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Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "This time, let's not let the keepers know that it was us that took it. But we have to figure out where to find one first." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar follows Horek. "Right... let's see what else is on this level before we go back down there." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "If you could gie us some clue as te where such Bzzts could be found, tha' would help muchly." "But while we are speaking to ye, do ye perhaps know anythin' about the wee buttons on the wall one floor daun? One seemed ta open the door, but then there wair eight more buttons, and we dinnae want ta press them withoot knowin' wh' they do." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() I am content with A and I don't mind slower-paced games. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "I suppose it's too late to offer to take the bees out for 'burial.'" Bolgar chuckles. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "Good shot, Tollo! That cactus has a pulpy interior that is quite nutritious." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Survival Aid (untrained): 1d20 + 3 ⇒ (13) + 3 = 16 "It's easiest to find food where there is shade, or near water. If the vegetation is green, that's a good sign." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "Ah, buck up, laddie. It's not so bad, is it?" Bolgar pulls out his symbol and a warm wash of energy pours over everyone. Injuries are healed, and palms become itchy. Channel Energy: 1d6 ⇒ 5 "Tha' should do ye for a while." I have 2 channels left. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "Before we decide what to do next, is anyone injured?" I am good to continue. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() In my home game the guy used the disappearing property of the urns to make a handy chamberpot! :) ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() The Lost City GM wrote: The ceramic magical jars... The Lost City GM wrote: Oops, I was incorrect on the size of the magical jars... FYI in the original descrption of the room you also described them as being made of brass, not ceramic. "A horse te carry the urns! Well, if ye can get it to climb tha' slope there then we can use it to bring the urns back te camp. Handy, tha'." "But I dinnae mind carrying one if need be." Dwarves aren't slowed down by encumbrance after all. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Rest up, take what time you need. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Did the jars in the corners have anything in them? "I'd say the coffin was meant to be opened with tha' little joke in there. But please leave the ashes be." Bolgar picks up one of the magic jars. "I dinnae know what these do, but we could take 'em back to camp and examine them there." "Shall we explore around here or go back upstairs?" ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar experimentally touches one of the jars with his finger. If nothing happens, he looks inside. "These jars have teleportation magic on them. I wonder if they can get us home?" ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Knowledge (arcana): 1d20 + 7 ⇒ (18) + 7 = 25 "Hmm... these brass jars seem to be magical." Do the jars have lids? Handles? ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "If you are set on opening this coffin, give me a moment first." Bolgar mutters a few words, and his eyes sparkle like gemstones. He stands back and looks at the coffin. Casting detect magic. spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10 ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "I kin see a coffin an' some brass jars. And murals on the walls." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Any falling damage? "Helloooo up thair!" calls Bolgar. "Care te throw daun a rope?" "I seem ta be in some kind o' tomb." Bolgar begins looking around and tries to describe the murals on the walls to those above. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar enters the room and begins looking around. Perception: 1d20 + 8 ⇒ (5) + 8 = 13 ...or a 15 to notice unusual stonework. "Apparently these Zargonites are also vandals. I wonder whose shrine this was before they sacked it?" Knowledge (religion): 1d20 + 6 ⇒ (2) + 6 = 8 The RNG really loves us today! ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() The Lost City GM wrote:
"Och, sounds like an elevator..." Is Loges now cut off from the rest of us? ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "If this wair an elevator, it would nae be unheard of to hae a door at either end... but it would be rare. Rare indeed." "Shall we see what else there is to find on this level without pushing buttons?" Bolgar advances carefully up the corridor and peeks around the corners at either side of the "T" junction. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar turns to the others. "Do you wish to experiment? We could push these buttons at random and see what happens. Or we could try the other door." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "Perhaps they are numbers?" says Bolgar. "In dwarven cities there are often deep shafts underground, and people ascend and descend using a machine that you step into. We call them elevators. Sometimes they have buttons like this." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar steps into the passage and looks around. He examines the buttons carefully. He pulls out a piece of chalk and makes a mark beside the symbol that matches the one on the other side of the door. "Hm. I don't recognize any of these symbols. Anyone seen these before?" I don't have Linguistics skill. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Guys, I've been getting over a throat infection that slowed me down a lot more than I expected. Hopefully I will get things back to normal this weekend. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "Let's try ta get this wee door open then, shall we?" Bolgar tries to open the door. If it won't open... Bolgar rummages around in his bag and pulls out a crowbar. "If it won't budge, this could help." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Loges the Wise wrote: These are stirges, nasty little buggers that drain you of your blood. Don't let them get attached to you. "Ach, I hate those things. Good to pu' them dain so quickly." Ten-Foot Tollo wrote:
Bolgar shrugs, and smiles. "If wair looking for secrets, ye need a keen eye. We should check the walls of passages as we travairse them." He examines the gems fondly. Ready to keep moving. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "There may be secret chambers here. We should check these areas," Bolgar points to two dark areas on the map. "They are large enough that a hidden chamber might be there." Basically talking about the gap between the two west hallways and the gap north of the room where the dead goblin was. Once we've double-checked the walls of those areas I'm good to go downstairs. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "Green slime? Tha' sounds rather revolting... but wha' is it exactly?" Bolgar does not have Knowledge (dungeoneering), unless I can do it untrained: Knowledge (untrained): 1d20 + 2 ⇒ (6) + 2 = 8 "It dinnae sound like we would want any o' tha' stuff. Unless there's something in here, looks like this e' a dead end." Bolgar does a quick search of the rest of the room. Perception +2 Stonecunning: 1d20 + 10 ⇒ (13) + 10 = 23 ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "What would ye need a jar full o' sand for?" Bolgar asks. He takes out a dagger and gently sticks it in the sand, probing to see if anything might be buried within. Other than that, ready to keep going. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar shrugs. "Is e'eryone shorn tha' wants to be? Good, lets be off then." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar looks around at the others. "Are ye all done with this foolishness yet? If they really want your hair, ye could offer to just trade it to them. Whatever ye have left o' it, anyhow." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "Oh, no, lad. You want to be losing your hair, you can only blame yourself. I'll take nae part in it." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar looks at Timbur softly. "Don't feel bad, lad. You didn't choose the shape you were born in, and your mother's death is nae your fault. Plenty of mothers I've known would give their life to save the life of their wee bairn, so dinnae think that your ma is cross with you. Live a good life an' she'll be happy." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Zuberi Ogbonna wrote: Zuberi looks at Bolgar "Why don't you bet some of your beard then, bit of a trim..." "Och, no laddie, I don't think so. I can watch the hall while you madmen gamble your beards away." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Ten-Foot Tollo wrote: "Oh, they want your beard Bolgar. Don't worry, you can contribute.", Tollo says, "helpfully". Was waiting for that. Bolgar wouldn't eve consider it. :) "WHAT????" Bolgar steps back, aghast. "Might as well lop off one of my hands and gamble with that! Or some other... part. No sane and respectable man goes without a beard!" Bolgar looks around for a moment. "Er... present company excepted, of course." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar sighs. "As you can see I am bald, so I have nothing to gamble with. I'll watch the rest of you play." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar frowns slightly, and looks at these 'etuvians' more closely. When the house doesn't tell you what you have to put up to gamble with, that's a bad sign. "And if we lose?" Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27 ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() At the suggestion of gambling, Bolgar perks up. "Hmmm... a game you say? What are the stakes?" ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "Oh, yes. That sounds like us, to be sure!" Bolgar bows with a flourish. "My name is Bolgar. Who might you be? And who might the 'vermels' be?" ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Having certain "standard operating procedures" are really useful for dungeon crawl adventures. Some things need to be assumed rather that asking questions every time. - Are you checking for traps? Yes, always, unless we have to run.
Having a standard marching order is also important, because you can then place icons on the map without having to ask everyone to do so. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Appraise (untrained): 1d20 + 2 ⇒ (13) + 2 = 15 "This stuff might be useful if we need kindling, or something to make torches out of. Other than that, though, I don't know if any of it can be salvaged." "Let's move on." ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar bows to the Gormites. "Forgive us, friend. We did not realize that these were your... your Bzzts. We will make amends." Bolgar turns away with the others. "I didn't realize you could train such creatures, not without magic anyhow. How do we capture a Bzzt? I mean a Queen Bee? Will smoke work?" Bolgar turns to Tamru. "The central room had one other exit we did not explore. Should we explore that first? Or head down the stairs now?" ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() The Lost City GM wrote: The "Dying" condition in Pathfinder means that you're unconscious. The only exception to that is an orcish or other such creature with the "orc ferocity" trait. Sorry, my bad. I saw there were two bees on the map and two bees listed as "dying" and I thought that meant they might have Ferocity. But now I see one of the ones still on the map is Red, so Blue just hasn't been taken off the map yet. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Are the bees dying but still conscious? Bolgar waits until the men to the south of him have had the chance to move. Delaying... might get a flank bonus on blue if I do that. When they have moved Bolgar strikes at the bee once again with his hammer, but the bee darts out of the way! Warhammer: 1d20 + 2 ⇒ (4) + 2 = 6 "Stay still you buzzing pest!" ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() The Lost City GM wrote: Bolgar, I moved you over one square because the green bee had been taken down. Okay, cool. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar trots into the room and strikes at the next Bee with his warhammer. Warhammer: 1d20 + 2 ⇒ (19) + 2 = 21
"Ha! Take that!" ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() Bolgar gives the others the nod. I moved my token up to the second rank, diagonal from the door. ![]()
Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources: Buffs: none Conditions: none
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3 ![]() "I hear... buzzing. Strange. I don't know what that would be." Before he progresses any further, he picks up the statuette and puts it into his pack. "I think I know who might want this," he says. "Everybody ready?" he asks, approaching the door, warhammer drawn. |