[PbP Gameday VIII] GM.BastardBard's The Veteran's Vault (Inactive)

Game Master Neal B


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Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter takes a breath, then starts to heal up his piggy friend, "Everyone okay?"

Wand CLW on Sal for 3d8 + 3 ⇒ (1, 1, 8) + 3 = 13, 3 charges used, 28/50 remain.

Sovereign Court

Human Rogue (unchained, Investigator) 5 | HP 33 | AC 21/14/17 | F+2 R+8 W +1 | Init +4 | Perc +10 (+11 Danger Sense) | Active Conditions: Heightened Awareness, Evasion, Feather fall (1/day)

Giovanni wipes his face with a kerchief. No worse for the wear, but I'm feeling rather weak. Some assistance please, Dexter. Giovanni offers his healing wand.

clw assuming assistance: 1d8 + 1 ⇒ (6) + 1 = 7
HP -1

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter assists, then pokes through the fungi piles looking for anything to make it worth having destroyed the little micro-ecosystem, "Well that was unpleasant. Shall we move on?"

Liberty's Edge

Male Elf Figher 2 | AC 16/14/12 | HP 17/17 | Fort +4, Ref +4, Will +0 +1 vs fear | CMB+3, CMD 17 | Init+4 | Perc+7, Senses Low-Light vision | Sense Motive+0 | Speed 30' |

I have only a scratch, I wouldn't want to use a charge on that wand of yours.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl stretches after her long nap. "I have to say. I'm getting less and less enthusiastic about your little nature project, Dexter."

Ready to move on. I don't suppose anyone has lesser restoration in the party...

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Status::

Ne'erduwyl
Giovanni -1hp | 5 Con Dmg
Endir -1hp
Peregryne
Dexter & Sal Sal 3 Con Dmg

Finding nothing of note among the fungal patch, the group continues on following Sascha's instructions. Following the sewers for another ~650 feet, descending gently to follow the water flow.

A natural cleft in the rocky soil breaches the sewer wall and rises gently to the north. Heaps of stranded organic material and garbage litter the opening, from which emanates a pungent stink even stronger than the complex’s already unpleasant odor.

Edit: Now on Slide #6

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter steps in more... stuff. "Ugh, that's why I didn't bother cleaning up after the fungi deal. There's always more crap in the next room."

He points over to the side passage with the heaps of garbage, "Where does the map go again? If not there, let's go the other way." He moves slightly down the tunnel to try to get a better look into the passage. Sal mirrors him on the other side of the channel. Both pathfinder and porcine companion have ioun torches slowly orbiting around them.

Sovereign Court

Human Rogue (unchained, Investigator) 5 | HP 33 | AC 21/14/17 | F+2 R+8 W +1 | Init +4 | Perc +10 (+11 Danger Sense) | Active Conditions: Heightened Awareness, Evasion, Feather fall (1/day)

Giovanni shakes his head as he delves deeper into dirtier environs. What is this disgusting nonsense.

kn nature: 1d20 + 2 ⇒ (20) + 2 = 22

Liberty's Edge

Male Elf Figher 2 | AC 16/14/12 | HP 17/17 | Fort +4, Ref +4, Will +0 +1 vs fear | CMB+3, CMD 17 | Init+4 | Perc+7, Senses Low-Light vision | Sense Motive+0 | Speed 30' |

Endir Wrinkles his nose as the disgusting smell reaches him.
"Let's get out of this stinky place as quick as we can."

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Map/directions have you coming in from the bottom of the map, turning right (east), then left (north), then left again (west).

Giovanni:
This trash, while common in the sewers, appears to have been pulled out of its normal route of garbage, and placed here. (it serves as the reason the optional encounter would be here. But I'm skipping it for time, and the fact that the 4 player adjustment does not effect the CR at all, and I think it's rough)

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter hocks a loogy and spits... but the stench remains in his mouth. "It's just a thing that happens with cities and sewers, all the decomposing stuff has to go somewhere. But let's keep moving, this way."

He carefully walks down the tunnel looking for the next turn and keeping an eye out for traps or enemies. He doesn't go out of his way to be sneaky though, it didn't help earlier.

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Sovereign Court

Human Rogue (unchained, Investigator) 5 | HP 33 | AC 21/14/17 | F+2 R+8 W +1 | Init +4 | Perc +10 (+11 Danger Sense) | Active Conditions: Heightened Awareness, Evasion, Feather fall (1/day)

Can we go west from here? looks like a passage.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

West would run you outside the coverage of the scenario. I have placed Red Arrows on the map indicating the directions given to you by Sascha. X marks the spot.

Sovereign Court

Human Rogue (unchained, Investigator) 5 | HP 33 | AC 21/14/17 | F+2 R+8 W +1 | Init +4 | Perc +10 (+11 Danger Sense) | Active Conditions: Heightened Awareness, Evasion, Feather fall (1/day)

Ah. Due east, then.

Silver Crusade

NG M Aerokineticist 6 - HP 69/69, 18 NL - AC 22, T 16, FF 16 - F+12*, R+13*, W+6* - Init: +6 - Perc +11, SM +11 - Burn: 3/8 - Active Conditions: Aerokinesis, Enveloping Winds (35%), Elemental Overflow (+2)

Peregryne follows the group to the east, heeding the directions they've been given.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

Liberty's Edge

Male Elf Figher 2 | AC 16/14/12 | HP 17/17 | Fort +4, Ref +4, Will +0 +1 vs fear | CMB+3, CMD 17 | Init+4 | Perc+7, Senses Low-Light vision | Sense Motive+0 | Speed 30' |

Endir, longbow at the ready, follows Peregryne's lead.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

The group heads east, then looks north...

Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter looks the doorway over for traps then quickly activates a cantrip, scanning for magical auras. He then asks if anyone can read what it says.

Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Silver Crusade

NG M Aerokineticist 6 - HP 69/69, 18 NL - AC 22, T 16, FF 16 - F+12*, R+13*, W+6* - Init: +6 - Perc +11, SM +11 - Burn: 3/8 - Active Conditions: Aerokinesis, Enveloping Winds (35%), Elemental Overflow (+2)

Peregryne examines the writing / pictures and shrugs his shoulders before turning to look at the others with a raised eyebrow...

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Know, History: 1d20 + 4 ⇒ (3) + 4 = 7

Ne'erduwyl waits at the bottom of the stairs, hoping to avoid a dangerous slip.

"Odd to find decorative doors in a sewer. They would certainly look nice in a museum if we could get them to the surface," says Ne'erduwyl thoughtfully.

"Hey Gio, maybe check the etching for traps and then open it?"

Sovereign Court

Human Rogue (unchained, Investigator) 5 | HP 33 | AC 21/14/17 | F+2 R+8 W +1 | Init +4 | Perc +10 (+11 Danger Sense) | Active Conditions: Heightened Awareness, Evasion, Feather fall (1/day)

Giovanni dons his glasses and looks over the portal. Let's have a look then. Keep an eye out for malicious mushrooms, too.

perception: 1d20 + 8 ⇒ (4) + 8 = 12

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Moving up to the door, Dexter and Giovanni give it a once over.

Dexter:
It looks like when the door is opened, something(s) may get launched out of one or more of the holes in the wall/ceiling surrounding the door.

Giovanni:
The door is quite decorative and well made. The only thing of apparent note is the ruby/glass in the horse's eye. Which you're pretty sure you could pop out without much issue. There don't appear to be any traps.

The rest of the group admires the pictures of the horseman tribes fighting demons or the like. There are no words or languages on the door.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter jumps back, "Woah! Watch out, don't open it yet. See those holes in the wall/ceiling surrounding the door? It appears they would allow something to be shot out of them if the door was opened. And it probably isn't cake, more likely something painful. Can anyone try to disable it?"

He pulls Sal back about twenty feet to uh... give the disabler some room, yeah, that's it. He pulls out his curative wand in case things go poorly.

Sovereign Court

Human Rogue (unchained, Investigator) 5 | HP 33 | AC 21/14/17 | F+2 R+8 W +1 | Init +4 | Perc +10 (+11 Danger Sense) | Active Conditions: Heightened Awareness, Evasion, Feather fall (1/day)

Giovanni was about to reach for the ruby in the door but surmises that arrows are meant for potential thieves. Good catch. Let me see what I can do. Giovanni takes out a set of well-worn tools and tinkers with whatever exposed mechanism is available.

disable device: 1d20 + 10 ⇒ (18) + 10 = 28

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

With Dexter pointing out the mechanisms that Giovanni may have overlooked, Dexter sets to work disabling the trap.

Rounds: 2d4 ⇒ (3, 2) = 5

After about 30 seconds there is a hollow *click* as Giovanni finishes his work.

to keep the momentum...

Feeling confident that he has surpassed the trap Giovanni opens the door...

Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter nods at Giovanni, "Well done. And since it can't hurt to have more eyes looking out for dangers, I'll stick around up here."

He moves forward alongside the roguish human, watching for further dangers and stopping at the next intersection to peek around the corner. Sal dutifully follows behind, sniffing the mildewed air.

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

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Doors line both sides of this hallway, as well as the one heading to the west. Stairs at the west end of the second hallway descend, and it is impossible to see where they lead to.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Ah, I see those now.

Dexter points to each door, "Check em one at a time?" He takes a look at the first door for dangers.

13 more perceptions, one for each door. If seems safe, open it to see inside. Order starts at where he is now and follows the line.

PERCEPTIONS YAR!:
Perception 1: 1d20 + 12 ⇒ (10) + 12 = 22
Perception 2: 1d20 + 12 ⇒ (8) + 12 = 20
Perception 3: 1d20 + 12 ⇒ (18) + 12 = 30
Perception 4: 1d20 + 12 ⇒ (10) + 12 = 22
Perception 5: 1d20 + 12 ⇒ (15) + 12 = 27
Perception 6: 1d20 + 12 ⇒ (8) + 12 = 20
Perception 7: 1d20 + 12 ⇒ (6) + 12 = 18
Perception 8: 1d20 + 12 ⇒ (3) + 12 = 15
Perception 9: 1d20 + 12 ⇒ (16) + 12 = 28
Perception 10: 1d20 + 12 ⇒ (3) + 12 = 15
Perception 11: 1d20 + 12 ⇒ (16) + 12 = 28
Perception 12: 1d20 + 12 ⇒ (1) + 12 = 13
Perception 12: 1d20 + 12 ⇒ (1) + 12 = 13

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

None of them appear trapped. 4 of them appear locked.

3 locks: 3d13 ⇒ (6, 4, 13) = 23

another lock: 1d13 ⇒ 7

Doors # 4, 6, 7, and 13 (by your order) appear to be locked.

something else: 1d13 ⇒ 7

Sovereign Court

Human Rogue (unchained, Investigator) 5 | HP 33 | AC 21/14/17 | F+2 R+8 W +1 | Init +4 | Perc +10 (+11 Danger Sense) | Active Conditions: Heightened Awareness, Evasion, Feather fall (1/day)

Giovanni strides side-by-side with Dexter and looks over the doors as well. Yes, we should be thorough. Let me get us in these doors.

disable device: 1d20 + 10 ⇒ (5) + 10 = 15
disable device: 1d20 + 10 ⇒ (10) + 10 = 20
disable device: 1d20 + 10 ⇒ (9) + 10 = 19

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter stands near Gio, placing Sal right next to him in case the rogue opens a door with some sort of enemy inside.

Moves us up next to door #4. Moved group up to the start of the hallway if that is okay with all.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl stands back from the others, and casts detect magic to be sure there isn't anything odd with the doors.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Giovanni is unable to unlock any of the three doors he attempted. The first and third lock he attempts are now jammed.

Silver Crusade

NG M Aerokineticist 6 - HP 69/69, 18 NL - AC 22, T 16, FF 16 - F+12*, R+13*, W+6* - Init: +6 - Perc +11, SM +11 - Burn: 3/8 - Active Conditions: Aerokinesis, Enveloping Winds (35%), Elemental Overflow (+2)

"Huh. Well we can come back and knock those doors down later if need be. Let's try the first open one."

He waves the frontliners forward with a swish of his hand.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter shrugs and heads back to the first door, "Agreed."

He looks at Neerduwyl, "Step back please so Sal can stand there in case something jumps us."

If she does, he has Sal move in front of the door and pulls/pushes it open.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl most certainly stands aside.

Liberty's Edge

Male Elf Figher 2 | AC 16/14/12 | HP 17/17 | Fort +4, Ref +4, Will +0 +1 vs fear | CMB+3, CMD 17 | Init+4 | Perc+7, Senses Low-Light vision | Sense Motive+0 | Speed 30' |

Endir steps aside, ready to loose an arrow if anything happens.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Each unlocked door opens into a cramped cell. Most of the rooms have musty blankets.

If investigating the blankets: they are just old musty blankets. Nothing of importance.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter shrugs, "Good deal, empty and free of enemies. Onto the last few before our destination. We don't want anything jumping out from behind us."

Moved Dexter (and the group) up to the end of the hall by the last locked side room. Giovanni want to give a go at unlocking #13? Can anyone see into the next area yet?

Perception into big room when we get there: 1d20 + 12 ⇒ (13) + 12 = 25

Sovereign Court

Human Rogue (unchained, Investigator) 5 | HP 33 | AC 21/14/17 | F+2 R+8 W +1 | Init +4 | Perc +10 (+11 Danger Sense) | Active Conditions: Heightened Awareness, Evasion, Feather fall (1/day)

Giovanni tries to make a thorough examination of the doors and locks before attempting any unlocking but wants to get everything open that we can.

perception: 1d20 + 8 ⇒ (5) + 8 = 13
disable device: 1d20 + 10 ⇒ (6) + 10 = 16

awful.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

moving the group up til they enter the room. the stairs slope downward, so everyone in the hallway to the east of the stairs cannot see into the room.

Those entering the room can see:

The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit.

D: 1d20 + 10 ⇒ (4) + 10 = 14

Perception:

Dexter: 1d20 + 11 ⇒ (14) + 11 = 25
Salazar: 1d20 + 5 ⇒ (19) + 5 = 24
Peregryne: 1d20 + 10 ⇒ (15) + 10 = 25
Endir: 1d20 + 7 ⇒ (2) + 7 = 9
Ne’erduwyl: 1d20 + 10 ⇒ (8) + 10 = 18
Giovanni: 1d20 + 8 ⇒ (4) + 8 = 12

Some of you almost catch sight of a a small, dark colored gremlin on the far-side of the room, before some movement on the ceiling takes most of you by surprise!

Initiatives:

Dexter & Sal: 1d20 + 3 ⇒ (13) + 3 = 16
Peregryne: 1d20 + 5 ⇒ (9) + 5 = 14
Endir: 1d20 + 4 ⇒ (18) + 4 = 22
Ne’erduwyl: 1d20 + 8 ⇒ (14) + 8 = 22
Giovanni: 1d20 + 3 ⇒ (18) + 3 = 21
GM-M: 1d20 + 6 ⇒ (11) + 6 = 17
GM-R: 1d20 + 6 ⇒ (5) + 6 = 11
GM-X: 1d20 + 6 ⇒ (20) + 6 = 26

Some of you catch a glimpse of a creature that looks like a bunch of tentacles joined together by flesh, before a large area of the room goes dark!

Surprise Round! 1 action

Initiatives - Bold may act:
GM-X
Ne'erduwyl
xEndir
xGiovanni
GM-M
Dexter & Sal
Peregryne
GM-R

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl scratches her head trying to figure out what these things might be:

Know, Nature, Arcana, Planes: 1d20 + 8 ⇒ (11) + 8 = 19

Then twists a lock of her hair and tries to put a slumber hex on one of the creatures blue

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Oh, there's a mechanic ongoing with this fight. Please show me your character's path through the room with an arrow or line. I will delete after I compare it to what I need to.

Also, note that all of the area in the black outlined area is dark, as per magical darkness, in an underground area. Will need darkvision to see appropriately. Otherwise your characters are considered blinded.

Ne'erduwyl:
These creatures that look like stalactites made out of tentacles and flesh are Darkmantle(s). Small Magical Beasts. Random fact: 1d2 ⇒ 2 They can cast Darkness as a Spell-Like Ability once per day.

Blue, Will: 1d20 + 0 ⇒ (16) + 0 = 16
Which I believe makes it?

From the far side of the room you hear some guttural, almost arcane sounding, vocalizations.

Surprise Round! 1 action

Initiatives - Bold may act:
GM-X
Ne'erduwyl
Endir
Giovanni
GM-M
Dexter & Sal
Peregryne
GM-R

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor
GM.BastardBard wrote:

Also, note that all of the area in the black outlined area is dark, as per magical darkness, in an underground area. Will need darkvision to see appropriately. Otherwise your characters are considered blinded.

[dice=Blue, Will]1d20+0
Which I believe makes it?

Yep, DC16 for Ne'erduwyl's sleep. Note that Ne'er has the alternative racial trait darkvision

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Was that magical darkness created this round or prior to entry? If prior Dexter would likely attempt a knowledge check. Let me know, thanks!

Dexter and Salazar orient towards the noises, but don't see anything in the darkness. Being cautious and noticing that Ne'erduwyl is trying something, Dexter orders Sal to defend himself if attacked.

"Sal's light stone isn't working in this darkness, anyone got a stronger spell?"

Free to use Handle Animal Defend Trick, can't fail DC 10.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl also attempts to identify what the gremlin is uttering.

Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

It was just after the first of the group moved into the room. Giovanni and Endir failed to see them at all. It would be a Knowledge (Arcana) check to identify the things on the ceiling, Knowledge (Local) for the creature that cast a spell.

Ne'erduwyl:
You were unable to identify the spell being cast. Though, with your darkvision, you see the makings of a pit a short ways into the room. the dark grey outline in the darkness

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Okay, that doesn't match any of his known skills. I will throw out a Spellcraft to (attempt to) ID the spell though. Thanks!

Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl shouts out to her companions. "Watch your step in there. There's a pit in the floor in the middle of the room." pointing a finger where she sees it. the dark gray outline that the GM posted on the map.

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