Valeros

Fonzy Tenderleg's page

169 posts. Alias of Tizen Nimrod.


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Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Yes I suppose you're right. I would hate for it to summon some more arrows and catch us off guard."

Disable Device: 1d20 + 9 ⇒ (9) + 9 = 18

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Wouldn't I have technically still been up anyway? While the tower shield would not have provided cover it would have given me a boost to AC right? Like a normal shield?

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy tries inspecting the doors lock as best he can with the arrows whizzing by his head before attempting to pick the lock. "Maybe you can lay flat on the ground and the arrows go over you!" He yells. Obviously he doesn't yell this if it's not a possibility.

Disable Device: 1d20 + 9 ⇒ (17) + 9 = 26

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Yeah probably best if I use this." Fonzy takes up the shield and looks around the room for a trigger before moving forward. He inches forward using the shield as a barrier between him and the arrows as he moves toward the southern door. "You guys better hang back until I figure out if it's safe." He motions them to stay in the other room until he makes it to the other door. If nothing happens once he passes the bottom door he will yell for one more to proceed.

Perception: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Before heading out Fonzy tries to get a closer look at the medallions. Running his hands over them and inspecting them as best he can. "Maybe they were part of the same organization or something? Surely there is more to this room than just a bench though." He takes another look at the murals and under the bench in the middle of the room.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy walks into the room and immediately begins skimming the room for any traps or hidden switches on the mural. Then watches as Bleeparolo sits on the bench.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"I like the sound of that Bleeparolo. Excellent idea." Fonzy will help lower Bleepy and probably help pull him back up.

Mage hand can't be used to move magic items. If it was in range you could've moved all the keys around it away from it so it was by itself.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

" That voice was super creepy. Wonder what it means." Fonzy thinks out loud before looking around the room, examining the statue closer and looking into the fountain.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy just watches and smiles as the gnome swings at the door over and over.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy steps back and laughs. "No,no. Go ahead and try to break it down first. Please. Then we can go around if that doesn't work."

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"I'm sorry you guys. Look on the bright side though, at least I didn't kill us, right? I still think it may be best to go around and find another way in. I think this door is connected to the same room that we saw in the entrance."

Perception: 1d20 + 6 ⇒ (18) + 6 = 24 To listen for the water he heard in the beginning from the other door. And any other sounds of movement.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Only one way to find out." He replies to Bleeparolo.

Disable Device: 1d20 + 9 ⇒ (1) + 9 = 10

Doesn't that mean I jam the lock up or something? Like I just ruined the door from failing by so much?

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Yeah I mentioned trying to shoot the pressure plate (or at least I think I did), but then I was worried about what kind of trap it was and if it was a continuous thing with a statues.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

So normally the disable check is a GM roll then? If it's made in secret. I mean, I'd rather keep making the rolls so I have at least a faint idea of my chances.

But thank you for clearing that up.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Now confident in his work, Fonzy takes a step forward onto the plate slowly to feel if the plate will hold. Then places all of his weight onto the plate. If nothing happens Fonzy continues walking. "Alright let's go, I didn't kill us, yet." He walks to the door down the corridor and check to see if it's locked or trapped.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy takes one more look at the trap. With the party's safety in his hands, he feels the need to be doubly sure.

Disable Device: 1d20 + 9 ⇒ (20) + 9 = 29

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I'm not confident it succeeded. I say jump it. Or am I allowed to take another shot at disarming it?

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"So here's the deal. I may or may not have fixed it. It's best we don't test it out. Let's just avoid it best we can okay? Once we get to the other side of the room I'll shoot it and we will see what happens." He points out the pressure plate and carefully maneuvers by it, then checks the door on the other side for traps and locks.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Says the one that gets to stand back safely while my face is next to it." He says smiling before attempting to disarm the trap. Motioning the group to stand back outside of the room during his try.

Could I have just taken 10 on the attempt? I'm still pretty confused as to when that's allowed. I'll use my roll for this one I just wonder for future reference.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Whoops thank you. I took half out of habit.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Looks like there is a pressure plate on the floor here. No doubt to trigger a trap of some sort. I could try and disarm it. Or maybe we can just go over it." Fonzy says with his face almost on the floor trying to get a better look at the mechanism.

Is it small enough to just go around it? Or must it be disabled? If we can just bypass it lets do that. If we can't we will use this roll.

Disable Device: 1d20 + 9 ⇒ (9) + 9 = 18

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

As they open the door Fonzy takes the lead. Carefully trying not to trip any traps that may be present. "I don't like the looks of these statues. At all."

Perception plus stone scout: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

I suppose I'll be the trap decoy :) I'll start on B9 and slowly move forward until I see something. Also, he gets an automatic check every time he passes within 10ft of a trap.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Great idea Sleepy! We will try A first and if it doesn't connect we will try D afterward." Fonzy waits for the group to pack up before moving on to door A. First checking to see if it's trapped, then to see if it's locked.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"So maybe we should backtrack a bit before going deeper into the crypt? I know we passed a few doors back there that we could check." He watches over Bleeparolo's shoulder as he draws the map, helping him mark where the doors they passed were.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Could we possibly get another overview of where we have explored? I'm a bit turned around at the moment

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy takes two small vials from his labeled bag and places them in his pack. "How weird is this? They try and kill us with a statue, then give us stuff. I don't know if they want us to fail or succeed. I'm on an emotional roller coaster right now." A funny look comes across his face. "I've always wondered what a roller coaster is. I've never really understood that phrase, but it seems appropriate."

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I traded Tactician for Second Chance. Bleeparolo, you're taking the knowledge arcana skill correct? So I don't need to skill swap anything?

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I wasn't aware of that, I thought they only had to be from different categories or I wouldn't have chosen a trait that gave a bonus to AoO's as I rarely get them.

I have already updated character level though. I suppose I could go back and swap a skill and trait if gm would allow.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"I agree Ash. I can hold one if I need to, but I think it's the same size as Bleepy!" He gives a hearty laugh and friendly pat on Bleeparolo's back before helping ash search the room.

"So which direction should we be heading now?" He asks as we walks up to the door to the south checking for traps and seeing if it's locked.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy lights another set off arrows and fires two more off at the statue.

Longbow #1: 1d20 + 5 + 1 - 4 - 2 - 1 ⇒ (6) + 5 + 1 - 4 - 2 - 1 = 51d8 + 1 ⇒ (8) + 1 = 9

Longbow #2: 1d20 + 5 + 1 - 4 - 2 - 1 ⇒ (14) + 5 + 1 - 4 - 2 - 1 = 131d8 + 1 ⇒ (4) + 1 = 5

All these penalties are Killin me lol

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy fires off two flaming arrows at the statue. Hoping to set it aflame.

Longbow #1: 1d20 + 5 + 1 - 4 - 2 ⇒ (14) + 5 + 1 - 4 - 2 = 141d8 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10 I did 1d6 fire damage I hope that's right. That's what I found for flaming weapons.

Longbow #2: 1d20 + 5 + 1 - 4 - 2 ⇒ (20) + 5 + 1 - 4 - 2 = 201d8 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8

Longbow #2 Confirm: 1d20 + 5 + 1 - 4 - 2 ⇒ (8) + 5 + 1 - 4 - 2 = 81d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

So anyone have any ideas about the torches? Yall think they're just there to use as weapons? Or maybe they're magic torches and if you stick him with one he dies?

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy tries to maneuver around the statue to get away toward the torch, but fails miserably.

Acrobatics: 1d20 + 4 ⇒ (3) + 4 = 7

You need to roll an AoO against me for moving away. Also, if someone could move my avatar to the bottom left that'd be awesome.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I was pretty sure I couldn't get the defense bonus. But I already used the turn to try and douse the torch if I could.
Now that I think about it though it would be a move action to grab the waterskin, so I couldn't move, then get waterskin, then douse the torch in the same turn could i?
If it wasn't a legal move I'll just run over there pulling out my bow and arrow, then begin lighting an arrow on fire. And wait and see if Bela putting out a torch did anything to the statue.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

It's either a genius move or we just wasted our turns lol only time will tell.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy pulls away from the statue (Taking an AoO) and heads toward the torch on the bottom left. Once there he douses the torch with water from his waterskin. Before putting it out he is going to pull on the torches to see if theyre mounted in place or can be taken from the wall. Putting out the torch. He explains what he is doing as he puts out the torch. "They're either here to burn him or keeping him alive! They triggered when he woke up!"

Perception: 1d20 + 6 ⇒ (10) + 6 = 16 To notice if it did anything to the statue.

Can I take a defensive stance, as if fighting defensively before dashing to the torch, or do you only get that bonus while striking?

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy giggles as Ashling says it's made of wooden. "Haha! I'm sorry Ashling, I couldn't help myself."
As corny as the joke was, I seriously couldn't help myself.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Finding the rapier inaffective Fonzy drops it to the ground and pulls out his morning star.

Morning Star: 1d20 + 3 ⇒ (12) + 3 = 151d8 + 2 ⇒ (5) + 2 = 7

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Do large creatures automatically have reach? For the sake of not getting hit in the face if I step back and shoot.

Also, my attack would be resolved before Bleeparolo's so I wouldn't take a penalty for firing into melee correct? Or are they resolved in posting order?

Lastly, what knowledge check is it for animated statues?

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I don't see a problem with it. It may hurt me just a little as far as an enemy going first and getting into a melee before I could shoot, but for simplicity's sake it's worth it.

Also, did my rapier strike hit the golem? I'm more concerned with his AC and resistances than actual damage, but curious all the same.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy slides to the bottom of the steps. Being too close for a bow, Fonzy draws his sword and shield and advances on the statue by going around the edge of the room (B,5).

Acrobatics: 1d20 + 4 ⇒ (13) + 4 = 17

Rapier: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 3 ⇒ (1) + 3 = 4

His AC will be 18 now with rapier and shield drawn.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I will need someone to move my piece to the statue.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I think the shields are part of the statute and not actual shields, Bela. I'm getting the feeling this may be another puzzle room. I was trying to allow someone else the chance at examining the statue to try and solves the puzzle (if there is one).

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy pushes and pulls all over the statue. Looking for any moving parts. He also looks the statue up and down and behind the shields for any other carvings or words.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Who wants to give it a shot?" Fonzy asks as he takes a closer look at the carvings before checking the statue for any traps.

Perception (carvings): 1d20 + 5 ⇒ (9) + 5 = 14

Perception (statue): 1d20 + 5 ⇒ (19) + 5 = 24

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"So let's see what's at the top of the stairs then? If it's just another room we could take a quick peek."
Just as Fonzy says this he creeps to the top of the stairs to see what he can gather of the next area. Being extremely careful not to go completely into the next room.

Stealth: 1d20 + 8 ⇒ (9) + 8 = 17

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"I'm not gonna lie Bleepy, that was by far the coolest thing I've ever seen in my entire life. You guys decide where we go. I'm willing to go either way."

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy runs to the opposite side of the room just as Bleeparolo places his hand on the morning star.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy looks back at Bleeparolo as he grabs the handle and gives it a tug. "Guess we could have started with that. No surprise we aren't known for our wit." He says with a big smile as he waits to see what happens.

Perception Morning Star: 1d20 + 5 ⇒ (1) + 5 = 6 It's on a wall, apparently.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Hey! Looks like your dad wasn't crazy after all Bleepy! Wow! A real knight! That's pretty cool."

Should Bleeparolo fail. Following Bleepy's motions and realizing there was something off about the morning star in the carving Fonzy begins running his hands over the indention pressing on anything that might give way. Then uses his own morning star to try and fit it in like a puzzle piece in every position he can think.

Perception on indention in case it's trapped.: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Disable Device to trigger indention or disable trap: 1d20 + 8 ⇒ (3) + 8 = 11

Organized Play Characters



Grand Lodge Malthus - PW

Male Tielfing - Pitborn Barbarian 1 / Urban Ranger 6 (0 posts)

Grand Lodge Namazu- PW

Male Aasimar Swashbuckler 2 / Ninja 4 (0 posts)

Grand Lodge Cyrus the Intern

Male Human Sorcerer 10 (0 posts)

The Exchange Nasir the Paladin

Aasimar Paladin 5 / Urban Bloodrager 1 (0 posts)

The Exchange Dr. Mobutu

Human Investigator 3 (0 posts)

Grand Lodge Sloar
(0 posts)

Grand Lodge Lester the Best
(0 posts)

Dark Archive Pete's #8
(0 posts)

Dark Archive Morpheus Orifice
(0 posts)

Dark Archive Snake Ramirez
(0 posts)

Pete PFS2 #1
(0 posts)

Horizon Hunters rungekutta13 954
(0 posts)