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Game Master jooker

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The door is unlocked, untrapped, and opens easily.

Inside this room is a huge pit, it has sloped sides ten feet deep. It is quite obviously a dueling pit. Inside the pit is a monsterous, misshapen man. Its body twisted and deformed, this lumbering giant has tiny eyes and a mouth of jagged teeth presented in a furious roar. The creature holds a jagged spear and looks ready for a fight.

Initiative time!
I'll assume you started in crane style since you mentioned it only a couple posts ago.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Initiative: 1d20 + 6 ⇒ (1) + 6 = 7

I won't bother saying what I do, because I almost certainly don't get to go first :'(


init: 1d20 + 5 ⇒ (20) + 5 = 25 Noooooo he burned his crit on initiative!

The beast roars at you. Bangs his fist against his chest and backs up to the other edge of the room. He points at you then points to the other side of the pit.

When he reaches the other side, he assumes a defensive posture.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais decides not to do as the beast indicates, and moves along the side of the pit before going into total defense.
24 AC, 23 touch


The beast roars again, and waits for your response.

The creature delays


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais fights defensively and throws a shuriken at the beast to test its defenses.
AC 22, 21 touch

Shuriken (attack): 1d20 + 5 ⇒ (1) + 5 = 6
Shuriken (damage): 1d2 ⇒ 2
well nevermind I guess... can you make your next monster a lock? I'll crit that.


climb: 1d20 + 9 ⇒ (12) + 9 = 21

The beast quickly climbs out of the pit (moving in such a way as to prevent AoO) and attacks Thais with his spear.

attack: 1d20 + 7 ⇒ (3) + 7 = 10
fail


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

After Thais avoids the blow he aims a hit at the beast's weak spot, and another swing just for good measure. He is no longer fighting defensively.

Stunning Fist (attack): 1d20 + 8 ⇒ (19) + 8 = 27
Stunning Fist (damage): 1d6 + 1 ⇒ (2) + 1 = 3
DC 14 save for the stun

Unarmed (attack): 1d20 + 8 ⇒ (14) + 8 = 22
Unarmed (damage): 1d6 + 1 ⇒ (1) + 1 = 2

I forgot to -2 for flurry, so that's 25 and 20 to hit.

After his strikes he hops backwards.


fort: 1d20 + 7 ⇒ (6) + 7 = 13 you bastard

Both attacks connect, and the creature stands in front of you, stunned. He drops his weapon and it clatters to the ground.

Monster stunned, go again.

Also, for the shuriken you missed with. 1=destroyed, 2=intact.
shuriken: 1d2 ⇒ 1
Your shuriken shattered when it hit the arena floor.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

NOOOOOOOOO! THAT WAS MY FAVORITE SHURIKEN!!!1!

Thais moves back up and strikes.

Unarmed (attack): 1d20 + 8 ⇒ (16) + 8 = 24
Unarmed (damage): 1d6 + 1 ⇒ (6) + 1 = 7
-2 for flurry

Unarmed (attack): 1d20 + 6 ⇒ (16) + 6 = 22
Unarmed (damage): 1d6 + 1 ⇒ (6) + 1 = 7
includes flurry

woo! damage!


Still standing, the creature roars and bites Thais.

attack: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d4 + 7 ⇒ (4) + 7 = 11

Bah, almost crit bite!


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

GAAAAHHH!

Unarmed (attack): 1d20 + 6 ⇒ (6) + 6 = 12
Unarmed (damage): 1d6 + 1 ⇒ (5) + 1 = 6
Unarmed (attack): 1d20 + 6 ⇒ (13) + 6 = 19
Unarmed (damage): 1d6 + 1 ⇒ (5) + 1 = 6
includes -2 for flurry

Thais 5-foot steps back.


The second strike connects and the creature falls over.

Combat over.

Loot: The creature's fancy spear and a potion of cure moderate wounds. (2d8+3)


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais picks up the spear and put it in his pack, then uses the potion to heal up.

Potion of CMW: 2d8 + 3 ⇒ (1, 3) + 3 = 7
Potion of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
still needed a CLW


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais goes over to the arch and looks around.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9


Ahead of you is a heavy curtain. As you push the curtain aside and look inside.

A pile of bodies fills this room. The stench of decay and rot is nearly unbearable.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

In the room behind the curtain Thais makes sure there is nothing interesting.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18


You notice the sparkle of coins and gems mixed in with the bodies. While investigating, one of the bodies moves slightly. It may be some sort of undead.

Initiative time.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Initiative: 1d20 + 6 ⇒ (18) + 6 = 24

As soon as I'm allowed I go into Crane Style.


I'm not even going to roll for them, they have +0 init. You go first. You will have to activate crane style on your turn.

Two zombies crawl out of the pile of bodies and look ready to attack.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais goes into Crane Style as a swift action, and moves up to attack the first monster defensively using his morningstar.
AC 22, 21 touch

Morningstar (attack): 1d20 + 5 ⇒ (8) + 5 = 13
Morningstar (damage): 1d8 ⇒ 5


The red zombie is hit by the blow, but still stands. It retaliates.
attack: 1d20 + 4 ⇒ (17) + 4 = 21

The green zombie shuffles forward and attacks.
attack: 1d20 + 4 ⇒ (12) + 4 = 16

Both miss. Your turn.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Kn. Religion: 1d20 + 3 ⇒ (20) + 3 = 23
Would these creatures take less damage from piercing than bludgeoning?


You know these are zombies. They have DR 5/slashing. They take 5 less damage from every source other than slashing.

So actually, your morningstar not only did no damage but your piercing will be just as ineffective.

Furthermore, you know they are staggered.

Staggered:

Staggered (Ex)

Zombies have poor reflexes and can only perform a single move action or standard action each round (it has the staggered condition.) A zombie can move up to its speed and attack in the same round as a charge action.

You do know that something like holy water would be effective against them.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Still fighting defensively Thais pulls out and throws holy water at the red zombie.

Holy Water (attack): 1d20 + 4 ⇒ (7) + 4 = 11
Holy Water (damage): 2d4 ⇒ (1, 4) = 5

Thais then pulls back to the archway.


The red zombie sizzles, but does not fall. The two zombies slowly shuffle after you.

Your turn.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Fighting defensively Thais throws another bottle at the red zombie.

Holy Water (attack): 1d20 + 6 ⇒ (15) + 6 = 21
Holy Water (damage): 2d4 ⇒ (2, 4) = 6
1 splash dmg to green


Red goes down. Green sizzles a little bit then shambles forward and attempts to slam at you.

attack: 1d20 + 4 ⇒ (7) + 4 = 11
Miss

Your turn


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

oops, I forgot to -2 for fighting defensively before. it hit anyway.

Holy Water (attack): 1d20 + 4 ⇒ (7) + 4 = 11
Holy Water (damage): 2d4 ⇒ (1, 2) = 3


The zombie is still standing and takes another swing at you.

attack: 1d20 + 4 ⇒ (13) + 4 = 17
Bah.

Your turn


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais uses the last of his holy water.

Holy Water (attack): 1d20 + 4 ⇒ (13) + 4 = 17
Holy Water (damage): 2d4 ⇒ (2, 1) = 3


The mindless beast still stands.

It moans and attacks again.

attack: 1d20 + 4 ⇒ (6) + 4 = 10
So much fail

your turn


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

With a great deal of panache Thais deals a precise blow to the creature. No longer fighting defensively.

1 panache used to double the precise strike bonus, 1 more panache used for the precise strike itself

Unarmed (attack): 1d20 + 6 ⇒ (15) + 6 = 21
Unarmed (damage): 1d6 + 7 ⇒ (4) + 7 = 11


The zombie falls over, re-dead.

As you search through the bodies, you find:
45 gp, 14 sp, Milky Quartz (35 gp), Masterwork Leather Armor (160 gp)


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais wipes off as best he can after handling all those bodies, and heads over to check the next door.

Trap Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Another +2 if the trap is in stone


The wooden door does not appear to be trapped or locked. However, when you try to open it, it does appear to be stuck.

Strength check needed to open.
1d20+str mod


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Strength: 1d20 ⇒ 7
Thais tries to push the door, but can't get much force behind it.

assuming that doesn't do it...
He begins breaking down the door.

Unarmed L (attack): 1d20 + 6 ⇒ (12) + 6 = 18
Unarmed L (damage): 1d6 + 1 ⇒ (2) + 1 = 3
Unarmed R (attack): 1d20 + 6 ⇒ (12) + 6 = 18
Unarmed R (damage): 1d6 + 1 ⇒ (2) + 1 = 3


The door creaks with your effort, but does not move. The wood of the door is hard and seems to absorb the impact from your blows. Objects like doors and walls have something called hardness, which is similar to DR/- in that it reduces all physical incoming damage by a certain amount. It might be better to take 20 on the strength check. This will take 10 minutes.

Cold timer: 25/60


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

I'll take 20.


Timer 35/60

After much effort, the door gives way to another hallway. It Ys north and south. The north path continues on beyond your sight, the south path has a wooden door.

Give me a perception check for the hallway.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Perception: 1d20 + 7 ⇒ (9) + 7 = 16
+2 for traps, another +2 if the trap is in stone


There do not seem to be any traps, but you do notice that the air is much colder to the south, as if it is seeping from the door.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais decides to check North first.


The hallway continues, as you round the bend, you hear the faint sound of music and laughter in the distance. As you get closer, you can tell that it is coming through the archway where the hallway splits.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais moves to the fork in the hall and checks around a bit before continuing.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11
+2 for traps, another +2 if the trap is in stone


The music and revelries get louder as you approach. You would need to get closer to see what exactly is going on.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais sneaks up to see what's going on in the room.

Stealth: 1d20 + 8 ⇒ (9) + 8 = 17


As you enter the room, it is as if you have entered the house of a noble of the highest social stature. The air is heavy with perfume and rich foods. The sound of music and laughter fills your ears. Ten men and women mill about the room. They make no note of you as you enter them room. It is as if you do not exist to them at all.
A fireplace commands the east side of the room. The partygoers stand around the five wooden tables.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais stops sneaking and addresses the group.

"Hello there! Pardon my intrusion. I am Thais, an adventurer. If you don't mind my asking, what are you celebrating?"

Diplomacy: 1d20 + 2 ⇒ (10) + 2 = 12


Your words fall on deaf ears. The party goes on and no one so much as looks up to you as you speak.

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