1________DF__________1 (Inactive)

Game Master Brian Minhinnick


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54/37HP: AC:26, Tch:16, FF:24: F:+10(+12): R: +6, W: +10(+12) Perception:+10: CMB +7(+9): CMD 27(29)

Yes it seems we have explored all ends this way. Lets go back.


Record: 1 win, 0 personal kills

It looks like there is a door in the southwest corner of the current room. Flik goes and listens at, detraps/unlocks it, then quietly opens it. If that's not a door, he'll lead back to the first unexplored door they come to and do the same routine on it.


In thirty six seconds Flik gets through the door and scouts out the next room. It appears to be clear so he brings the group to the next door. After searching it, he opens it.

Total of 9 rounds pass.

Behind the door is a roughly square chamber, lit from the ceiling with glowing orbs. In the center of the room is a humongous crab. This thing puts most warhorses to shame, it must weigh three thousand pounds. As the door swings open, its beady black eyes swivel to look at the team. It raises its huge claws, clacking them together menacingly.

Flik: 1d20 + 8 ⇒ (11) + 8 = 19
Isaac: 1d20 + 4 ⇒ (20) + 4 = 24
JingLong: 1d20 + 4 ⇒ (11) + 4 = 15
CRAB: 1d20 ⇒ 19

Party 19.3
CRAB 19

Begin Round 1

Map

Go for it!


54/37HP: AC:26, Tch:16, FF:24: F:+10(+12): R: +6, W: +10(+12) Perception:+10: CMB +7(+9): CMD 27(29)

Well I'm not much for plans. Follow me.

Jing grins as he leaps into battle charging across the dungeon floor spining and whirling his staff in a beautiful display of skill, grace and ferocity. He smashed into the crab leaving its shell cracked and oozing from te devestating hits.

______________________________________________________________


Swift Action into pummeling Style
Free Action Rage

Full Action Charge/Pummeling Charge
Attack: 1d20 + 14 ⇒ (14) + 14 = 28
Attack: 1d20 + 14 ⇒ (16) + 14 = 30

Damage: 1d10 + 15 ⇒ (4) + 15 = 19
Damage: 1d10 + 15 ⇒ (9) + 15 = 24

Current AC: 24, Rage Remaining 3/6


Male Human Conjuerer 1

Isaac conjures another snowball and hurls it towards the crab.

____________________
Another Snowball enhanced with Rime Spell.

ranged touch attack: 1d20 + 5 ⇒ (12) + 5 = 17 damage: 4d6 + 8 ⇒ (6, 4, 4, 2) + 8 = 24


Record: 1 win, 0 personal kills

Flik shrugs and follows the massive tiefling … albeit in a more circuitous route. On the way, he whispers a dark word, slowing the huge opponent’s reflexes as he closes. Then his tiny blade flashes out, seeking the creature’s soft, exposed joints.
____________________
Swift to cast Litany of Sloth on the crab (to avoid AoO’s when closing).
Move to J.-5
Standard to attack

scimitar: 1d20 + 12 ⇒ (19) + 12 = 31; CRIT?
damage: 1d4 + 8 ⇒ (1) + 8 = 9
crit confirm: 1d20 + 12 ⇒ (17) + 12 = 29
add’l damage: 1d4 + 8 ⇒ (4) + 8 = 12

Total crit: 21 damage

CURRENT STATUS:
HP 23/26
AC 25 Touch 19 FF 17
CMD 19 FF 11
.
Fort +7 Reflex +8 Will +4
.
Conditions/Effects: See Invisibility (40 min), Mutagen (10 min), Bloodhound (4 hrs), Mage Armor (2 hrs), Elixir of Hiding (1 hr), Elixir of Tumbling (1 hr), Elixir of Vision (1 hr), Ant Haul (dur. 4 hrs)


54/37HP: AC:26, Tch:16, FF:24: F:+10(+12): R: +6, W: +10(+12) Perception:+10: CMB +7(+9): CMD 27(29)

Nice, see how much better Isaac is than the sneak attack idea. Cross blooded orc/dragon is really good at dealing damage. Just don't get hit :) Flik its flatfooted we won init. No AoO unless it has combat reflexes, but hey better safe than sorry :) 88Damage in a round we are pretty bad ass, sorry to see us split up next go. Maybe the power of random will bring us back together :)


Record: 1 win, 0 personal kills
Jing Long wrote:
Flik its flatfooted we won init. No AoO unless it has combat reflexes, but hey better safe than sorry :)

I'm assuming this opponent is a few CR's above us, and I'm also assuming he might have been tinkered with to make him challenging. Given that, I wouldn't be too surprised if Combat Reflexes and reach showed up on this guy ... so yah, better safe than sorry. I don't want to get one-shot on the roaming monster.


Well he was a couple CRs above you and given max HP. But that's not enough to stop Team 1. (O_O)

The crab explodes.

More when I have some more time. Might not be for a couple days, but I'll try.


54/37HP: AC:26, Tch:16, FF:24: F:+10(+12): R: +6, W: +10(+12) Perception:+10: CMB +7(+9): CMD 27(29)

Sounds good thanks for running this Jelani. Talk when you can :)


Record: 1 win, 0 personal kills

Yep. Yep. :)


Male Human Conjuerer 1

Indeed


Inside the remains of the crab is a small wooden chest. It appears to be brand new and crafted from the highest quality wood. Upon opening it, the team finds an emerald the size of a robin's egg.

DC 15 appraise, it's worth 1,200 GP.

More to come later.


54/37HP: AC:26, Tch:16, FF:24: F:+10(+12): R: +6, W: +10(+12) Perception:+10: CMB +7(+9): CMD 27(29)

So pretty.

Appraise: 1d20 - 2 ⇒ (2) - 2 = 0

This thing is worth millions. I think we can all retire.

@Jelani:
Sticking with build, will be changing out armor of the pit for Dragon Style.


Ok, Jing.


Record: 1 win, 0 personal kills

Appraise: 1d20 + 1 ⇒ (2) + 1 = 3
Simply amazing rolls we have here.

"Flik is'ing to buy island." He otherwise searches the room for more treasure.

... after which I believe it's back to stealth-searching room-to-room for the flag.


Male Human Conjuerer 1

Appraise: 1d20 ⇒ 3

"Me too, Flik."


Record: 1 win, 0 personal kills

Absolutely amazing. It appears we used all the good rolls in combat.


Lol. Or you all have low int. A wizard could probably take 10 to identify it. Regardless, the alien overlords won't rip you off, but the team may be disappointed when they find its real value.


Flik disable device: 1d20 + 15 ⇒ (20) + 15 = 35

The following takes 6 rounds.

Flik starts to search ahead for the proper route, while Jing and Isaac await him in the crab chamber.

He goes through the SW door and finds that it loops around back to the crab chamber, so he goes to the NE door and unlocks it. Then he goes into a split hallway, and takes the northern branch. As he approaches a door he keen eyes (BARELY) spot a pit trap in the floor in front of the door.

Flik disable device: 1d20 + 15 ⇒ (2) + 15 = 17

He tries to disable it, but accidentally sets it off. Thankfully the pit is only ten feet deep, and doesn't provide much of a challenge to climb down into and back out of.

Map

14 rounds remaining on the rat's sleep spell.


Record: 1 win, 0 personal kills

Flik scowls down at the offending trap, then backs up a few steps to get a running start ... leaping across to the other side. (Current speed and Acro bonus means a success even on a 1.) His momentum carries him easily across the pit trap, where he pinballs off the wall and door before stabilizing himself, then running his same routine on the door in front of him.

Just pressing on, I guess. :)
Same as always, taking 10 on Perception/Stealth, flicking Detect Magic on and keeping it running as best as he can to avoid magical nasties.


Seven Rounds later...

Flik goes through two more doors, where he finds the flag, in a dead-end corridor. It's a simple red affair on a metal pole. He grabs it and returns to his companions. They hustle back to their starting location and plant the flag in the center of the bullseye, activating a portal out of the dungeon.

Yay! You are the winners! Congrats for winning round 1. Please advance to level 4, and take 3,750 GP (includes 400 ea for the emerald). Head back to the main discussion thread with your main message board alias and roll a d100.


Record: 1 win, 0 personal kills

Boom! Good game, fellas. Good teaming with you ... hope to team up with you again. If not ... um ... remember how helpful, useful and friendly your local neighborhood goblin trap-breaker was to you in round 1. :D


Male Human Conjuerer 1

The 3,750 is on top of the 6,000 WBL for 4th level, right?


I believe that's 3,750 in addition to whatever you have (because you should already have 3,000g or equivalent gear already).


Eben TheQuiet wrote:
I believe that's 3,750 in addition to whatever you have (because you should already have 3,000g or equivalent gear already).

That's correct Eben. It's 3,000 GP (the difference between third and fourth level WBL) plus 400 GP for the emerald plus 5% bonus for winning (300 GP) plus 50 because I'm nice.


Male Human Conjuerer 1

And here we see me roleplaying my horrible Appraise roll :). No, actually, I was just just confused.


BEGIN ROUND 2

Team one steps out of their portal and into the second course. They are stuck immediately by the heat of the place, it takes their breath away, and they instantly start sweating. The floors glow dully orange, and are transparent. Beneath the glass-like floor, magma swirls and boils. The walls are smooth, black obsidian.

It's 110 degrees up in hurr. Characters must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).

A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.

The chamber they are in in large and irregularly shaped. There is one exit, in the southern wall.

Map


Take 10 Perception 29 (Darkvision 60; Blindsight 40)

Ooooh. Nice! Environmental dangers! Should we be making an immediate fort save? Or only after 10 minutes?
In order to make that Survival check to boost saves, will we need to be moving at half-speed from this point (leading up to that save)? Or can we begin moving at half-speed if we decide we want to make that Survival check?

A tall Mwangi man—bekyar blooded if his height and dark skin are any indicator—blinks at his surroundings before making a show of wiping sweat from his dark brow. He flashes a white-toothed grin. ”Is hot in here, no?” He looks over at his two new companions, noting their stature, garb, and equipment. ”I am Rorsk.” He hikes an armored hand over his shoulder at a massive black ape. ”This is my friend. Kitty.”

He quickly pulls a vial from his pack and drinks it, his eyes dilating noticeably before returning to normal. ”Kitty and I will take the lead.” He gives a series of hoots, pops, and whistles to Kitty—apparently some kind of command—and sets off across the glass-like floor … longhammer in-hand, eyes and ears straining to detect threats, traps, or foes.

”Stay behind us. We will keep you alive if we can. Which of you can break traps? And which of you can keep a magic-eye open? We move fast. We want to get that flag first … and hopefully we can get out before we die from heat, no?”

_____________
Draw and drink Elixir of Vision (duration 1 hr).
Command Kitty to Heel and Guard Rorsk.
Move through the room, sweeping it for traps, threats, and hidden things, and ending at the door (where he'll look for traps) ... taking 10.
Take 10 Perception = 29

Current Status:
RORSK
HP 39/39
AC 18 T 12 FF 16
CMD 19 FF 17
Fort +8 Reflex +8 Will +4

Rorsk Condiitions/Effects: Elixir of Vision (1 hr)

KITTY
HP 26/26
AC 20 T 12 FF 17
CMD 24 FF 21
Fort +6 Reflex +7 Will +4

Condiitions/Effects: None


Male Human Conjuerer 1

A medium-built, dark-skinned human nods at Rorsk. "My name is Isaac. It is quite hot; I'll bet you're roasting in that armor. Speaking of which..." He begins casting a spell, and the others can hear a hum of arcane energy. Then, as Rorsk is searching the room for mundane things, Isaac says, "I will use my mage sight." He raises his hand and sweeps it across the room with a far-off expression in his eyes.

________________________
casting mage armor and then detect magic.


The first save will be after 10 minutes. There's no magic in this room. Keeping detect running will require a standard action every round, keep in mind.


Take 10 Perception 29 (Darkvision 60; Blindsight 40)

Oh, then I guess I'd suggest "bursting" it when we open doors to detect into rooms.

"Not too bad," the mwangiman replies. "We'll see how I feel in an hour, no?"


Male Human Conjuerer 1

"Bursting" is what I had in mind. Since there wasn't any magic, detect magic should only take 1 round. So I think I'll be through before Rorsk is through searching the room. If so...

Isaac pulls out a wand and activates it.

_______

Using my wand of false life.

Temporary HP: 1d10 + 3 ⇒ (4) + 3 = 7


Take 10 Perception 29 (Darkvision 60; Blindsight 40)

Rorsk isn't thoroughly searching here, btw. Just moving in a clock-wise semi-circle that ends at the door ... using Perception (take 10) on the way.


Human | HP 30+7 Temp | AC 21 | TCH 12 | FF 19 | Per + 4| Init +8

An older looking human wearing brown robes quickly casts a spell then moves toward the south door.

My name is splatter. I dabble in magic. Quickly now.

He casts mage armor then quickly moves toward the door.


Two round pass, things you said happen.

map

Gimme a couple more rounds of actions, please.


Male Human Conjuerer 1

Isaac says, "No magic. Is it safe over there?". Assuming he receives an answer in the affirmative, he rushes over to the door. If his companions haven't opened the door yet, he pulls out a scroll and reads it.

_____________

First round: Double move directly behind Splatter.
Second round (if door not open): pull out scroll of spider climb and read it. If the others have moved into the next room, I will follow and cast detect magic instead of reading the scroll.


Human | HP 30+7 Temp | AC 21 | TCH 12 | FF 19 | Per + 4| Init +8

Perception for traps on door: 1d20 + 4 ⇒ (2) + 4 = 6

before getting so close to the door. At about half way across the room. Splatter will cast unseen servant, and have it try to open the door. Next round I will be casting shield. then going through to the next room.

If the hand cant open the door, then I will attempt to open it.


Take 10 Perception 29 (Darkvision 60; Blindsight 40)

Jelani, Kitty is Large, btw. So she should be taking up 4 squares on the map. :)

Rorsk pauses impatiently. As the older man works on the door, he invokes a quick prayer before speaking up. "We need to move faster."

While waiting for Splatter to open this door, Rorsk will activate the first of his spells (Barkskin) on the buff sequence, sharing it (and splitting the duration; 30 minutes each) with Kitty.

Once the door is open, Rorsk moves through quickly—Kitty squeezing through the small door in his wake—and they keep their eyes and ears open as they move as quickly as they can towards the left-most door in evidence.

Basically, try to get to the next door as quickly as possible, running if necessary. Still taking 10 (total 29) along the way to detect traps/threats/non-obvious room features. If no threats are obvious, he'll wait for the old man to open it up. If that requires waiting, he'll activate his second buff (Echolocation; 35 minute duration on both Rorsk and Kitty).

Current Status:
RORSK
HP 39/39
AC 21 T 12 FF 19
CMD 19 FF 17
Fort +8 Reflex +8 Will +4

Rorsk Condiitions/Effects: Barkskin (30 min), Elixir of Vision (1 hr)

KITTY
HP 26/26
AC 23 T 12 FF 20
CMD 24 FF 21
Fort +6 Reflex +7 Will +4

Condiitions/Effects: Barkskin (30 min)


Taking 10 on perception is a move action. So it's going to cost half of every round if you do it that way.

Perception, Action subsection wrote:
Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.


Take 10 Perception 29 (Darkvision 60; Blindsight 40)

Is not a hidden trap an observable stimulus? Making it a reactive check?

EDIT: and if the answer is "no", then use that Taking 10 on anything that it can be used against reactively, and Rorsk will just risk the traps as he moves quickly from door to door ... looking to make the best speed possible.


Yes, the answer is no. Searching for hidden traps and running across a room as quickly as possible are literally opposite in my book. Searching at doors only is more reasonable, time wise.


Take 10 Perception 29 (Darkvision 60; Blindsight 40)

Understood, and let's go with that.


Round 2 retcon

Before getting so close to the door. At about half way across the room. Splatter will cast unseen servant, and have it try to open the door. The door is locked.

Round 3

Isaac moves behind Splatter and reads his scroll of spider climb.

Splatter moves to the door and tries to open it. It's still locked.

Rorsk casts barkskin on himself and Kitty.

Round 4

Splat DD: 1d20 + 12 ⇒ (15) + 12 = 27

Splatter pulls out his lockpicks and opens the door.

Isaac moves up to the door (standard action left).

Rorsk and Kitty move up to the door, and Rorsk opens it. A hallway is revealed.

Round 5

????

Round 6

????

Map

The more specific your actions, the less interpretation I need to make and the faster I can update. Especially you Splatter. You first stated you moved across the room as quickly as possible, then you didn't and cast unseen servant, etc. Everyone, please just state actions as, move action:blah blah blah, standard action:blah blahb blah. Much easier that way.


Male Human Conjuerer 1

Round 4, standard action:

After Rorsk opens the door, Isaac raises his hand again, and the far-off expression in his eyes returns.

_______________

Casting detect magic into the hallway after the door is open. I'll post more actions once you tell me if the detect spell picks up anything.


Nothing.


Human | HP 30+7 Temp | AC 21 | TCH 12 | FF 19 | Per + 4| Init +8

Round 4


Standard - Shield
move - Follow the first person to go through the door

Round 5


Standard - False Life
Move - Follow along down the corridor

False Life: 1d10 + 3 ⇒ (4) + 3 = 7


Take 10 Perception 29 (Darkvision 60; Blindsight 40)

Rorsk wastes no time, hustling down the hall, his big friend in his wake.

Round 4: double move around the corner, moving all the way to the closest door, if possible.Round 5: If necessary, use any and all movement to arrive at a door. If a standard is left over, check it for traps.[/ooc]


Male Human Conjuerer 1

You guys were supposed to be posting actions for rounds 5 and 6; I still had a standard action from round 4. Just thought I'd clarify so that nobody wonders where the extra round went :)
Rounds 5 and 6:

His eyes returning to normal, Isaac whispers "No magic. Let's go." As he is walking down the corridor, Isaac pulls out a wand and activates it. Suddenly, there appear to be five Isaacs.

____________
Round 5: Move 30' and draw wand of mirror image. Round 6: Move 30' and activate wand of mirror image

images: 1d4 + 1 ⇒ (4) + 1 = 5


Take 10 Perception 29 (Darkvision 60; Blindsight 40)

The actions stand. Just had the numbers wrong.

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