Sorshen

Zadira's page

1,051 posts. Alias of Zanbabe.


RSS

1 to 50 of 1,051 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira nods at Saria and whispers back

I'm going to take it. They have to know where we want them to come so we can ambush them, after all.

Zadira takes the clear shot at Green.

Attack (Longbow): 1d20 + 4 ⇒ (9) + 4 = 13
Damage (Piercing): 1d8 ⇒ 1

She shakes her head afterward and admits quietly

Darn, probably should have waited.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

FYI, I am on Christmas break December 16-January 2. I might get on somewhere in there, but the likelihood is not high. I will have zillions of relatives here taking up all my availability. Apologies. Please bot me or have me lapse into a coma or whatever for the duration, and I'll check back in in a couple of weeks.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira waits... she didn't want to start in on them until they were closer and they could all make their shots count.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

What are the sightlines like from the roof? I want to wait till I have a clear shot, no soft cover... which I might have already because of being up high, but not sure.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

On the new map, are they coming in from the east rather than the north, or still the north?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Tormnyr, you should stay down here. That is where the front line will be. I am going up into one of the buildings so I can shoot them with my bow. You and Sokkla jump out and start attacking when they get here. Maybe try to attack the same person, focus your efforts so we can take their numbers down as fast as possible. Remember, this is guerilla-type fighting. if you can isolate someone and take them down and go back into hiding, do it. The rest of us will also try to concentrate fire on specific targets.

When Sokkla asks her to take her chicken, her first instinct is to laugh or say no, but Zadira sees the sincerity of the woman, and knows that she might be consigning her to death, just as she had with Bel and Mallory... so with that fresh in her mind, she instead smiles gently, nods, and take the chicken. She carries it gingerly up the stairs, lays it behind a convenient pile of rubble which partially obscures it from the sight of the stairs, and sets herself up for sniping.

DM, is the current map the right one, or were you going to show us further to the north with multiple buildings? I'd like to set up specific positioning for an ambush if possible. If it is the current map, then maybe ranged up on the roof where we can use the roofline for cover from one side or the other, and the front liners in the back alley behind the building where they can't be seen, ready to take anyone out who comes looking, or who tries to get up to the roof via the improvised staircase to the roof on the left side of the building? (Little boxes, big box, roof). I don't think the map looks like what you were describing though.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira can feel Natalya's question whirling around inside her head, threatening to undo her, so she gets through the answer quickly, locking her emotions down.

They... we lost them in the fighting. I do not know whether they are still alive or not. They stayed and fought to give us a chance to escape. We can discuss that later if we survive. Looks like we have to make a stand here, ready or not. I'm going to set up in one of those buildings to be able to shoot them as they come. We'll do what we can, but we've used up a lot of spells.

[b]Welcome Tormyr and Sokkla. Sorry to meet you under these circumstances. I sure hope you both know how to fight, because we have to finish this group before the Tower Girls get here... we delayed them, but they're not that far behind. We have maybe 10-15 minutes before they show up too.

Everyone get some cover and let's set up the best ambush we can in the time we have.

She picks a building that has a good view to the north, gets up as high as she can to get a good view, and then stands in a shadow, waiting for the enemy to come into range.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Yeah, you can mute it, but then you don't get notified, so you miss stuff, so it is a trade-off.

Sent a friend request.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Cool with joining for informational messages, as long as we aren't switching the game over to that. I have to have Discord open at work, and having game chats pop up constantly would be too distracting. I'd have to mute the channel, and then I might miss something.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Okay.

As they pull up to the dock, Zadira gets out and looks around for a place she can shoot from.

Any buildings or trees nearby that she can shoot from?

--If there is a building or something, she takes the time to go set herself up there, overlooking the potential battlefield on the docks.

--If she doesn't find anything, then she goes in the opposite direction that the bad guys will be coming from so that she will have more time to shoot. If there are any boxes around, she'll stack some up to get some elevation as well, so that she doesn't have to try to shoot around her friends.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Is there room in the boat for three more people?

How many of them are chasing you? calls Zadira, recognizing Natalya.

Her mind spins, trying to weigh the risks. Better to stay here and fight the people chasing Natalya, or welcome her group on to the ship and head back towards the Crow and the Tower Girls that seem to be giving chase? They were caught between two battles with seemingly no other way out.

I guess losing them in the city is out she says to Saria and Eskander. What do you think? Try to fight the Wreckwash Blades here before the Tower Girls catch up, or get Natalya and those others into the boat and head back? Maybe we can sink their boat and get rid of a bunch of them in one fell swoop? ... Or they could do the same to us, of course.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Maybe we need to go back to the pathfinders for reinforcements... although I don't really want to look like a failure. I have some gold... maybe go to an inn and hire a half dozen brawler types?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Wow, I wrote a really long post yesterday that is just gone now. I wonder how I managed to lose it. In any case, it talked about fooling the tower girls with the illusion a little more--sounds that were threatening another cave in and all. I suppose that's moot now... apparently the illusion didn't scare them away or make them think we were dead as it was intended to do.

Incidentally, if they are following us, can't I just shoot them from the boat? That's what bows are for, really. :)


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

All good here. I like her.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira hears Bel fighting not too far behind, so she urges the spellcasters to go faster. She is full of regret. She couldn't keep them safe by herself. They should have stayed at the stairs. That was a defensible position. Now their only hope was full retreat. But wait... the shard she was given. It had the power to... yes, that might work. Possibly.

When they get to the room next to the dock, she casts a spell using her shard Major Illusion

The sound of an explosion and an avalanche of rock is heard down the corridor and as the Tower Girls come down the stairs, they see that the ceiling and walls are completely collapsed, sealing off everything beyond the end of the stairs. Rock dust still floats through the air. The way might be able to be cleared again, but it will take weeks of work, at best. Thankfully, at least for the Tower Girls, it looks like the people who caused the damage miscalculated, for there are at least three bodies in there as well, and maybe more, as they note a leg here and a shoulder there, under the rubble.

Standing on the other side of the illusion, behind an illusory pile of rubble, Zadira maintains her concentration, in case she needs to adjust rocks or puffs of dust if they try to move something. She motions the spellcasters to the rowboat, knowing that she couldn't keep this up all day, but hopefully it was enough to keep them from being pursued.

Okay, we are at the boat. Is Natalya joining the party?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
DM Dickie wrote:
Yeah, I could have handled it better, just didn't want to keep the party split forever or have extra work with bots make me avoid updates, which I could easily see me doing. I probably should have just addressed the point in Disccusion. Chalk it up as a learning experience on my part.

Oh, no worries. You're doing great. Just noting that it feels wrong leaving them behind, but maybe it will work storywise if we know they are captured or whatever... nice motivation to keep after the Tower Girls forever (that and their now-undead leader).


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Honestly, I don't see us leaving them behind, especially since we just have to turn around and go back in to accomplish our mission. But I get that it is the story.

Wait, Bel... no...

So, are we someplace where the two groups can see each other yet?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Oh, okay... I kind of thought they were coming to us. Are we retreating, meeting up, and then going back in?

Mallory, thank you, but don't be a hero. We'll get help and come back for you.

She retreats slowly, walking backwards and shooting the whole way to provide cover for the rest of her team, and hopefully whittle down the opponents.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

So is the scripted exit for the Mallory character? I was about to write how I wasn't going to leave her to die, but instead should I say that we will honor her sacrifice and then run?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

My character isn't there to see it, but uh, whoops. That's the blonde that I pushed off the roof?! Did her evil deity bring her back to life then?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira shoots whoever she can get a good shot at.

Attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 (bless)
Damage: 1d8 ⇒ 6


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Assuming that Zadira isn't in melee range of anyone.

Zadira keeps shooting at the people that believed her bluff and are trying to rabbit.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 ⇒ 1

Unfortunately, this arrow missed. She told herself that she needed to get as good with her bow as she was with her bluffing. Shame to waste these opportunities.

Yeah, a nice bardic inspiration might help. It's hard being low level. :)


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Us:

Seeing that her bluff worked, Zadira starts shooting at the opponents that are breaking from cover, hoping to keep them off balance, take advantage of the bottleneck, and give the spellcasters time to make a difference.

Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 ⇒ 6

There were more than she had expected, but she keeps her cool, and focuses on shooting. At least they weren't surrounded as they had no doubt planned.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira responds in a normal enough voice that someone from the other side should be able to hear, but she isn't shouting and making it obvious.

Hand me that wand of Fireball that the Captain gave us.

Bluff: 1d20 + 9 ⇒ (19) + 9 = 28

If that gets some of them to scatter through the visible area, then she will shoot again.

Whatever happens though, she motions everyone back to a defensible position. If there were a lot of them lying in wait, then all they had going for them was position... they would have to make sure that they couldn't all attack them at the same time, which meant at least the bottleneck of a doorway, and hopefully even better if they could get it. They were probably outnumbered, but if they played it smart, maybe they wouldn't all die.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Perception: 1d20 + 12 ⇒ (7) + 12 = 19 (fail)

Zadira stops as soon as they spot the woman, and she whispers

Make her come to us.

Then she shoots her.

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 ⇒ 4

(+1 on attack and damage if within 30 feet (point-blank), but can't tell from the current map.)


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Good point. Perhaps trying to make the place look untouched, or slow us down, or... uh, worst case maybe they coated the coins with contact poison to trap the greedy who tried to invade their space? ... Sure hope it isn't that last one though.

Zadira examines her hands to make sure she isn't poisoned before moving forward.

Perception: 1d20 + 12 ⇒ (6) + 12 = 18


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira motions Saria and Eskander forward to show them the treasure, and then they pack it away. They check the rubble to make sure it isn't illusory or hiding a legitimate tunnel or hiding an enemy that could sneak up behind them, and then continue onward.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira will examine the crate and the amphora, wanting to know what is inside, but trying to be as quiet as possible.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira keeps moving forward with her weapon ready.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira thinks that the lantern means they are close to someone else who just came through here, so she waits for Saria, and then moves cautiously down the hallway, listening for signs of life.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

I don't think you have to read through unless you want to know the back story. You can easily role play without that since your character won't know it.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Perception: 1d20 + 12 ⇒ (20) + 12 = 32

Zadira sees a lantern and notes that it is still warm. She informs the others.

Is the demon's mouth where the water is coming from big enough to be used as a tunnel?

Also, on the map... is there something we missed to the right of B9?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira responds to Saria as she is making sure everyone sees the trap.

It's an interesting question, but not sure. The Thassalonian ... are those priests?... seem dressed strangely. Maybe burial rites of some sort, but I mean, could also be some dark ritual for all I know.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Also, Sokkla, if you could put some basic information in your tag line, that would be helpful... different people do it differently, as you will see if you scroll up, but the basics are race, class, level, hit points, armor class, and your initiative and perception modifiers.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira makes sure everyone knows about the trap so they can carefully step over it.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Welcome new people! :)


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Zadira starts forward and then motions everyone to halt as she sees a trap.

She says quietly

looks like a trigger line up ahead. Hold here and let me check.

She looks at it to see if it can be disabled or if they just need to go under (carefully).


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Looks like we have to climb across.

She tugs on the rope to make sure it isn't rigged as a trap, then attempts the climb.

Climb: 1d20 + 10 ⇒ (13) + 10 = 23


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

I kind of like Sokkla the chicken girl. Seems hilarious. No preference besides that.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Yes, still here. :)


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira helps look for a possible way forward.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira loots the bodies and grabs the lamps, giving them to anyone who wants to carry them, and if no one does she turns them off.

Also, if anyone wants any of the loot on the tower girls, just say the word.

Then, when the mop-up is done, she goes to examine the room with the cookfire.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23

Hey... there is a hidden door back here. Let's put the fire out first though... don't want to fill this place with smoke.

Is the door locked?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira steps closer and shoots again at point blank range.

Attack (longbow): 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 (point blank)
Damage (piercing: 1d8 + 1 ⇒ (4) + 1 = 5 (point blank)


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira shoots at the closest foe.

Attack (longbow): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 (point blank)
Damage (piercing: 1d8 + 1 ⇒ (8) + 1 = 9 (point blank)

Of course, crit fail, but max damage. Dicebot is toying with me.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Surprise round:

While they are flat-footed, Zadira slips into the room, moving past their overturned table to a position where she can shoot them with no cover.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira backtracks to the last place the party stopped on the way up and lets them know the position of their opponents before they go in.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Oops, sorry. I was thinking tapestries, not murals. Sorry. Maybe some information to pass on in case someone wants to do tours though.

I think they already know we're here, but I'll go ahead and scout a little bit ahead anyway... if I shout though, come quick.

Zadira heads towards the next area, keeping an eye out for rats and women wearing small boots.

Stealth: 1d20 + 8 ⇒ (16) + 8 = 24


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira lets the rat go... if she had had a chance to shoot it, she would have, but it was too late now. If it was a druid and gave warning, it wasn't going to make things any better by trying to give chase now. They'd face them soon enough.

She takes the time to look behind all of the murals, also checking them out to see if they are worth anything.

Appraise: 1d20 + 11 ⇒ (17) + 11 = 28

Now that the whole party is here she also examines the rostrum.

Perception: 1d20 + 12 ⇒ (17) + 12 = 29


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Perception: 1d20 + 12 ⇒ (3) + 12 = 15

It all looks abandoned, so Zadira goes back and tells the group that it looks all clear.