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1d3 ⇒ 2

Perception Festram: 1d20 + 10 ⇒ (17) + 10 = 27
Perception Inarus: 1d20 + 10 ⇒ (3) + 10 = 13
Perception Sruigryth: 1d20 + 10 ⇒ (3) + 10 = 13
Perception Graiel: 1d20 ⇒ 14

Water continues to rumble from above, but Festram notices a switch submerged in the water to the southwest near the door. THere is also a treasure chest in the room near Inarus that the elemental seemed to have been guarding.


the elemental dissipates after Inarus' powerful hit! the room is quiet save for the dripping water from the grates above. All of a sudden, water pours down from the grates in the ceiling. As long as you avoid standing in the grates when the water comes down, you feel you can navigate this without issue.
Keep in mind the difficult terrain penalty while travelling through this room.

GM Rolls:

1d3 ⇒ 1


Round 30
Festram's bolt misses the elemental. While Sruigryth steps over, pulling out his long spear and thrusts at it and misses as well. The elemental, still focused on Inarus, proceeds to unleash it's attacks on him! The elemental's first hit SMASHES into Inarus' face, causing him to swallow mouthfuls of water forcefully! Critical! 18 damage taken! while Inarus coughs up the water, the elemental misses as Inarus is bent over retching!

Attack, Sruigryth: 1d20 + 7 ⇒ (7) + 7 = 14

Round 31: Inarus, Graiel, Festram, Sruigryth, Water elemental

Party is up!

GM Screen:

1d20 + 12 ⇒ (20) + 12 = 32
1d20 + 12 ⇒ (13) + 12 = 25
2d8 + 10 ⇒ (2, 6) + 10 = 18
1d20 + 12 ⇒ (6) + 12 = 18
1d8 + 5 ⇒ (6) + 5 = 11


Inarus and Graiel, I will count these as your round 30 actions, and fwiw, you almost confirmed that crit!

The water elemental staggers under Inarus' onslaught, he narrowly misses critically cleaving into the elemental as a desperate splash of water deflects his attack to cause less damage.

Round 29: Inarus, Graiel, Festram, Sruigryth, Water elemental

Festram and Sruigryth are up for actions!


The elemental twitches as Inarus' powerful hit smashes into it, water splashing everywhere! You see some of the damage seems to be absorbed or ineffective, but for the most part the hit was true. Pinned in it's position, it lashes back at at Inarus catching him once in the chest! [occ]6 damage![/ooc]

Slam 1: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Slam 2: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22

Damage 1: 1d8 + 5 ⇒ (1) + 5 = 6
Damage 2: 1d8 + 5 ⇒ (1) + 5 = 6


Suddenly,

A water elemental bursts out of the shimmering water and attacks! But most of you were not caught off guard as you were wary coming into this room.

Perception Festram: 1d20 + 10 ⇒ (17) + 10 = 27
Perception Inarus: 1d20 + 10 ⇒ (17) + 10 = 27
Perception Sruigryth: 1d20 + 10 ⇒ (20) + 10 = 30
Perception Graiel: 1d20 ⇒ 12

Init Inarus: 1d20 + 3 ⇒ (16) + 3 = 19
Init Graeil: 1d20 + 0 ⇒ (15) + 0 = 15
Init Festram: 1d20 + 8 ⇒ (5) + 8 = 13
Init Sruigryth: 1d20 + 8 ⇒ (2) + 8 = 10
Init Water Elemental: 1d20 + 2 ⇒ (8) + 2 = 10

Round 29: Inarus, Graiel, Festram, Sruigryth, Water elemental

Inarus, Festram, and Sruigryth can act in this surprise round

Sruigryth manages to pull himself out of the grate's suction and stands up out of the water.

Sruigryth Swim: 1d20 + 8 ⇒ (7) + 8 = 15


you roll better than me at least! I'll roll a perception check for you since you made that roll.

Festram Perception: 1d20 + 10 ⇒ (3) + 10 = 13


Sruigryth continues to struggle under the water as the water currents flowing into the grate continually pulls at him. As Festram wades onto the grate, the flow pulls him into it as well! It is a suction that's pulling you down, you need a 15 swim check to wade through it, since you have a rope, I will allow a DC10 strength check to pull yourself out and back towards the door 5 feet

You hear the rumbling of something (likely water you think) above in the ceiling. Drops of water drip from the pipes above.

Inarus Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Sruigryth Swim: 1d20 + 8 ⇒ (11) + 8 = 19
Festram Swim: 1d20 + 1 ⇒ (14) + 1 = 15

GM Rolls:

1d3 ⇒ 3


As Inarus and Graiel stride into the water, they notice the currents in the water are fairly strong that moving through this is much more difficult than they anticipated.

Festram's bolt splashes into the water and the shimmer moves. Sruigryth draws his weapon and moves into the water filled room and notices the shimmering has moved to the northwest corner of the room. "Brothers, it has moved to the north west, this is no ordinary illusion." he moves into the room and bravely walks across the grate, the water currents rushing down into the grate pulls him under water!

Sruigryth Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Sruigryth Swim: 1d20 + 3 ⇒ (8) + 3 = 11

GM Rolls:

1d3 ⇒ 3


You notice the room is flooded throughout the entire room. A closed crate sits in the corner of the room. The water looks clean that you can see to t he bottom. Metal hatches with wire grates in the floor pull the water down while water ingresses into the room from hatches in the ceiling. A half-submerged shimmering area on this room’s north wall occasionally spurts out water. Inarus determines the water is safe, but due to the 3 feet depth, it would be difficult to traverse. difficult terrain

Sruigryth notices a shimmering in the water and points out that this room seems too peaceful for what you group has experienced so far. "Careful, we may not be alone brothers...."

Graiel Perception: 1d20 ⇒ 17
Sruigryth Perception: 1d20 + 10 ⇒ (12) + 10 = 22

gm board:

1d3 ⇒ 3


Inarus feels the pulse of the platform flow through him as his strength is restored!

One more platform to use, do you want to use it before you go? I've opened the door to the west for now.


I'll wait for posts, otherwise I'll assume they activate one of the platforms for you to try to remove the rest of your strength damage.


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There are two restoration platforms similar to the other safe room FYI, you can tell they probably do the asme thing as last time.

Inarus' HP isn't different from when you last left, your blasted darkvision and good rolls murdered the last two encounters! Welcome back!


There was no marking on the door you exited.


You walk into another room and sense that there are no threats in the room. You recognize the room as being similar to the first room with the door, with the exception of instead of one platform, there are two!

You recall Inarus recognizing this device as an ancient Thassilonian artifact known as a restoration platform. These magical devices were known to restore exhausted resources to whoever uses it.

platform:

A character may use the adjacent activation stone while standing on the restoration platform to choose one of the six possible restoration effects which are applied immediately. Using the activation stone consume a move action. You may read the Mechanics spoiler.
Spellcraft: Restore 1 exhausted/spent spell OR cast Raise Dead on a deceased party member.
K:Arcana: Restore 1 exhausted Class/Special ability OR remove 1 negative affliction (Poison/Disease).
UMD: Restore HP: (Either 2d8 to a single person or +1d6 channel to all in room) OR remove 2 points of ability damage.

You also recognize the plates above the doors to the East and West. The plate to the East signifies "easy" while the West door signifies "hard".


Sruigryth, now flanking with Inarus swings at the creature.

Attack w/ Bless and Flank: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20
Damage: 1d8 + 12 ⇒ (1) + 12 = 13

It staggers in pain as Sruigryth's attack connects! It steps out from the flanking position and retaliates at Sruigryth. It manages to bite Sruigryth, but narrowly misses his jugular, and as Sruigryth twists away from the bite, the creature claws him across the arm! 5+8 damage!

Festram's hit is true as it plants itself in the creature's side! The creature yowls in pain.

Distracted by Festram's bolt, Inarus whirls with his nodachi and slices the creature's head off completely! Critical! 37 damage!

Out of combat, Graiel is up for actions for Round 19.

Rolls:

1d20 + 9 ⇒ (20) + 9 = 29
1d20 + 9 ⇒ (1) + 9 = 10
1d6 + 3 ⇒ (2) + 3 = 5
1d20 + 9 ⇒ (2) + 9 = 11
1d20 + 9 ⇒ (15) + 9 = 24
1d6 + 3 ⇒ (5) + 3 = 8
1d20 + 10 ⇒ (19) + 10 = 29
1d20 + 10 ⇒ (18) + 10 = 28
2d10 + 24 ⇒ (4, 9) + 24 = 37


I've been rolling bad... REALLY bad :(


Unfortunately, Sruigryth misses the creature as the creature focuses on him and retaliates by biting and clawing at Sruigryth, but the flailing of the young creature fails to land an attack on him.

Inarus moves to flank the creature, attacks and nearly gets his weapon stuck in a wall!

Round 18: Sruigryth, Creature, Graiel, Festram, Inarus

Rolls:

1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 9 ⇒ (5) + 9 = 14
1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 9 ⇒ (4) + 9 = 13


The creature barely even twitches under Festram's nearly missed hit!

Round 18: Sruigryth, Creature, Graiel, Festram, Inarus


There are no special defenses, it's most dangerous attack is the tail spikes, it can launch up to four per round, but up to 24 per 24 hours.

She flinches from Sruigryth's attack and flings spikes at him, Festram and Graiel and manages to hit Sruigryth and Graiel once! Sruigryth takes 6 damage, Graiel takes 5damage

Inarus moves up and misses his attack on the creature.

Round 17: Sruigryth, Creature, Graiel, Festram, Inarus

rolls:

1d20 + 11 ⇒ (12) + 11 = 23
1d4 + 3 ⇒ (3) + 3 = 6
1d20 + 11 ⇒ (1) + 11 = 12
1d4 + 3 ⇒ (2) + 3 = 5
1d20 + 11 ⇒ (19) + 11 = 30
1d4 + 3 ⇒ (2) + 3 = 5
1d20 + 11 ⇒ (10) + 11 = 21
1d4 + 3 ⇒ (4) + 3 = 7
1d20 + 9 ⇒ (4) + 9 = 13
1d10 + 12 ⇒ (6) + 12 = 18


With Sruigryth's warning, you are all prepared when the creature drops it's ruse and attacks!

Round 17: Sruigryth, Graiel, Creature, Festram, Inarus

Sruigryth and Graiel are up first!

Know Arcana Festram: 1d20 + 5 ⇒ (5) + 5 = 10
Know Arcana Sruigryth: 1d20 + 8 ⇒ (18) + 8 = 26

Sruigryth identifies this creature as a variant of a young manticore and may ask two questions about it.

GM Room 10:
PERCEPTION
Perception Inarus: 1d20 + 2 ⇒ (14) + 2 = 16
Perception Graeil: 1d20 + 0 ⇒ (14) + 0 = 14
Perception Festram: 1d20 + 8 ⇒ (8) + 8 = 16
Perception Sruigryth: 1d20 + 10 ⇒ (5) + 10 = 15
Perception 5: 1d20 + 0 ⇒ (16) + 0 = 16
INITIATIVE
Init Inarus: 1d20 + 3 ⇒ (5) + 3 = 8
Init Graeil: 1d20 + 0 ⇒ (11) + 0 = 11
Init Festram: 1d20 + 8 ⇒ (10) + 8 = 18
Init Sruigryth: 1d20 + 8 ⇒ (8) + 8 = 16
Init Baddie 1: 1d20 + 0 ⇒ (5) + 0 = 5
Init Baddie 2: 1d20 + 0 ⇒ (11) + 0 = 11
Init Baddie 3: 1d20 + 0 ⇒ (1) + 0 = 1
Init Baddie 4: 1d20 + 0 ⇒ (20) + 0 = 20

WILL SAVES
Will Inarus: 1d20 + 7 ⇒ (19) + 7 = 26
Will Graeil: 1d20 + 4 ⇒ (8) + 4 = 12
Will Festram: 1d20 + 8 ⇒ (17) + 8 = 25
Will Sruigryth: 1d20 + 5 ⇒ (13) + 5 = 18 +2 vs. Illusion
Will 5: 1d20 + 0 ⇒ (5) + 0 = 5

FORT SAVES
Fort Inarus: 1d20 + 7 ⇒ (14) + 7 = 21
Fort Graeil: 1d20 + 5 ⇒ (3) + 5 = 8
Fort Festram: 1d20 + 4 ⇒ (6) + 4 = 10
Fort Sruigryth: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex 5: 1d20 + 0 ⇒ (19) + 0 = 19

REFLEX SAVES
Reflex Inarus: 1d20 + 7 ⇒ (16) + 7 = 23
Reflex Graeil: 1d20 + 1 ⇒ (16) + 1 = 17
Reflex Festram: 1d20 + 4 ⇒ (3) + 4 = 7
Reflex Sruigryth: 1d20 + 6 ⇒ (16) + 6 = 22
Reflex 5: 1d20 + 0 ⇒ (10) + 0 = 10

Drawbacks:
Graeil - Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Inarus - Warded Against Nature (Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.)
Sruigryth - Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
Festram - Haunted: You take a –2 penalty on saves against spells with the evil descriptor.


lmao, starting round 17!


No knowledges :( however, Sruigryth has used hand signals to tell you that it's a trap of some sort.


The creature begins in a riddle:

"Dark and light
Green and black
Sort of like a castle
Goes and then comes back again
Some people like it"

Sruigryth:

You still have the same feelings about this, this riddle is a disguise for something else that will happen imminently.

Inarus:

You are suspicious of the creature after seeing Sruigryth's warning


Sruigryth:
You don't notice anything out of the ordinary around the room.

Inarus notices the signing out of the corner of his eye. "Sruigryth asks, why would we play your game? I have the same question."

The creature notices Sruigryth,"What's the matter? Do you have bugs biting you? it narrows it's eyes at Sruigryth.

rolls:

1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 9 ⇒ (1) + 9 = 10


Rolls:

Graiel SM: 1d20 ⇒ 17
Sruigryth SM: 1d20 + 10 ⇒ (16) + 10 = 26
Inarus SM: 1d20 + 7 ⇒ (12) + 7 = 19
Festram SM: 1d20 + 10 ⇒ (13) + 10 = 23

Sruigryth:

You realize that the riddle is a ruse and that this thing is merely distracting you. You won't be able to alert your group without alarming it. (bonus points if you figure out a way!)


Inarus and Sruigryth also filter into the room, suspiciously looking at the large creature.

The creature speaks, "I belong to a secret group of riddlers. By the laws of riddling, all people who play must put away their weapons to begin the riddle. Anyone not playing must step back. As I have invited you to play, I begin with the first riddle. There is no penalty for losing, nor is there a reward for playing. Do you agree to these terms? If so, put away your weapons and step forward towards me."

GM Room 10:

PERCEPTION
Perception Inarus: 1d20 + 2 ⇒ (7) + 2 = 9
Perception Graeil: 1d20 + 0 ⇒ (16) + 0 = 16
Perception Festram: 1d20 + 8 ⇒ (1) + 8 = 9
Perception Sruigryth: 1d20 + 10 ⇒ (6) + 10 = 16
Perception 5: 1d20 + 0 ⇒ (4) + 0 = 4
INITIATIVE
Init Inarus: 1d20 + 3 ⇒ (12) + 3 = 15
Init Graeil: 1d20 + 0 ⇒ (13) + 0 = 13
Init Festram: 1d20 + 8 ⇒ (2) + 8 = 10
Init Sruigryth: 1d20 + 8 ⇒ (13) + 8 = 21
Init Baddie 1: 1d20 + 0 ⇒ (6) + 0 = 6
Init Baddie 2: 1d20 + 0 ⇒ (14) + 0 = 14
Init Baddie 3: 1d20 + 0 ⇒ (20) + 0 = 20
Init Baddie 4: 1d20 + 0 ⇒ (20) + 0 = 20

WILL SAVES
Will Inarus: 1d20 + 7 ⇒ (15) + 7 = 22
Will Graeil: 1d20 + 4 ⇒ (18) + 4 = 22
Will Festram: 1d20 + 8 ⇒ (19) + 8 = 27
Will Sruigryth: 1d20 + 5 ⇒ (19) + 5 = 24 +2 vs. Illusion
Will 5: 1d20 + 0 ⇒ (11) + 0 = 11

FORT SAVES
Fort Inarus: 1d20 + 7 ⇒ (9) + 7 = 16
Fort Graeil: 1d20 + 5 ⇒ (5) + 5 = 10
Fort Festram: 1d20 + 4 ⇒ (10) + 4 = 14
Fort Sruigryth: 1d20 + 8 ⇒ (5) + 8 = 13
Reflex 5: 1d20 + 0 ⇒ (20) + 0 = 20

REFLEX SAVES
Reflex Inarus: 1d20 + 7 ⇒ (6) + 7 = 13
Reflex Graeil: 1d20 + 1 ⇒ (2) + 1 = 3
Reflex Festram: 1d20 + 4 ⇒ (14) + 4 = 18
Reflex Sruigryth: 1d20 + 6 ⇒ (13) + 6 = 19
Reflex 5: 1d20 + 0 ⇒ (10) + 0 = 10

Drawbacks:
Graeil - Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Inarus - Warded Against Nature (Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.)
Sruigryth - Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
Festram - Haunted: You take a –2 penalty on saves against spells with the evil descriptor.


I just spoke to Inarius, he will be busy for most of July, we can bot him until he gets back. I like Team Gnoll :)


I'll post response next round, if people want to finish their actions for this round. At the end of the round I'll move everyone who hasn't posted by the end of round into the room.


A large nest of bones covers the floor here. Sitting in it is a creature with the body of a lion, and the wings of a dragon. Its tail ends in a ball of spikes. The head is vaguely humanoid, and female, with a well kept mane of hair. She is a young female manticore that calls herself a womanticore and pretends to be a sphinx and will try to lure passersby with a riddle. “Stay your hand brave warriors. I am the sphinx known as the great riddler. Come close as friends, and try to answer my cipher.”

I'll get the token for this creature soon, it's in the pile of bones at the north.


Sorry, it's been a rough week for me, but catching up now. I can bot Inarus' character until we can find a replacement. Let me discuss with the other GMs.


Festram deftly jumps across the 5 foot wide cyst on the ground in the north with ease.

Seeing Festram jump across, Inarus backs up and attempts the jump.
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

Sruigryth and Graiel look at each other and both jump across.
Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12
Acrobatics: 1d20 ⇒ 7

Graiel then opens the door and peers in.


Sorry for the delays, can I assume you guys will jump over?

Sruigryth determines that walking on top of the mounds would be inadvisable, but attempting to move across them carefully would work. Acrobatics or jump across


*bump*


Round 11!
Festram Dungeoneering: 1d20 + 4 ⇒ (13) + 4 = 17
Sruigryth Dungeoneering: 1d20 + 9 ⇒ (17) + 9 = 26

Knowledge Dungeoneering DC18:
These holes in the ground are known as abyssal geysers. Raw abyssal energy will randomly seeps up through the ground here several quite frequently. The geysers are sensitive and dangerous. Touching or standing near the energy when it vents is dangerous. Disturbing the geysers could cause them to erupt and force an explosion.

Everyone can read the spoiler as Sruigryth has passed the check, and assuming he shares the information with the group.

You hear a growing rumbling from beneath the ground....

GM Screen:

1d4 ⇒ 2

GM Room:

PERCEPTION
Perception Inarus: 1d20 + 2 ⇒ (12) + 2 = 14
Perception Graeil: 1d20 + 0 ⇒ (3) + 0 = 3
Perception Festram: 1d20 + 8 ⇒ (19) + 8 = 27
Perception Sruigryth: 1d20 + 10 ⇒ (4) + 10 = 14
Perception 5: 1d20 + 0 ⇒ (8) + 0 = 8
INITIATIVE
Init Inarus: 1d20 + 3 ⇒ (3) + 3 = 6
Init Graeil: 1d20 + 0 ⇒ (5) + 0 = 5
Init Festram: 1d20 + 8 ⇒ (9) + 8 = 17
Init Sruigryth: 1d20 + 8 ⇒ (14) + 8 = 22
Init Baddie 1: 1d20 + 0 ⇒ (19) + 0 = 19
Init Baddie 2: 1d20 + 0 ⇒ (15) + 0 = 15
Init Baddie 3: 1d20 + 0 ⇒ (4) + 0 = 4
Init Baddie 4: 1d20 + 0 ⇒ (8) + 0 = 8

WILL SAVES
Will Inarus: 1d20 + 7 ⇒ (1) + 7 = 8
Will Graeil: 1d20 + 4 ⇒ (3) + 4 = 7
Will Festram: 1d20 + 8 ⇒ (15) + 8 = 23
Will Sruigryth: 1d20 + 5 ⇒ (9) + 5 = 14 +2 vs. Illusion
Will 5: 1d20 + 0 ⇒ (15) + 0 = 15

FORT SAVES
Fort Inarus: 1d20 + 7 ⇒ (5) + 7 = 12
Fort Graeil: 1d20 + 5 ⇒ (6) + 5 = 11
Fort Festram: 1d20 + 4 ⇒ (9) + 4 = 13
Fort Sruigryth: 1d20 + 8 ⇒ (18) + 8 = 26
Reflex 5: 1d20 + 0 ⇒ (4) + 0 = 4

REFLEX SAVES
Reflex Inarus: 1d20 + 7 ⇒ (11) + 7 = 18
Reflex Graeil: 1d20 + 1 ⇒ (20) + 1 = 21
Reflex Festram: 1d20 + 4 ⇒ (3) + 4 = 7
Reflex Sruigryth: 1d20 + 6 ⇒ (4) + 6 = 10
Reflex 5: 1d20 + 0 ⇒ (8) + 0 = 8

Drawbacks:
Graeil - Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Inarus - Warded Against Nature (Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.)
Sruigryth - Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
Festram - Haunted: You take a –2 penalty on saves against spells with the evil descriptor.


Round 10 resolving rest of round actions.

Festram's attack SMASHES into the Darkmantle, you see the Darkmantle's tentacles flail in response. it attempts to attack and grab Sruigryth, but the gnoll deftly dodges the attack. Suddenly, a chakram comes flying out from nowhere and cuts the creature in half! 10 Damage! Inarus walks over and retrieves his chakram with a grin as Graiel comes walking through the door into the room.

GM Screen:

1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 6 ⇒ (19) + 6 = 25
1d8 + 4 ⇒ (6) + 4 = 10


ROUND 10: Some teams still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, Sunday 5/20 7:15 PM EST, whichever comes first.


ROUND 10: Some teams still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, Sunday 5/20 7:15 PM EST, whichever comes first.


ROUND 10: Some teams still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, Sunday 5/20 7:15 PM EST, whichever comes first.


ROUND 10: Some teams still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, Sunday 5/20 7:15 PM EST, whichever comes first.


Sruigrth identifies this as a Darkmantle. It clings to the ceiling and swoops down to grab unsuspecting explorders.

Init: Sruigryth, Festram, Darkmantle, Inarus, Graiel
Bolded players may act now.


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Inarus' weapon clangs loudly off the stone dragon. "Impressive, furry one. I acknowledge your feat of strength and you may pass." The dragon ushers Inarus behind him to the locked door.
That was impressive to me too!
The dragon then acknowledges Festram's commitment and says, "Please stand here, and the rest of you that wish to be tested." as it motions to the burnt spot on the ground.


Festram is unable to determine anything special other than it's a speaking statue. "A feat of strength, anything to show your prowess, or simply allowing me to test your resolve." the statue replies simply.


Retcon:

As you depart the room the Overseer calls out to you. "I am not following you, but I am observing you. You should know that the key that admitted you to this trial serves an additional purpose. While in the Gauntlet, it will automatically identify up to ten items of your choice. When you physicall touch the item in question to the key you will know instantly comprehend the details of the item."

It turns to look over each of you in the room as it begins to speak in a deep measured tone, "I will not follow you from this room, but I am observing you and will rejoin you later."
Looking to the party member wearing the amulet he adds, "You should know that the key that admitted you to this trial serves an additional purpose. While in the Gauntlet, it will automatically identify up to ten items of your choice. When you physically touch the item in question to the key you will instantly comprehend the details of the item."


GM Room 5:

PERCEPTION
Perception Inarus: 1d20 + 2 ⇒ (19) + 2 = 21
Perception Graeil: 1d20 + 0 ⇒ (2) + 0 = 2
Perception Festram: 1d20 + 8 ⇒ (1) + 8 = 9
Perception Sruigryth: 1d20 + 10 ⇒ (1) + 10 = 11
Perception 5: 1d20 + 0 ⇒ (5) + 0 = 5
INITIATIVE
Init Inarus: 1d20 + 3 ⇒ (5) + 3 = 8
Init Graeil: 1d20 + 0 ⇒ (19) + 0 = 19
Init Festram: 1d20 + 8 ⇒ (13) + 8 = 21
Init Sruigryth: 1d20 + 8 ⇒ (19) + 8 = 27
Init Baddie 1: 1d20 + 0 ⇒ (15) + 0 = 15
Init Baddie 2: 1d20 + 0 ⇒ (10) + 0 = 10
Init Baddie 3: 1d20 + 0 ⇒ (2) + 0 = 2
Init Baddie 4: 1d20 + 0 ⇒ (19) + 0 = 19

WILL SAVES
Will Inarus: 1d20 + 7 ⇒ (8) + 7 = 15
Will Graeil: 1d20 + 4 ⇒ (14) + 4 = 18
Will Festram: 1d20 + 8 ⇒ (3) + 8 = 11
Will Sruigryth: 1d20 + 5 ⇒ (11) + 5 = 16 +2 vs. Illusion
Will 5: 1d20 + 0 ⇒ (18) + 0 = 18

FORT SAVES
Fort Inarus: 1d20 + 7 ⇒ (11) + 7 = 18
Fort Graeil: 1d20 + 5 ⇒ (10) + 5 = 15
Fort Festram: 1d20 + 4 ⇒ (8) + 4 = 12
Fort Sruigryth: 1d20 + 8 ⇒ (18) + 8 = 26
Fort 5: 1d20 + 0 ⇒ (18) + 0 = 18

REFLEX SAVES
Reflex Inarus: 1d20 + 7 ⇒ (10) + 7 = 17
Reflex Graeil: 1d20 + 1 ⇒ (8) + 1 = 9
Reflex Festram: 1d20 + 4 ⇒ (12) + 4 = 16
Reflex Sruigryth: 1d20 + 6 ⇒ (3) + 6 = 9
Reflex 5: 1d20 + 0 ⇒ (12) + 0 = 12

Drawbacks:
Graeil - Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Inarus - Warded Against Nature (Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.)
Sruigryth - Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
Festram - Haunted: You take a –2 penalty on saves against spells with the evil descriptor.

Scarlet columns line every wall around this room. Three quarters of the way towards the exit lays the activation stone with a light blue glow emanating from its base. Behind the stone stands a huge intricately carved stone dragon that stands blocking the door to the south. A large scorch mark is centered on the floor of the room in front of the statue. Several bookcases sit empty to the north and numerous scarlet-topped pillars line the walls of the room. A small circular table is located behind the dragon’s wing, a diamond shaped brass key resting on top of it.

“Greetings, travelers. I am the guardian here, tasked with judging those who would travel down the Challenging Path. Those who do not impress me should not press forward. Doing so will earn them their doom.”


without revealing too much, you may have opportunities. Which door would you like to exit through or examine? You have the translated "easy" door to the east, and "hard" door to the right, and the 4 wooden doors to the north, with these markings (if any): "Do not enter", blank door, triangle, and diamond.


Lol I like that Graiel

Reminder to get all your actions/movement in for this round by today @ 7PM If you decide to open any doors, move through doors or anything.

Thanks!


Surigryth attempts to reactivate the stone, but this time the stone is dull, as if the light has gone out of it. Nothing happens unfortunately.

There are six doors. Four wooden on the back wall and one metallic on each side. There are text or symbols on 5/6 of the doors. The two on the sides have activation stones next to them.


ROUND 3: Team 3 (Troq) still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, Sunday 4/29 7:00 PM EST, whichever comes first.


ROUND 3: Team 3 (Troq) still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, Sunday 4/29 7:00 PM EST, whichever comes first.

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