The Spider God's Bride -

Game Master dain120475

Know, O Man, that the world lays at thy sandaled feet. If thy would take it then stretch forth thy hand and seize all which lays before thee, but be warned – it shall not bend to thy will alone; rather, it shall yield only to the strength of thy arm and the fury of thy blade.

Map of the known world - Here -

Combat Map: - Here -


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Tairin of the Veils wrote:
Dain GM, you never responded to these checks in Tairin's spoilers.

CRAP! I just noticed that now; when I read your list of checks I missed that one somehow - if I had seen it I would have given you more details which would have forestalled this entire issue.

Specifically; although they sound like voices, to your ear there is something off - you think they are not voices at all; something else, like a strange moaning and occassionally hissing - but not words to decipher. I'm so sorry I didn't notice the roll :(

Tairin of the Veils wrote:
"I ask another to come with me, who is able to fight and is also light of foot."

The party remains silent and unmoved and does not respond, except for Hedran.

Hedran wrote:
"I will go with you" - Hedran nods - "Can your eyes pierce the darkness? If not, please put a hand on my shoulder, and follow closely Tairin" - he adds, in hushed tones before they move out to investigate the voices.

The two leave the others to remain.

When they have gone beyond earshot Samir whispers to Bjeorn, Red and Caslav.

To Bjeorn Red and Caslav:

"I am not certain, but I think the passages leading off to the north and south lead to various crypts of the fallen."

"I had entered another part of these tunnels before, but I recall that many of the burial chambers for certain families were excavated off long tunnels. Thus, the priests would be able to carry the body of the fallen down long, large hallways, until they reached the appropriate antechamber for the right family."

He peers at the stonework above one of the narrow hallways leading to the north or south.

"Yet if that is so, then these hallways would likely be marked with a crest or heraldry to demark which family was buried in the chamber. Many of them also had metal gates set within the hallways to prevent random folk from visiting their crypts without permission..."

When Tairin and Hedran have continued forward he indicates that the passages to the north and south have no such markings.

"I do not know who was buried there, but whoever it is, they are clearly so poor that they could not even afford a mark to declare their family..."

He thinks about that for a moment and then shrugs and waits for Tairin and Hedran to return.

Undaunted by the noise, Tairin and Hedran advance forward with caution. As they grow closer to the noise they realize the sound of "voices" is really the sound of wind echoing through the stone passages.

This strikes them as strange, but they soon realize the reason is because before them they have reached the place in the hall where the floor had collapsed far below to where Caslav was found.

The gap in the hallway is wide - roughly thirty feet across, and they are not sure how deep.

However, despite the depth there seems to be a cross-breeze coming from the north wall.

Glancing to the north wall they see that where the floor had collapsed had apparently pulled some of the stonework of the hallway.

To the north side of the hallway there is a dark opening in the northern wall; as if some stonework had been cracked or broken. Some of it looks like it may have been removed on purpose as the creases are too precise; but the bulk of it seems like it was torn apart when the hall collapsed.

Knowledge Dungeoneering 12 or Knowledge Nature 16 or Survival 18:

You could guess that someone in the hall had reason to try removing some of the bricks on the north wall. You would guess someone had been here before and attempted to chisel the bricks away and left a small, possibly well-cut, opening in the rocks. You would guess, however, that the opening and cutting in the rock caused small fissures to open in the wall itself and stretch to the floor and cause the entire floor to be weakened and collapse.

You would further guess that - based on the relative position and location of the collapsed floor - you are very nearly above the place that Caslav was found far below.

Based on what he told you, his companions had come from the east, arrived in roughly this place, attempted to do some more excavating and this is when the floor collapsed.

This would also be the same time that the northman in their party lost his mind - making you believe you are fairly close to your possible source.

You can see very little at this point, but it clear there are no guards nearby.

Thus, with the light from the magical orbs you are able to see far more clearly.

From your current position you can see that the passage has a large, dark hole in the middle of it. You can see that there is a very narrow ledge which surrounds the edge.

A person might - with skill - be able to navigate the ledge until they reach the northern opening and then advance forward down the hallway there...

An unskilled person would likely fall the depths below.

But based on everything you are seeing, the north hallway has probably not been used by the priests for some time, though you do recall the bragging of the thief in the tavern and wonder if he had gone to the north passage and returned before the tunnel had collapsed.

Combat Map has been updated with details for further clarification

What do you do now?


Tairin and Dain:
Knowledge (Dungeoneering): 1d20 + 5 ⇒ (10) + 5 = 15

Hedran shares with Tairin the information he is able to garner from the area.

Tairin can read the spoiler then?

"This is probably where Caslav and his team fell down, and the tunnel north begs further investigation" - he nods - "Seems safe to go get the others?"


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin, standing safely near to the edge of the large hole, looked over, toward the north hallway upon Hedran's evaluation.

With quiet voice, she responded, "Bear is carrying our dungeoneering kit. I could attempt to move around the narrow ledge as I am quite graceful on my feet and the kit will aid me and the rest of you. I will first try to send a magical message to the group, if they are within range. Give me a moment, please. Oh, and before I forget, those giant, hungry maggots came down through the cracks in the walls. There may be others, so let us be mindful. I will not have more of their bile on me or worse."

Gesturing with her free hand, Tairin pointed back down the tunnel they had travelled and whispered, "Risaela" and then a name "Red".

(If the others are within 110ft from us, the Message spell should reach. Dain GM, let me know, if they are not within range. Thanks.)

//Sister, we discovered the hole in the floor Caslav fell through. We believe that we are close to the section that drove his Northman mad. If you do come to us, be mindful lest you too are driven mad, once more. Also the north passageway appears to be the one the thief in the tavern bragged about. We need the dungeoneering kit that Bear is holding. Come join us.//

Then Tairin waited for a response back from Red, hoping the witch was within distance of the spell. And as she waited, Tairin moved her magical light orb about the darkness, mindful of its path lest it be seen by The Keepers; watching and listening for any hidden threats.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Stealth not to be noticed by any threats as we wait: 1d20 + 9 ⇒ (11) + 9 = 20

If we receive no message back, then we can move back down to the others.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none
Samir wrote:
"I do not know who was buried there, but whoever it is, they are clearly so poor that they could not even afford a mark to declare their family..."

Caslav glances uncomfortably at the blank spaces Samir indicates.

"Or they are names the priests daren't mark," he whispers. He steps up to the corner of the passage Tairin and Hedran went down, crouching down and pressing himself flat against the wall as he peers around the corner and listens for any signs of them.

Stealth (taking 10) = 10 + 11 = 21
Perception: 1d20 + 7 ⇒ (20) + 7 = 27 (low light vision)


Tairin of the Veils wrote:
"Bear is carrying our dungeoneering kit. I could attempt to move around the narrow ledge as I am quite graceful on my feet and the kit will aid me and the rest of you. I will first try to send a magical message to the group, if they are within range. Give me a moment, please. Oh, and before I forget, those giant, hungry maggots came down through the cracks in the walls. There may be others, so let us be mindful. I will not have more of their bile on me or worse."

"You are 'quite graceful' on your feet" - Hedran chuckles and shakes his head.

He waits as Tairin carries out her magical casting, bow drawn, and attentive to both the hole in the floor and the crack on the wall.


Caslav of Lamu wrote:
"Or they are names the priests daren't mark," he whispers. He steps up to the corner of the passage Tairin and Hedran went down, crouching down and pressing himself flat against the wall as he peers around the corner and listens for any signs of them.

Samir's eyes widen at that thought; that the priests would bury bodies but not mark their graves for a reason.

"The room we were in before; with the table for preparing corpses and the vials and potions... could there be a connection? Could the priests do... unsavory things... to the bodies of those too poor be able to afford a proper burial?" he says, clearly impressed and intrigued by Caslav's theory and wondering if he had other theories to consider...

RE: Perception Natural 20

Response to Caslav:

Caverns are often filled with strange echoes of wind blowing through them; but this is generally a result of two opposing openings so that wind can pass through an area. Thus, having an opening in a tunnel doesn't normally mean that wind would blow into it; having a place where air could exit on the far side of that opening would allow air to flow through, and thus cause the wind to move.

You wonder, then, if there is an opening somewhere further up the broken tunnel which would allow/encourage wind to blow through.

Also, you think that the entire thing is strange. The room you passed through seems to be a very important one; yet you recall the gate was creaky, and only with Tairin's best efforts was it able to be moved quietly. Why wasn't it better maintained?

Further, a major tunnel in an important catacomb has collapsed - and this in the past hour or so - perhaps a bit more. It strikes you very odd that the tunnels you are in are so silent - except for the sound of the wind - almost too quiet, for it seems there has been no one thus far investigating what happened recently.

At this time you do not know why that would be; you do know that it seems unusual, to say the least...

Typically I'd wait to have Red get Tairin's message and relay it to the others. However, given the fact that we have different time zones, I'm assuming that Red would relay the message to you all and you'd move forward - specifically noting the potential danger for Red as they near the newly exposed tunnel - this way the people who post in the afternoon can move forward and offer actions if they'd like.

Red: if you have any specific RP you'd like to do or offer, toss it up, too.

At this time the party is able to move up to the hole in the tunnel via the updated Combat Map.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Red gestures for her companions to move closer and says quietly
"I just received a message from Tairin, which said-

'Sister, we discovered the hole in the floor Caslav fell through. We believe that we are close to the section that drove his Northman mad. If you do come to us, be mindful lest you too are driven mad, once more. Also the north passageway appears to be the one the thief in the tavern bragged about. We need the dungeoneering kit that Bear is holding. Come join us.'

I think we should all go rather than split up even more. Can anyone see in the dark? If someone can they should lead I think. And Bjeorn,you have the dungeoneering kit?


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Whether inspired by Samir's words or only now fully recovered of his wits, he could not say, but as they prepare to advance towards their scouts, recent events begin to turn over in Caslav's mind. The madness of the swordsman, the locked and disused gate, the ominous vials and urns, the unnamed tombs, and worst of all - the total lack of response from the Keepers after the cave-in...

"It's almost as if the Keepers do not enter the tunnels and catacombs past that gate," he wonders aloud. "But if the priests of Yagar do not keep these tombs... what does?"


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Unslinging the kit Bjoern smilingly hands the kit to Tairin and chuckles. "You are as graceful as an ice-ferret and triple that beautiful!"


Caslav of Lamu wrote:
"It's almost as if the Keepers do not enter the tunnels and catacombs past that gate," he wonders aloud. "But if the priests of Yagar do not keep these tombs... what does?"

Samir rubs his hand over his jaw.

"Perhaps they do not use this section of the tombs as frequently as they used to... perhaps they focus on other sections of the tombs as they crisscross the underside of the city..." he says slowly, then shrugs.

"I do not know; I only know that the entire area makes me feel suspicious."

Red then receives Tairin's message and relays it to the others.

She Who Knows wrote:
"I think we should all go rather than split up even more. Can anyone see in the dark? If someone can they should lead I think. And Bjeorn,you have the dungeoneering kit?"

"Regrouping is a good idea... As for light? Perhaps we may not need to fear using a light at this time - but that is up to you," he whispers to the others.

At this time the party advances to Tairin and Hedran.

Bjoern Ghostbear wrote:
Unslinging the kit Bjoern smilingly hands the kit to Tairin and chuckles. "You are as graceful as an ice-ferret and triple that beautiful!"

Samir glances at the others in the ghostly light of Tairin's spheres.

"We are now at the edge of precipice. We do not know what is beyond that opening, nor do we know how it will effect the lady," he says with a nod to Red.

"How shall we proceed at this point?" he asks.

Need to know the "Climbing Order" of those who intend to climb across the ledge and reach the opening to the north. Remember; a fall means falling 40 feet and roughly 3d6 falling damage.

Also, what do you wish to do to Red, if anything, before advancing?

Finally; advancing into the tunnel can be done several ways - the most basic way is to use Acrobatics. There is 30 feet between your position and the north passage - using Acrobatics to move across the 7-11 inch ledge is a DC 10 with a +5 for Cavern/Rubble for a net total of 15 you will move half movement speed.

In short; you'll each need to make 2 Acrobatics Checks at DC of 15 - or you fall. Whoever reaches the north side of the cavern will be there alone until the others follow.

Good luck!


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic
Hedran wrote:

"You are 'quite graceful' on your feet" - Hedran chuckles and shakes his head.

Quietly, she responded to the ranger, "Your laughter makes me believe that you are not entirely sure of it. If you have seen me dance, you'd certainly be convinced."

Then she saw the others approach and she waved them over.

Bjoern wrote:

Unslinging the kit Bjoern smilingly hands the kit to Tairin and chuckles. "You are as graceful as an ice-ferret and triple that beautiful!"

Tairin smiled at her bodyguard. "I know not of your Tharagian ice ferrets, but I am indeed beautiful." She took the heavy kit from Bear and swiftly placed it on the ground away from the fragile lip.

She quietly advised the group, "I will attempt to carefully step around the remaining lip. It does not appear slippery, instead is covered in rubble and debris. If one walks steadily, using the surrounding walls it could be manageable. In addition, we have ropes, one in this kit and I know Hedran has one. If I tied one around my waist, then Hedran could hold the other end and if I somehow mistep and look like I will fall, Hedran can yank the rope to ensure I do not fall."

She sheathed her scimitar as she would need both hands for now. Extinguishing her one magical orb with a hand wave and the command, "Tafa", she recast, "Nawwar" and four small orbs the size of will-o'-wisps appeared and moved and hovered to where Tairin had guided them. (I updated the map with the current position of the lights.)
Current Map

"There is climbing equipment inside for those who are better climbers than acrobats."

Samir wrote:

"We do not know what is beyond that opening, nor do we know how it will effect the lady," he says with a nod to Red.

Looking to Red, Tairin simply and quietly advised, "We gag her so she is unable to speak those strange words again or curse us. Remove any weapons from her person and tie her to one of the stronger warriors. They may aid or carry her across the space. I am sorry it has to be this way, Sister, but we cannot risk you attacking us or running off and injuring yourself." Satisfied with her suggestions, Tairin waited until Red was secured before tying Hedran's rope around her waist and handing the other end to Hedran. "Do not let me fall," is all she whispered to him, before placing a foot on the narrow ledge, testing it with her weight, before moving carefully onto it and with back pressed against the stone wall, Tairin moved slowly but surely, stepping over any larger rubble, using the light from her orbs to ensure her footing. As she moved steadily, she looked and listened in case of other trouble or threat. At first it proved a bit tricky, but Tairin managed to stay upright and then she grew more confident.

Acrobatics (DC 15) to move at 1/2 speed: 1d20 + 7 ⇒ (10) + 7 = 17
Acrobatics (DC 15) to move at 1/2 speed: 1d20 + 7 ⇒ (14) + 7 = 21
Perception to see/hear any trouble as she manoeuvres the ledge: 1d20 + 6 ⇒ (8) + 6 = 14

If Tairin makes it across okay...

Stepping off the ledge and back onto the solid stone floor, Tairin undid the rope from around her waist and cast her eyes about looking for anything to anchor the rope, so it could be used by the others, if they chose the aid, to make their way across.

Perception to find something to hook the rope around/firmly anchor: 1d20 + 6 ⇒ (5) + 6 = 11

If there is something to anchor it, she will tug at the rope and test it to ensure it doesn't come off and her companions are hurt.

If there is nothing to secure the rope to, then she will let it go slack and Hedran can pull it back across.

Once done, Tairin drew her scimitar once more, in case there was something there that would attack her as she waited for her companions to come across.


Tairin of the Veils wrote:
Looking to Red, Tairin simply and quietly advised, "We gag her so she is unable to speak those strange words again or curse us. Remove any weapons from her person and tie her to one of the stronger warriors. They may aid or carry her across the space. I am sorry it has to be this way, Sister, but we cannot risk you attacking us or running off and injuring yourself."

Samir glances Red, then back at Tairin and shrugs.

Pulling out a length of cord he ties it into a knot and puts it into her mouth and then binds it firmly around her head. He then wraps the cords around her wrists and cinches them firmly with her arms crossed before her - and then wraps another cord around her ankles and cinches it tightly. He then searches her thoroughly to make sure she has no weapon hidden on her person that she failed to disclose, then he picks her up and offers her to Bjeorn to carry.

"How long shall she be bound this way?" he asks the group.

Tairin of the Veils wrote:

Stepping off the ledge and back onto the solid stone floor, Tairin undid the rope from around her waist and cast her eyes about looking for anything to anchor the rope, so it could be used by the others, if they chose the aid, to make their way across.

If there is nothing to secure the rope to, then she will let it go slack and Hedran can pull it back across.

Once done, Tairin drew her scimitar once more, in case there was something there that would attack her as she waited for her companions to come across.

Perception Check:

When you cross the area you wait there in the open space for the others to cross, but there is nothing to tie the rope to.

You feel a chill air blow south from the dark tunnel to the north. There is a foul smell to it.

Looking down on the surface you're standing on you notice that the stone you are standing on (D:13 and C:13) are severely cracked.

You fear if you linger on it for more than a few seconds it may end up collapsing beneath your feet.

You can either move further up the tunnel to your north or take your chances on the cracked floor for more than 1 Round.

How many Rounds do you wish to wait on the cracked ledge?

Note; Tairin, I think I may not have explained very well - the break in the stones is to the north; this is the location your party was headed to as that is where the break was discovered. I adjusted the map accordingly... I hope that's okay.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

A little retcon

Samir wrote:

"How long shall she be bound this way?" he asks the group.

"Until we are certain she is not a danger to us or herself."

==============

I did misunderstand the map. Thank you for the clarification. I have adjusted the lights accordingly, as well. Light orb closest to Tairin is is hovering over sq D:13.

Tairin called back quietly to the group, "There is nothing I can tie the rope to. Hedran, pull it back and cross as soon as you can."

Seeing the cracks in the stonework by the the ledge, Tairin moved forward ten feet (to B:13) and quietly warned the others, "The stone floor by the edge as you come to the passage is fragile. Do not stand on it overly long lest it break away and you fall. Once Hedran is over, I shall move further up the tunnel."

Stealth: 1d20 + 9 ⇒ (17) + 9 = 26

She lifted her scarf over her nose and mouth to ease the foul stench assailing her senses. Tairin kept the scimitar firmly in hand; her posture in a defensive position lest something attack her.

At this stage, Tairin will move up enough to allow another person room to get into that tunnel safely and possibly slip passed to go in front of her, if needs be (Hedran can move to A:13?) Not sure how long that tunnel is based on the map.

I didn't know the floor by the ledge was so compromised and as such Tairin would only have stayed on it a bare few seconds (not a full round) before realising and moving cautiously up.


Tairin of the Veils wrote:
Quietly, she responded to the ranger, "Your laughter makes me believe that you are not entirely sure of it. If you have seen me dance, you'd certainly be convinced."

"Oh I am convinced, it is only the matter of the wording I find amusing" - he nods, still smiling.


Female Aasimar Druid 7 (Noble)

Botting Hedran's Acro rolls per Dain GM's request. I hope you don't mind, Hedran.

Acrobatics (DC 15): 1d20 + 6 ⇒ (15) + 6 = 21
Acrobatics (DC 15): 1d20 + 6 ⇒ (20) + 6 = 26

Hedran, winding his rope, steps out onto the thin ledge and with relative ease and agile steps moves steadily around; heeding Tairin's warning and then slipping past her to stand before Tairin at A:13.

(Hedran, I'm sure you'll do your own rp and such. :))


Ariarh Kane wrote:
Botting Hedran's Acro rolls per Dain GM's request. I hope you don't mind, Hedran.

Congratulations on those epic rolls, Tairin, though I wish that when Hedran made his post he had included the Checks himself - still, I'm glad you did :)

Samir watches Tairin get across and turns to Bjeorn, Caslav and the bound Red.

"See you on the other side," he says to them, then does his best to cross.

Acrobatics Check 1
1d20 + 8 ⇒ (8) + 8 = 16

Acrobatics Check 2
1d20 + 8 ⇒ (20) + 8 = 28

EDIT: That makes it; so he is now across.

He moves up quickly past Hedran to where Tairin is standing and waits for the others.

Tairin of the Veils wrote:
"The stone floor by the edge as you come to the passage is fragile. Do not stand on it overly long lest it break away and you fall. Once Hedran is over, I shall move further up the tunnel."

Samir nods and advances up the tunnel.

Samir would formally move to what would be 3 Squares up from Hedran - this puts him off he map, but he is only 15 feet off the map.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Tairin of the Veils wrote:
Looking to Red, Tairin simply and quietly advised, "We gag her so she is unable to speak those strange words again or curse us. Remove any weapons from her person and tie her to one of the stronger warriors. They may aid or carry her across the space. I am sorry it has to be this way, Sister, but we cannot risk you attacking us or running off and injuring yourself."

"You'resorry!"replies Red, obviously horrified. Red then looks defiant, then thoughtful and finally resigned. Alright, get on with it." Red says finally, then forces herself to submit to being bound.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

"This ledge is too narrow for my big frame. Can you lower a rope and I climb it, that would be much easier." With that Bjoern undoes his armor and stashes it in his backpack.


Bjoern Ghostbear wrote:
"This ledge is too narrow for my big frame. Can you lower a rope and I climb it, that would be much easier." With that Bjoern undoes his armor and stashes it in his backpack.

Samir hears the barbarian from his position.

"If you use rope to lower the woman and the boy down first before you descend, then they can be hauled up from our side and do not have to chance the ledge, either - for assuredly it will be more challenging to move one across the narrow ledge while bound."

"As for the gear, do you not have fifty feet of rope taken from one of the fallen? Once you have lowered them down, climb down after them - then, once you reach the side closest to us, throw us the rope and we may haul you up," he adds.

If Bjeorn is willing to make 4 climb checks to get to the bottom of the wall at a DC of 20 to climb dungeon walls you should be able to climb down to the bottom of the rocks in the cave in; walk across to the other side, throw the rope up to the other others and then they can haul you up; certainly they can haul up Red and Cas as they will likely have trouble climbing up or using Acrobatics to get across.

As soon as I get the Climb Checks to descend (I don't think Cas can lower you down; and he'll need someone to help lower him down and Red especially) then we can continue to the next part of the dungeon :)


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Red prays silently Dread and holy Red Spinx, I have heard your revelations and kept my sanity. Preserve your prophetess great and dread lord.


Dain GM wrote:
Ariarh Kane wrote:
Botting Hedran's Acro rolls per Dain GM's request. I hope you don't mind, Hedran.
Congratulations on those epic rolls, Tairin, though I wish that when Hedran made his post he had included the Checks himself - still, I'm glad you did :)

Bah... I read Tairin's post too much in diagonal - didn't realize we were going to move across right away. My bad.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Caslav peers down the hole he so recently fell into...

Can we Take 10 on the Acrobatics check to cross?


Bjeorn tries the climb...

Strength Check 1
1d20 + 12 ⇒ (11) + 12 = 23

Strength Check 1
1d20 + 12 ⇒ (2) + 12 = 14

Strength Check 1
1d20 + 12 ⇒ (6) + 12 = 18

Strength Check 1
1d20 + 12 ⇒ (7) + 12 = 19

EDIT: Regrettably, he failed his Second Climb Check by 1 point - this means he falls 30 feet; and then takes 2d6 Falling Damage.

2d6 ⇒ (1, 4) = 5

EDIT; He takes 5 Damage - his Armor does not provide DR for the falling damage. He is then able to toss the rope to the others and get hauled up to the other side.

I am able to post dice rolls - it will not let me post previews, so I don't know what I get until after I post it; then I can edit the post later.

As Bjeorn has now been pulled up to safety - as well as Cas and Red - Samir looks at the others.

"Who will carry the lady? Also, this one has wounded himself - should he be healed, or should that wait for later?" he asks the others.

I need marching order at this point - who is carrying Red, also - and, finally, any other plans that need to be made.

Thanks!


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

I thought if you fail by 1-4 you just don´t make any progress, but can hold to your grip.
If you want to houserule differently that is also cool.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Bjoern, the actual Climb check DC was 20 (think the GM was tired and made the mistake of quoting 15). So, you failed by 5 and so fell and took damage.

Once they had pulled Bjoern up from the pit and away from the unstable edge, Tairin set to the task of looking over his wounds, evaluating their severity and attempting to heal him as best as she could before they continued down the path.

Heal check (short-term care) on Bjoern (DC 15): 1d20 + 4 ⇒ (12) + 4 = 16
1d6 ⇒ 3 minutes

Returning 3+1+2=6 HP to Bjoern and he's fully healed after the 3 minutes.

Samir wrote:

"Who will carry the lady?"

Through the veil over nose and mouth, she responded lowly, "Why must she be carried? Red can still walk of her own accord (we only bound her hands and gagged her mouth). We just need to keep watch on her lest she try to make a run or attack us. We keep her hands bound, but not over-tightly, we keep all weapons away from her and we leave the gag in place unless she must speak."

I believe marching order reverts back to normal at this point: Bjoern, Hedran, Caslav, Tairin, Red, Samir.

Tairin then directed the dancing orbs forward, down the tunnel with the group, attempting to see what was down in the darkness and what could be causing the foul stench in the air. I don't have a visual, so I'm not sure how to rp it out at this stage.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Tairin of the Veils wrote:
Once they had pulled Bjoern up from the pit and away from the unstable edge, Tairin set to the task of looking over his wounds, evaluating their severity and attempting to heal him as best as she could before they continued down the path.

Samir watches Tairin work on Bjeorn.

"Well done, Sayida," he says to her.

Bjeorn - Tairin was correct; the DC was 20 - I wrote 15 in error, just like I wrote Strength Checks instead of Climb Checks in error. This was because last night as I was extremely tired and feeling a bit sick and the meds were effecting me, unfortunately.[//ooc]

Once Bjeorn is healed, Samir will naturally move to his position in the rear and let the others move forward.

Tairin of the Veils wrote:

Through the veil over nose and mouth, she responded lowly, "Why must she be carried? She can still walk of her own accord (we only bound her hands and gagged her mouth). We just need to keep watch on her lest she try to make a run or attack us. We keep her hands bound, but not over-tightly, we keep all weapons away from her and we leave the gag in place unless she must speak."

I believe marching order reverts back to normal at this point: Bjoern, Hedran, Caslav, Tairin, Red, Samir.

Tairin then directed the dancing orbs forward, down the tunnel with the group, attempting to see what was down in the darkness and what could be causing the foul stench in the air. I don't have a visual, so I'm not sure how to rp it out at this stage.

[ooc]I'll post more in little while on what you see in the next room; in a bit. Again; well done on the Heal Check and thanks for catching the errors in my last post! :)


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Caslav watches wide-eyed as the party binds and gags the Red Seer. If this is how they treat witches they trust...! He flinches at Bjoern's nasty fall, then climbs down and back out the hole as instructed. Should I offer to help him? I don't know that they will trust me to perform such a task - and what if I were to make a mistake? He gives an inward sigh of relief when Tairin attends to the large Tharagian's wounds.

As they move cautiously forward into the tunnel, Caslav does his best to keep himself shielded from whatever may lay ahead by staying behind Bjoern's noisy bulk. Despite his reservations at moving deeper into the catacombs rather than making a swift exit, he feels a faint thrill of perverse excitement that he does his best to stifle.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12 (low light vision)
Stealth (hiding behind Bjoern): 1d20 + 11 ⇒ (15) + 11 = 26


Hedran falls into place in the marching order, right behind Bjoern, his eyes piercing ahead.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


As your party advances those of you who are seeking for threats notice that there is a slight breeze of air blowing toward you - in short, somewhere in the darkness there must be an opening for air to move through.

Perception 12 or higher:

The floor has a layer of thick dust on it nearly an inch deep, but down the middle of the hallway it has been pushed aside as if someone has walked through it recently. You don't know how many might have done so, nor do you know how long ago this was done with only a Perception Check, though...

Perception Natural 20:

There is a fetid smell to the air; something about it is stale, somehow, and there is a foul reek that you did not place at first; but it is there, subtle, and insidious.

You didn't notice it at first; you barely notice it all, but it is there and though the wind blowing toward you feels more fresh than the overwhelming darkness on you, your senses warn you that there is something evil before you - but you cannot see it... only feel its presence...

The path is fairly straight for about 100 feet or so, and as you walk you notice to your left and right the walls are covered with an ancient series of mosaics with no true pictures, only what would look like ornate patterns.

While part of you is intrigued by their simple beauty in terms of color and the craftsmanship to fashion them, another part of you is confused - for though they are clearly not created to reflect letters or images but merely repeating patterns as you might see on any decoration - even so, as you look at them you feel that they are not beautiful to your eye but somehow loathsome, though you are unsure why you feel that way when you see those patterns...

You look ahead and notice that the hall seems to open into a wider room beyond; that much is clear to you all, for you can see a dim, flickering light, un-moving, yet still ahead.

You are thirty feet from where the tunnel opens to a room beyond. You cannot see what is in that room from your current position, but you can see lights flickering ahead. What do you do?

Also, make sure the marching order is specified at this point, please. Thanks!


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Upstairs Bjoern takes the time Tairin soothes his sprained ancle to redo his armor.
Perc: 1d20 + 6 ⇒ (12) + 6 = 18
Bjoern again will take lead with shield and sword in hand.


"Something is off" - Hedran stops dead in his tracks, absent mindedly rubbing some sort of bag of charms he carries on a cord around his neck - "I don't see it, but I feel it. Something reeks, something insidious. Stand sharp everyone, the evil in the air leaves a metallic taste in my mouth, like an old, greasy coin" - the usually calm ranger seems slightly on edge.


Hedran wrote:
- Hedran stops dead in his tracks, absent mindedly rubbing some sort of bag of charms he carries on a cord around his neck - the usually calm ranger seems slightly on edge.

Get to the choppa ;)

Bjeorn leads the party into the room and they notice it widens significantly and the ceiling itself seems to stretch nearly twenty feet from the floor.

The source of the light seems to be coming from what seem to be two lit candles.

In the gloom of this ghastly chamber stands a ten foot tall statue of the death god of Susrah, cloaked in a hooded robe of real cloth, its arms held out to receive offerings. The statue itself, which has the body of a young and powerful man but whose hidden face is that of a grinning skull, is of polished ebony, while the cloth is embroidered with golden thread.

In front of the idol is an altar, also made from polished ebony, with inlays of ivory and silver in the shape of skulls. There is a scattering of gold and silver coins and other valuables upon the altar, though the space by the floor has coins laying on the ground as well.

Black, greasy candles burn slowly on the altar and to the left of the altar is a large golden bowl.

To the left and right of the room you can dimly make out what looks passages, and it seems as if the rear of the room has what looks like a doorway slightly behind and to the right of the altar.

”Now what?” Samir asks the party as they peer into the room.

Red; I need a Willpower Save at this time. Thanks!


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin immediately took heed to Hedran's warning and she cast her eyes about; listening intently and feeling the air. She eyes quickly turned back to Red to see how she was responding and if she was succumbing to any madness.

Facing forward again, Tairin drew her scorpion whip and held it in her off hand; for her scimitar was in her true hand. Her dancing light orbs and their dim, ghostly light bobbed as they hovered around the group.

"There, can you see, the dust is pushed aside in the middle of the hall as if someone has walked there recently. I cannot tell how long ago, though." She voiced her finding quietly.

Tairin doesn't have Know. History unfortunately.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic
Quote:

Black, greasy candles burn slowly on the altar and to the left of the altar is a large golden bowl.

To the left and right of the room you can dimly make out what looks passages, and it seems as if the rear of the room has what looks like a doorway slightly behind and to the right of the altar.

”Now what?” Samir asks the party as they peer into the room.

Looking about the altar and statue of the god, Tairin attempted to remember what she knew of this god and the apparent offerings on the altar and floor.

Noting the two passages, one on either side, she once again listened intently, whether for the sound of wind travelling through the tunnels or anything moving within. She once again smelled the air, wondering if the foul smell was coming from one passage more than the other.

She grew wary of this place. Tairin wondered what kind of traps could be set in place for unsuspecting wanderers or would be temple thieves. She cast her eyes about, using the magical lights to discover if there were traps set in place and where.

In quiet voice, she said to her companions, "I would suggest you do not touch anything on the altar and wait until I have looked about for traps before proceeding deeper into this chamber."

Know. Religion re the setting of the altar etc: 1d20 + 7 ⇒ (5) + 7 = 12
Perception to hear anything in either of the passages to left and right or determine what is in the air: 1d20 + 6 ⇒ (9) + 6 = 15
Stealth to remain as unnoticed as possible among the group: 1d20 + 9 ⇒ (5) + 9 = 14
Perception to note traps: 1d20 + 8 ⇒ (12) + 8 = 20

If someone wants to aid Tairin in locating any traps, please feel free to help. :)

If there is a trap, then Tairin will attempt to disable it, using her Masterwork Thieves Tools. If aid is allowed, then someone please roll that, too. I'm tossing this up now as I will be away from my desk for a couple of hours (I'm at work) and don't want to hold up proceedings. Thanks.

Disable Device to disarm trap, only if required: 1d20 + 10 ⇒ (15) + 10 = 25


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Hedran's warning does little to help Caslav's nerves. I thought Tharagians were afraid of no man. When faced with the altar and it's statue, however, the Lamuran seems more intrigued than unsettled. With a look of curiosity he moves in for a closer inspection. Is this the Keepers' god? It looks so... human.

Aiding Perception / Traps: 1d20 + 7 ⇒ (13) + 7 = 20 (low light vision)


Before I can better answer you, I will need players to move themselves specifically where they would be on the map when they elect to search for things, and to Aid in said searches.

In short - Cas and Tairin - what section of the map will you be standing on when you make your search? Please place your characters on that square.

If no one else wants to move forward to aid Tairin and Cas, just don't move on the map or respond - in which case I'll assume you do not want to move on the map at all and simply wish to remain where you were placed earlier.

Also, RED, still looking for that Willpower Save. Thanks!


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Bjoern looks at the wealth and smiles."Now we do what we came for. I will close to the door. Check if there is a portocullis?


Bjoern Ghostbear wrote:
Bjoern looks at the wealth and smiles."Now we do what we came for. I will close to the door. Check if there is a portocullis?

Samir glances at Bjeorn.

"The Sayida urged you to wait until she searches for traps... Yet you must do what you feel is right, of course," he adds.

If no one has any issue with it I will move Bjeorn to B:13. However, if anyone does have issue with that, they can let me know and I will belay that action.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Will Save: 1d20 + 3 ⇒ (8) + 3 = 11

That looks like bad news. :( Sorry for the delay, I have been out doing stuff most of the day.


Hedran will aid Tairin - perhaps we can check the floor as we move forward? Otherwise Hedran will be placed close to where Tairin decides to search.

The sight of the scattered wealth seems to draw more of the ranger's attention than the statue itself, and he was already ready to start picking up coins when Tairin's words stopped him dead in his tracks - "Yes, we should look for traps" - he whispers, grinning at the woman.

Perception (Aid Tairin): 1d20 + 6 ⇒ (4) + 6 = 10


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic
Bjoern wrote:

"Now we do what we came for. I will close to the door. Check if there is a portocullis?"

With a scowl on her face, Tairin halted Bjoern's movement forward with her extended arm. In a voice low, but brooking no dissent, "No, Bear. Did you not hear my words? Wait until we can determine if it safe to proceed. You've only recently been healed - do not be so quick to rush in without some assurance. You will not ignore my warnings, again. Keep watch. Look out for Red, as well."

Looking back at Samir, she added quietly, "Be watchful, too, Samir. Do not let Red out of your sight, especially in this chamber."

Satisfied that Bjoern would not rush forward until directed or from danger, Tairin turned to Hedran and Caslav and spoke in discreet voice, "Let us walk down the middle of the hallway where the dust has been pushed aside. Can either of you tell how long ago it was cleared?" Sorry, Tairin doesn't have Survival.

Tairin directed the four light orbs forward with her and carefully made her way down the middle of the hallway, mindful of her steps and listening for any sounds. She had weapons in hand in case of trouble and her eyes moved about attempting to locate any hidden trap on the floor and then on the altar, bowl, statue and the three passageways. She stopped 25 feet from the altar, where she she earnestly searched for traps. (Tairin's currently on sq J:11)

Perception to note for trap on the floor in the middle of the hallway as they move forward: 1d20 + 8 ⇒ (14) + 8 = 22
Perception to note for trap on floor before her to the front of the altar: 1d20 + 8 ⇒ (13) + 8 = 21
Perception to note for trap on altar: 1d20 + 8 ⇒ (8) + 8 = 16
Perception to note for trap on large golden bowl: 1d20 + 8 ⇒ (11) + 8 = 19
Perception to note for trap on statue of god: 1d20 + 8 ⇒ (6) + 8 = 14

Once she is satisfied, it is safe to move forward, she will continue to look for traps on each of the three passages (right, rear and then left)

Perception to note for trap on right passage: 1d20 + 8 ⇒ (11) + 8 = 19
Perception to note for trap on rear passage: 1d20 + 8 ⇒ (16) + 8 = 24
Perception to note for trap on left passage: 1d20 + 8 ⇒ (9) + 8 = 17

Stealth to move quietly: 1d20 + 9 ⇒ (15) + 9 = 24

Once again speaking in low voice, she said to Hedran who was closest to her, "The door ajar behind the altar seems like something we should investigate further, don't you think?" (Sorry, not sure where Caslav is in comparison to Tairin. If he's close by, then he is able to hear and be included in the conversation.)

Out of the three options, Tairin thinks the rear door is possibly the best option to go through/check out. But only after the passages have been cleared for traps.

Current Map

Hedran and Caslav, I've moved your tokens as you said you're aiding Tairin and had moved closer to the altar. If you'd rather be on another square, please change your positions to suit. Thanks. :)

Dain GM:
Not sure how wide the middle of hallway is that's been cleared of dust - 5 feet or 10 feet? This will give us idea if we need to move in single file or we can move side by side with another. Thanks!


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Checks to aid Tairin and be quiet while doing so.

Aid Tairin's Perception/ 1st Roll: 1d20 + 7 ⇒ (3) + 7 = 10
Aid Tairin's Perception/ 2nd Roll: 1d20 + 7 ⇒ (19) + 7 = 26
Aid Tairin's Perception/ 3rd Roll: 1d20 + 7 ⇒ (20) + 7 = 27
Aid Tairin's Perception/ 4th Roll: 1d20 + 7 ⇒ (18) + 7 = 25
Aid Tairin's Perception/ 5th Roll: 1d20 + 7 ⇒ (1) + 7 = 8
Aid Tairin's Perception/ 6th Roll: 1d20 + 7 ⇒ (18) + 7 = 25
Aid Tairin's Perception/ 7th Roll: 1d20 + 7 ⇒ (19) + 7 = 26
Aid Tairin's Perception/ 8th Roll: 1d20 + 7 ⇒ (14) + 7 = 21

Stealth to move quietly: 1d20 + 11 ⇒ (4) + 11 = 15


Oh my... The rolls...

Perception Aid: 1d20 + 6 ⇒ (20) + 6 = 26
Perception Aid: 1d20 + 6 ⇒ (9) + 6 = 15
Perception Aid: 1d20 + 6 ⇒ (10) + 6 = 16
Perception Aid: 1d20 + 6 ⇒ (8) + 6 = 14
Perception Aid: 1d20 + 6 ⇒ (8) + 6 = 14
Perception Aid: 1d20 + 6 ⇒ (9) + 6 = 15
Perception Aid: 1d20 + 6 ⇒ (9) + 6 = 15
Perception Aid: 1d20 + 6 ⇒ (4) + 6 = 10

Stealth: 1d20 + 6 ⇒ (7) + 6 = 13

Tairin of the Veils wrote:
"The door ajar behind the altar seems like something we should investigate further, don't you think?"

"Agreed" - Hedran nods, ready to move forward.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6
Dain GM wrote:
Bjoern Ghostbear wrote:
Bjoern looks at the wealth and smiles."Now we do what we came for. I will close to the door. Check if there is a portocullis?

Samir glances at Bjeorn.

"The Sayida urged you to wait until she searches for traps... Yet you must do what you feel is right, of course," he adds.

If no one has any issue with it I will move Bjeorn to B:13. However, if anyone does have issue with that, they can let me know and I will belay that action.

Bjoern meant the corridor they came from. He is not moving.


Perception Checks for the hallway and the place before the altar do not reveal any specific traps. At this time you are in front of the altar to search that place, with Caslav and Hedran flanking you for support.

Map adjusted - you three are now on G, which puts you 10 feet from the altar, letting you search the 5 Feet area of space before the altar for traps before you search the altar itself.

The area in front of the altar seems to have no traps. However, before things can properly proceed…

Red’s eyes suddenly roll into the back of her head. No one who is not looking at her directly can see this, of course, though. She makes some muttered noises, but they cannot be heard as she is gaged.

While her arms were bound, her legs were not, so she is able to walk.

She then moves forward as fast she is able to.

Currently Red has a Surprise Round and is able to move forward 30 feet before initiative is done.

At this time I need someone to roll Initiative for your Party – Red, if you could roll Initiative for yourself, that would be good. Once we know who’s won, I’ll proceed.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Group/Party Initiative sans Red: 1d20 + 2 ⇒ (9) + 2 = 11


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Intitiative Red/ not Red: 1d20 + 4 ⇒ (8) + 4 = 12

If I hurt anybody sorry.


Red gains the Initiative and is able to act before her comrades. However, given that she is tied and gagged, their is limited things she can do.

For now, she moves as quickly as she can to C:7, as if trying to avoid the party and get to the altar...

At this time Samir does nothing but move up to help, moving to H:8. As it's a Double Move, he can do no more than that; but he seems to be attempting to get closer if you need aid.

At this time it is your move - what do you do?


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Dain GM, Red started from square R:11 and moved 30 ft in surprise round and then 60 ft (double move) in round 1. That's 90 feet. If she's currently on C:7, then she moved at least 110ft. Did you have her runx3 instead of a double move? Your narrative only mentioned she moved quickly as she could.

Round 1

"Not again!", she quietly exclaimed.

Directing her light orbs forward, Tairin swiftly but mindfully/cautiously moves 30ft to E:5 (keeping her eyes peeled for traps), and, swapping her weapons from hand to hand, allows the scorpion whip to unfurl and then flicks it at Red's legs, hoping to trip the witch healer before she can reach anything on the altar with her body (since her hands are bound behind her back).

Perception for traps as she moves: 1d20 + 8 ⇒ (15) + 8 = 23
Combat Manoeuvre to trip Red: 1d20 + 3 ⇒ (20) + 3 = 23 vs Red's CMD

(With Weapon Finesse feat, using finessable weapon: If you’re attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check.)


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Unsure what to do as the Red Seer makes a break for it and Tairin tries to whip her legs out from under her, Caslav simply rushes around the altar and tries to block the bound woman's egress. What ails her - or is she simply overcome by her own witchery? Obviously the others do not want her doing whatever it is she might try to do. His staff held at the ready, he nervously threatens the woman in an attempt to stop her from getting past him.

Standard & Move: double move action, skirting around the altar, bowl, and statue to position C7; may provoke AoO from Red; Swift: none, Free: none.

Perception while moving: 1d20 + 7 ⇒ (16) + 7 = 23
Sense Motive / Red - What's wrong with her?: 1d20 + 3 ⇒ (15) + 3 = 18
Stealth while moving: 1d20 + 11 - 5 ⇒ (2) + 11 - 5 = 8
-5 penalty due to movement

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