
Geriant Altidor |

Geriant Altidor wrote:When's my turn?I guess you'll be arriving after this next turn...
I guess this doesn't translate so easily into pbp, would have been fun in RL.
Oh Geriant's not there yet, Ghost went ahead with Kurgand. Wolves aren't like horses, they don't need to be told that a fight's on

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Valanos will execute a Vital Strike (one full atk, highest BAB, roll damage twice, no multiplication on crit)
attack 1d20 + 14 ⇒ (19) + 14 = 33
damage 2d10 + 18 ⇒ (9, 7) + 18 = 34
Power attack 2 points factored in, +9 damage each roll (4 str, 4 PA, 1 wpn enh)
Also activating Cornugon Smash (use power attack, hit enemy, free action intimidate check to demoralize)
will save DC 1d20 + 18 ⇒ (14) + 18 = 32
Infernal

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Geraint, forgot you were in front of me in the order of boats going through, as you went in the boat following Ghost....so I'll still be back at the loading point...you will have gone through...sorry I'm just getting a bit impatient to get on with it too....must get used to these pbp games...too used to table top games..

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Alright...sorry if I held things up.
Despite the braggadocio of Bluto's screaming, Kurgand hopes he can give them some information about where to find Keraptis or the relics down here.
Instead of outright killing him, he attempts to knock him down and then rend him unconscious with his shield.
Trip attack: 1d20 + 10 ⇒ (20) + 10 = 30 Yay!
Shield blow:1d20 + 2 ⇒ (15) + 2 = 17
Damage:1d3 + 7 ⇒ (1) + 7 = 8

Xaldinaar the Ancient |

Geriant drives his weapon into Bluto hitting an unarmored location but missing any vital organs, Valanos delivers a deadly attack that would have made a dragon weep, but only from laughter. Kurgand steps in and knocks the staggered Bluto to the ground, then realizes the unlucky fellow was already missing a quart of blood.
Moments later Jequine floats in to a scene of pure carnage, not a one of the rogues survived the counter attack, clearly they were outmatched...if this is the best Keraptis can throw at you, recovering the weapons will be a walk in the park.

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Jequine, hearing the noise of battle, her nerves on edge, muscles tight and ready to spring into action, is ready to jump from the boat and atack the nearest enemy. What she see is a scene of carnage, with her friends standing around or searching the bodies of the dead. "Oooh, no need to ask what's been happening here then, you seem to have taken care of everything and almost made it fit for a lady to pass through here." She laughs at her comment and easily gets off the boat and walks across to the dead bodies. With her foot she rolls the nearest dead body over to take a look at his face. She cold bloodedly rifles through the dead bodies looking for anything of worth or useful to her. "I take it you boys have had your fun, leave the tidying up to me if you like. Hadn't we best get rid of these bodies, turn them into the river or something?"
Take a 10 on perception when searching the bodies 10 + 11 => 21

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Kurgand chuckles slightly at Jequine's wry comments, which then elicits a wince as he remembers Bluto's striking wound. "I wouldn't call it 'fun', lass - damn poppin-jay gave me a deep cut."
" As for the bodies, I think we can push them aside, but putting 'em in that see-through river may call attention or predators we don't need. Let's take what we need, and move on."

Xaldinaar the Ancient |

After you search the bodies, you notice, that all the lesser rogues are all armed with masterfully crafted weapons and armor, by the way Bluto moved, it was obvious that he had magic on his side. A quick detect magic shows his armor and his boots are magical, his weapon is exceptionally well-made but lacks any magical dweomer.
4 suits leather armor
+1 full plate
2 MW short swords
2 MW nets
MW longsword

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I think Xaldinaar is botting Delwyn who was our healer when we started, I'm sure if we need healing we can ask.....
"We've got these rather nice weapons and armor, anyone want to take any. If no one has a need for the nets, I'll take them, they could come in handy. Of course I can use the short sword in my other hand, if no-one else wants to lay claim to it. The rest aren't very useful to me, so we could leave them here if you have no need for them?"

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The dwarf glances Delwyn's way and hold his side where the blade penetrated his armor. "Aye...quick one ye are, lad," he throws out with a sarcastic grin. "If'n you can help, the next mug of ale's on me."
To Jequine, he gives a nod and comment."Well, lass, I'm of no issue with that request. If'n no one wants the other short sword, I'll take it as a spare...I don't expect me fine weapons will fail me, but I can always use the extra steel. The rest I leave others."
As to the condition of the room, he adds in Jequine's direction. "Looks like this thing goes in a circle if we get back in the boats. But I'm might suspicious of these brigands hiding in this room for no reason other'n some madman,"he gestures at Sir Bluto's corpse as he states this, "tellin' em to. Perhaps you can see if you spot something hiding around here - I'm glad to lend a hand if'n you need."
Perception (Aid another):1d20 + 3 ⇒ (3) + 3 = 6

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Jequine, takes heed of Kurgand's observation and nods to the dwarf, "Yes, a more meticulous and structured search is required, looking for even the hint of a secret passage and door, for that maybe how Bluto and his companions arrived here." Jequine starts to search the floor and the walls, tapping as she goes to find any changes in density which might provide the evidence she requires for hidden passages.
Perception 1d20 + 11 ⇒ (14) + 11 = 25

Xaldinaar the Ancient |

Jequine finds an expertly designed secret door, she felt the hairs width imperfection in the same wall where the river exits the room, finding the opening mechanism was difficult as well, but after an half hour of diligent searching, she located the release mechanism, a drain from the river that lifts the door with hydro pressure. Arm 2 feet in the river, head being splashed by the suspended river she releases the plug, there's a rushing sound and very slowly the door begins to lift.

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"Well done good lady, you are proving your use."
Returned from the field yesterday, and will be gone this weekend, so no updates from me until at least tuesday.
"That reward for Bluto's corpse could be useful, whoever needs the credibility or funds most. Anyway, let us progress, the objective is closing on us."

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As the door open, Jequine steps back to let those who know how to defend themselves take a first look at what is beyond. "Why thank you Valanos, if there's anything there, you boys can have the fun." As she disappears into the shadows of the cavern.
Stealth 1d20 + 14 ⇒ (18) + 14 = 32

Xaldinaar the Ancient |

A long corridor stretches into the dark, 3 foot wide, it makes a turn to the left and continues, no traps are apparent for the entire corridor, you realize the plain iron key that was on Bluto's corpse, opens the door at the other end...

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Jequine, studies the door and the lock, looking for traps, "If they've taken so much trouble to keep us away from here, I doubt they just left it at that!"
Perception for traps on the door1d20 + 13 ⇒ (14) + 13 = 27
If there are no traps, Jequine says "Gentlemen the way is clear as far as I can tell, would you do the honor."

Xaldinaar the Ancient |

When able to discern the strange creatures, would dungeoneering or planes knowledge be useful. Valanos is familiar with devils (obviously) and has dungeoneering for class (he's studied)
Yes, of course, whenever you encounter something, roll a single d20, then say what your knowledge skill bonuses are, and I'll apply the appropriate one.

Xaldinaar the Ancient |

You begin to examine the level, what appears to be open air to the next terrace turns out to be smooth and cold, but definitely not glass, when you tap it, it rings like thick metal. This level is only stone and the transparent metal wall.

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Knowledge (Dungeoneering) 1d20 + 4 ⇒ (20) + 4 = 24
Stealth 1d20 + 14 ⇒ (6) + 14 = 20
Chi follows her compatriots, "I think we should go up these ledges and find out what is above us." and then she moves into the shadows. She waits for the party to decide where best to continue.

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Bah...let's get movin' on this, grunts Kurgand. He moves around the terrace and towards the far side to get to the ramp. "I'm more concerned about finding a way across the water on the next ledge. Not much fer swimmin' in this gear."
For reference as it is needed:
Knowledge(Engineering):1d20 + 7 ⇒ (8) + 7 = 15
Knowledge(Dungeon):1d20 + 7 ⇒ (17) + 7 = 24
Knowledge(Nature):1d20 ⇒ 14

Xaldinaar the Ancient |

Just a note, the terraces proceed downward, you're at the top, looking through the wall you can see the levels below, but it's difficult to make out what's below, since it's not perfectly clear; and it's a bit grimy.
Looking down into the chute, it appears the water goes to the top of a terrace level, as it has a roof as well.

Xaldinaar the Ancient |

Bah...let's get movin' on this, grunts Kurgand. He moves around the terrace and towards the far side to get to the ramp. "I'm more concerned about finding a way across the water on the next ledge. Not much fer swimmin' in this gear."
For reference as it is needed:
Knowledge(Engineering):1d20+7
Knowledge(Dungeon):1d20+7
Knowledge(Nature):1d20
(Engineering) Definitely metal, probably Iron
(Dungeoneering) many aberrations live in aquatic locales
(Nature) many natural creatures live in aquatic locales
know dungeoneering 1d20+9
know engineering 1d20+7"Moving to the objective is best."
(Engineering) Definitely Iron, made transparent through arcane means, as you scrape at it, rust flakes appear. Then normal iron flakes, it's only partially corroded, probably from the acrid volcanic gases.
(dungeoneering) well you know some aberrations live in water.

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Sheridan and Gannertung are last into the room. "Shall we just fly down to the other side? Assuming this is the right way to go, that is."
Are these "strange creatures" large or small? In the water or out? Fish-like, squid-like, something else?
Also, Knowledge: Arcana, Nobility, or Planes 1d20 + 6 ⇒ (5) + 6 = 11

Xaldinaar the Ancient |

Sheridan and Gannertung are last into the room. "Shall we just fly down to the other side? Assuming this is the right way to go, that is."
Are these "strange creatures" large or small? In the water or out? Fish-like, squid-like, something else?
Also, Knowledge: Arcana, Nobility, or Planes 1d20+6
you can't fly down, the level is enclosed by the metal window walls...the only way down is the chute.You can't make out any creatures specifically, due to the unclear view through the "window".