolls below if I am mistaken.

Bodyguard: 1d20 + 8 ⇒ (17) + 8 = 25
Bodyguard: 1d20 + 8 ⇒ (2) + 8 = 10
Bodyguard: 1d20 + 8 ⇒ (12) + 8 = 20
Bodyguard: 1d20 + 8 ⇒ (16) + 8 = 24
Bodyguard: 1d20 + 8 ⇒ (13) + 8 = 21

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Will Save: 1d20 + 5 ⇒ (20) + 5 = 25

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will heal his damage, and drink an extract of barkskin and shield before we engage.

Healing: 1d8 + 1 ⇒ (4) + 1 = 5

Aldy will move up, and defensively try to aid Bree's next attack.

Acrobatics check to avoid AoO from automaton: 1d20 + 11 ⇒ (14) + 11 = 25

Aid another, Bree: 1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 32

Then Aldy will use his AoOs to bodyguard any allies that he can.

Bodyguard: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11
Bodyguard: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Bodyguard: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
Bodyguard: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Bodyguard: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
Bodyguard: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6

Aldy is AC 28 from his buffs + fighting defensively. The first four bodyguards succeeded, the last two failed.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy swims forward and takes the total defense action. AC is 25 currently.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will down an extract of Touch of the Sea, and use studied target on the eidolon.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

I suspect this fight is fine for us to defeat - guessing those things have pretty low damage output. That said, it does seem miserable and tedious. I'm all for going back and trying the other way.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will 5-foot step, move action to studied target 2, then stab with his rapier.

Reflex: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27

Attack: 1d20 + 8 + 2 - 1 ⇒ (7) + 8 + 2 - 1 = 16
Damage: 1d6 + 2 - 2 ⇒ (2) + 2 - 2 = 2

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will drink an extract of touch of the sea, and move into the muck, drawing his rapier as he goes.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Let's go green - I'm sure our dwarves wont be too keen on swimming down a small drainage tube.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

I'll spend the 2k gold I have as well, so I think we're good to go if everyone else is willing to split the last 1450 three ways?

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

I have the 8 PP for half the res and ~2k gold. I'm happy for whatever help anyone else is willing to offer. Worse case scenario, I can just deal with the negative levels for a bit (can probably just get rid of them after the scenario with the PP and gold from that).

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Well that was fun.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Lets go check out who she's talking too - make sure they don't want to give us any trouble either before we start opening more doors.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Next door! At least the hallways are clear now...

Aldy leads on to the next door down the hallway.

Perception: 1d20 + 13 ⇒ (11) + 13 = 24+2 more for traps.

Aldy searches the door, then opens it.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will attempt to stab the creature with his rapier.

Attack: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Damage: 1d4 - 2 + 2 ⇒ (1) - 2 + 2 = 1

And then bodyguard any allies that get attacked.

Bodyguard: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Bodyguard: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Bodyguard: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Bodyguard: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy should be in a position to bodyguard that, right?

Bodyguard: 1d20 + 8 ⇒ (15) + 8 = 23

Which should get his AC high enough to miss Flint?

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will allow himself to be pulled into the room, then use Studied Target on the Eel.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Reflex: 1d20 + 9 ⇒ (2) + 9 = 11

Swim: 1d20 + 7 ⇒ (15) + 7 = 22

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Search and open the last door before we have to return to the main hallway!

Perception: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25+2 for traps

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

I'm working under the assumption that my touch of the sea is still active (lasts 4 minutes) while everyone else's is expired. Please correct if I am wrong

Aldy will tap himself with his wand of heightened awareness (which I will use for initiative if needed), then I will swim out and search the first door before opening it.

Hey guys, I can still swim - let me go check those doors - I'll dash back here if anything hostile comes out.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will lead the way along the ledge to the next door. Search it for traps and whatnot before opening it.

Perception: 1d20 + 13 ⇒ (17) + 13 = 30+2 more for traps

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Will: 1d20 + 5 ⇒ (18) + 5 = 23

Aldy will delay and see if his companions can finish it off from above the water. Next round, if they haven't had any luck hitting it, I'll hop in to lure it up.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will tap Bree with his wand to stop the bleeding.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Special Defenses?

It is a Bunyip - an aggressive seal shark thing. Best stay out of the water or it is sure to attack. Do we just want to deal with it now, or try to avoid it?

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy peers in at the creature.

Kn Arcana: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (4) = 19

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Seeing no need to invite conflict at this point, Aldy will head down the hallway to the next door. Search and open it, if nobody objects.

Perception: 1d20 + 13 ⇒ (15) + 13 = 28 + 2 more for traps

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will speak up.

Oi! Excuse me miss - we're here exploring the Tower here - basic mapping expedition. You seem to be doing something similar. We'll do our best to stay out of your way if you'll let us travel through and do our work. We'd be happy to trade notes on the other levels we've traveled through too, if you'd like.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will give the door a quick once over for traps before Bree opens it.

Perception: 1d20 + 15 ⇒ (18) + 15 = 33

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

If we want to get him healed and moving on in two rounds, you and Arkolo need to toss him a few charges. I think he still needs 10 hp of healing

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Lets hurry up while everyone's potions are still in effect! Lets get Bree healed and move on!

Aldy will pull out a wand and tap Bree a few times

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

After doing so, Aldy will rapidly lead on to the end of the flooded hallway he previously explored.

Assuming Brand or Arkolo will also tap Bree to top him off, then everyone follows along, it will take 3 rounds to get to where I have us on the map.

Please let me know if anyone wants to do something different - I just figured we should cover as much ground as possible while we have the swim speeds.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will take a circuitous route around the mud elemental to get next to Bree, ready to assist him against the creature's assault.

Bodyguard 1: 1d20 + 9 ⇒ (17) + 9 = 26
Bodyguard 1: 1d20 + 9 ⇒ (20) + 9 = 29
Bodyguard 1: 1d20 + 9 ⇒ (18) + 9 = 27
Bodyguard 1: 1d20 + 9 ⇒ (19) + 9 = 28

Bree gets +4 AC against the elemental's attacks.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will move to the other side of it, providing a flank for Bree, then assist him on his first attack,

Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24
Assist: 1d20 + 9 ⇒ (6) + 9 = 15

Bree gets +4 on his first attack.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

The red circle is just something I put on there a long time ago to help explain the layout. I've removed it now.

Before we engage the mud monster, Aldy will drink his 2nd extract of touch of the sea. After we finish this fight, lets move ahead quickly to try to clear out as much as we can while we have swim speeds. The waterbreathing lasts an hour, so we should have plenty of time on that to finish the level.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Save your air bubble potions - Aldy will give his scroll of water breathing to Bree to cast on the group.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

I vote we head in and try to finish off the mud monster.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will spring for a scroll with two castings of Water Breathing for 2 prestige points, and an extra potion of touch of the sea for 50 gp.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

After scouting as far as he can, and not wanting to be without his lifeline, Aldy will swim back to the party, tugging on the rope to ask for help if he starts to have trouble fighting against the current at any point.

Once back up top, I'll describe what I was. Seems that there is a door exiting the mudman room to a completely submerged corridor with some additional hallways.

At this point, I am very much in favor of heading back to the surface to acquire some supplies to make this floor less awful to deal with.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Do I have enough spatial awareness to guess that the door to the east is the door leading in to the mud man room? I can see it as a player, but not sure if Aldy would be able to track where he is well enough to guess that.

Other question- when I come out of the tunnel into the corridor, am I still completely underwater, or is there air to breathe? If I'm still underwater, I'll swim back to the rest of the group when I reach the end of the rope.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

If we are close enough to somewhere that we can spend PP mid scenario, Aldy is happy to drop 2 PP for some scrolls of Water Breathing for the group.

But lets check the grates first and see where they lead. Aldy is happy to go swimming around down there while his extract is still up.

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