DM Feral's Player's Choice (Inactive)

Game Master Feral

Current Combat Map


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Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Fort: 1d20 + 12 ⇒ (7) + 12 = 19


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Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2
Jessamy Pierce wrote:

Jessamy nudges Pirknok.

"Elves," she says jovially, glancing at poor, ill Siolad. "Amiright?"

"F~&!--*COUGH COUGH COUGH URK*--...you--*BLEGH*"


Moving north the party finds that the slippery walkway connects four platforms running down the room’s center to a station of some sort at the far end of the chamber there, three large and filthy levers protrude from the dripping wall. To the north, four metallic pipes protrude from the wall, ten feet above the level of the sewage fresh foulness runs from these pipes in thick streams. Every now and then, something larger and hideously more substantial than mere fluid strains through the bars blocking these pipes to drop with a turgid splash into the foulness rippling below.

Plagues are posted above each of the levers but a thick layer of sludge has built up on them making them illegible.


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Krojun frowns as he considers the levers and plaques. "I believe we have found the sewers for this place. " He wipes away the first plaque, trying to make out what it says.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

"Yeah, or something," Jessamy agrees. "Siolad, can you clean --"

She stops short as she sees Krojun start to do it himself. She steps back from him, in case whatever horrible plague she's sure he's going to get from the plaque turns out to be communicable.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Fort: 1d20 + 14 ⇒ (5) + 14 = 19

Pirknok chuckles softly at Jess' comment, shaking his head as much to clear it as to keep Siolad from seeing his smile.


Sorry guy. Paizo's been super broken the last couple days.

Krojun, give me three fortitude saves.

After cleaning the encrusted slime off the plaques the rest of the party can get a good look at them and the ancient thassilonian written across their surfaces.

The first lever is in the up position. Its plaque reads 'Access Control'.

The second lever is in the down position. Its plaque reads 'Portal Control'.

The third (right-most) lever is in the up position. Its plaque reads 'Warning: Cleaning Cycle'.


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Fort: 1d20 + 13 ⇒ (3) + 13 = 16
Fort: 1d20 + 13 ⇒ (15) + 13 = 28
Fort: 1d20 + 13 ⇒ (18) + 13 = 31

Krojun feels dirty.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Yeah, site's been really bad.

Any Knowledge rolls we can make to give us insight?

Jessamy ponders the plaques, still trying to keep some space between herself and Krojun.

"Should we pull the cleaning one? I mean, sounds like it might be dangerous -- with the warning and all -- but this place definitely needs to be cleaned..."


With a bit of time and study following the various pipes you could possibly suss out their function but there's not enough in just this chamber to come to any kind of conclusion.

Shall we assume the party pulls the cleaning lever?


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Guys? I know the site's been wonky for a while, but anyone else want to weigh in?


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

I'm still waiting on the results of my Fort save. Do I notice anything at all?


Krojun feels a bit gross currently but there's otherwise no noticeable effect. Yet.


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Let's pull the lever!


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Can we pull it from outside the room (via magic)? Or maybe we should have a couple folks wait outside...


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Pull it, make the elf do it, he's already sick


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

I'm more concerned with having most of us out of the room when we pull it, in case it just firebombs the hell out of the place.


The levers aren't enchanted. You can use something like mage hand to pull them. I assume Siolad has that. So the party is backing out and pulling the cleaning lever with mage hand?


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Sounds good to me.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Yes! And I suggest dropping a resistance or something if Ensu has it on the gnome or elf. That "warning" makes me nervous.


Siolad's conjured bit of force is just enough to pull the filth-encrusted lever. Almost immediately there's a deep rumbling from overhead followed by a torrent of fresh water that comes pouring from the nearby pipes washing over the walkways and raising the adjacent canals a few inches.

Some of the water remains on the platform where it gathers into a vaguely humanoid shape. The elemental looks around for a moment and then begins diligently scrubbing at the filthy walls with its watery appendages.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

"Oh, well that's nice," Jessamy says happily. "I guess we should wait a bit and hope it finishes and leaves?"

That's my plan, at least; once it's done, let's go back in and look around some more. If it looks like it's taking hours, maybe we can camp and rest while it finishes (I still have full backstabs, but we've certainly used some other resources.)


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Pirknok watches the elemental with interest, nodding at Jess' wise suggestion. Seems like maybe she's learnin', he thinks fondly.

Good idea!


The elemental looks to be very meticulous and there's A LOT to clean. At the rate it's moving it would take days to just clean this chamber.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Huh. OK, well, that idea didn't work...

"This looks like it might be a while. Maybe explore everywhere else and then come back here and see what's happening. Maybe rest if it needs time?" Jessamy suggests.

Guys, we've super slowed down. I know the site was wonky for a bit, but I feel like it's mostly stabilized. Let's get things going again, because this rate is just killing me.


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Krojun nods. "Makes sense. Let's see what else is here and come back in a bit."


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

I'm in, Jess.

Next tunnel!


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Just pick the next tunnel over, please, GM. We still have no reason to go with any particular one, so we'll just keep going in random order.


Leaving the elemental to its task the party ventures east.

The worked stone of the tunnel gives way here to a natural cavern. A twenty-foot-wide gap breaks the walkway, while the rough stone walls are caked with a riot of color - ooze and fungi of all colors in the rainbow grow thick here in a foul-smelling profusion of beauty.

Perception 25:
A length of chain looks to be caught on something near the surface of the slime.

The passage goes further east as well.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Perception: 1d20 + 15 ⇒ (13) + 15 = 28

"Huh," grunts the dwarf, indicating the chain with his off-hand, "Wonder what that is."


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

"Try pulling on it?" Jessamy suggests.


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Krojun nods, spotting the chain as the dwarf indicates.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Pirknok shrugs and approaches the chain, releasing the hilt of his sword with obvious reluctance. He pauses a moment to loosen his shoulders before reaching down and giving the chain a tug.


Tugging on the chain Pirknok finds that it's attached to stuff!

At the end of the short length of rusted chain is a engraved iron rod that seems to have endured the moist conditions much better.

Keep in mind that the stuff Pirknok is fishing up is covered in slimy filth. Pirknok and anyone else handling the stuff needs to make a fort save vs disease. For reasons.


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Luckily I have one remove disease spell ready...because reasons.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Fortidorf: 1d20 + 14 ⇒ (3) + 14 = 17

The dice don't seem to like me today.

Pirknok eyes the goop with disgust as he hands over the rod to whomever will take it and returns his attention to the chain, checking whether there are more things attached to it.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Let's make sure before we touch anything we at least top off with resistance. No reason to make this harder on ourselves.

"Is it magic?" Jessamy asks, curiously, but preferring not to touch the slime.

Heroes, after all, have a reputation for cleanliness that she would like to uphold.


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Well I don't have a lot of bump resistance type things up. I can remove disease once today. I can delay poison, but in the end, I don't think I am built well. Some of it is my domains but a lot of it is just me not playing a cleric before.. so. yeah.


There's no immediate effect in any case. There's nothing else attached to the chain.

Those with magical senses are quickly able to confirm that the iron rod is quite magical. It's a metamagic rod of extend.

Finding nothing else of interest, the party continues east.

Quickly the surrounding stone falls away into a large, curved cavern. Here and there, foul water cascades into the room from intersecting tunnels, tumbling ten feet to the frothy surface of liquid below.

The path curves around back north.


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Well not sure extend would help me a ton, except for some things like blessing of fervor doubling the time, not sure would be awesome since most of the time there is still some left of the spell. Maybe the other magic users have some spell they would love to double the time on?


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

You should be able to pick resistance as an orison next time you prepare spells. It's an easy way to get +1s to saves. (As for the rod, up to you and Siolad, probably. You can swap it around if it's being used on buffs outside combat. As you said it's rare our spells last longer than a full combat at this point.)

Holding her nose, Jessamy looks around, trying to make sure there's nothing in the spray below.

Perception (+3 vs. traps): 1d20 + 15 ⇒ (1) + 15 = 16


After a moment peering over the edge, Jessamy is confident that there's nothing lurking in the churning slime below the walkway.

I'm pretty sure Jessamy's got one of those defective weighted dice.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Dorf takes a peek too, hoping no one asks him to go swimming in the muck.

Perceptidorf: 1d20 + 15 ⇒ (10) + 15 = 25


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

If no one sees anything...

"I guess the way is clear. Keep going?"

Not sure if we want to try to set up some rope in case something gives way...


Pirknok doesn't spot anything moving about in the muck if that was even possible. After determining that the way forward is entirely safe, the party begins to cross... Only to be ambushed!

A pair of writhing masses of tentacles and stalked mouths with a singular huge hideous eye each and a fanged maw for a belly emerge to attack the heroes as they're midway across the cavern. One brandishes a dripping tentacle that seems to call down a burst of brilliant color and crashing noise amidst the party's ranks. The other quickly *glorps* forward and lashes out at Pirknok with a slimy appendage.

Damage vs Everyone*: 5d8 ⇒ (4, 7, 6, 5, 8) = 30

Everyone is also slowed (as per the spell) for 1d6 ⇒ 5 rounds. A DC 18 Will save reduces the damage by half and negates the slow effect.

If you're neutral (neither lawful nor chaotic) you are not slowed and you automatically take half damage (save for quarter damage). If you're chaotic you can ignore the whole thing.

Vs Pirknok: 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 1d6 + 8 ⇒ (3) + 8 = 11 plus 1 point of con damage

Confirming: 1d20 + 19 ⇒ (14) + 19 = 33
Extra Damage: 1d6 + 8 ⇒ (6) + 8 = 14 plus another point of con damage

***

Krojun: 1d20 ⇒ 14
Ensu: 1d20 + 4 ⇒ (1) + 4 = 5
Jess: 1d20 + 7 ⇒ (4) + 7 = 11
Pirknok: 1d20 + 2 ⇒ (6) + 2 = 8
Siolad: 1d20 + 5 ⇒ (4) + 5 = 9
Badguys: 1d20 + 4 ⇒ (1) + 4 = 5

The party is up.

Everyone needs to make a DC 20 will save or be paralyzed with disgust for the round.


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Will vs DC 18: 1d20 + 9 ⇒ (1) + 9 = 10
Will vs DC 20: 1d20 + 9 ⇒ (16) + 9 = 25

HP 45/150

Krojun, feeling his limbs moving as if through molasses, begins to inspire courage, slowly. [INSPIRE COURAGE +2


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Will: 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25
Will: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15

Pirknok all but ignores the flash of color, but is completely unprepared for the disgustingness of the slimy appendage that attacks next. He stands there, dumbfounded with revulsion and shuddering in horror, unable to even lift his sword.

Pirknok takes (7/2 = 3) + (23/2 = 11) = 14 damage, Ensu takes 16.

Pirknok is paralyzed.


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Will Save vs. Slow: 1d20 + 8 ⇒ (19) + 8 = 27
Will Save vs. Disgust: 1d20 + 8 ⇒ (15) + 8 = 23

Siolad withstands the colour flash, and manages to keep his lunch down when confronted with the disgusting horror before him.

"...wow. You're one ugly m%+&+$*%~$!%." Is all he can muster before attempting to blind it with glitterdust.

Casting glitterdust on Green thing. DC 17 Will Save to avoid being blinded for 12 rounds.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Will save: 1d20 + 6 ⇒ (12) + 6 = 18
Will save: 1d20 + 6 ⇒ (1) + 6 = 7

Quick Stats:

HP 74/93
AC 30, touch 21, flat-footed 30
Fort +6, Ref +13 (+3 vs. traps), Will +5 CMD 20 Touch of good: 2/5; Hunter's Howl: 1/3
Effects:

Jessamy wretches a bit in her mouth, disgusted by the thing.

Knowledge (dungeoneering)? (assuming it's an abberation): 1d20 + 18 ⇒ (3) + 18 = 21


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Ensu is neutral so he just shrugs at the first act.

Will save: 1d20 + 17 ⇒ (2) + 17 = 19 Booo dice roller booo unless the fear bonus on the IC helps..or if whatever

Ensu isn't so much disgusted but..yeah

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