Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


2,051 to 2,100 of 3,043 << first < prev | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | next > last >>

Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

As Jellena heads down the hole, "I was thinking of heading down in case he needs healing... I know this room is painful."


Jellena descends but not as fast as she expects. She gets down to the vault room to find Velden covered in arrows in Round 8.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

She winks at him, "I know I can be very agile in climbing and such, let alone have those capabilities too. I am sure a strong man like you could hold the rope for me better than the roles reversed."

She gasps as she gets to Velden. She quickly prays to her goddess pouring healing into Velden, stabilizing him with the first spell then in Round 9 pouring more healing into him.

two cure light spells: 2d8 + 4 ⇒ (4, 1) + 4 = 9

She attempts to pull the arrows out without hurting him more as she heals him with her magic.
Heal check: 1d20 + 9 ⇒ (8) + 9 = 17 DC 15
Heal check: 1d20 + 9 ⇒ (5) + 9 = 14


As she gets the last arrow out it bites into Velden dealing another 1d4 ⇒ 1 damage.

At my calculation Velden is at -4 hit points. I could be wrong.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Depends on the fall damage. If it was 1, he's at -5, if 2, he's at negative 6. If 3, he's at negative 15 and dead.


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Upon hearing that things have stopped and Jellena lifting the door, Avizzi slides under and moves to the hole. Once he gets there and Jellena descends, he stands by with Karn, waiting to work the rope and help the pair get back out.

Dunno how many Reflex saves I need to make, but I'll roll 5.
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24


No fall damage for Velden... Did you not recognize the feather fall effect on Jellena, it happened on Velden as well.

Only one fail for Avizzi, 1d8 ⇒ 1 as a spear shoots up and hits him.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

Jellena calls upon her Mistress once more hoping it will be enough for now as her holy symbol brightens under her shirt. "Come Mistress heal my companion. Welcome back Velden the pin cushion." 1d8 + 2 ⇒ (3) + 2 = 5

She yells up, "if you are hurt come on down, it looks secure down here. Plus all I have left is channeling."


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Avizzi looks down and a bit of his scarred skin moves--a section that might have been an eyebrow before his burns. "Any way back up if we come down, sweetheart, or are you trying to walk me into a trap?" He chuckles again, the knife back to twirling in his fingers, as he brings his arm up and licks the blood from the fresh scratch.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

"Would I lead you astray?" She says coyly, then in a more serious voice she says, " We can see to making a way up or tie the rope off up there."

She casts virtue on herself and Velden waiting for the others to descend. "Mistress grant us life for the future."


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden comes to with a jolt, then winces. "Oh joy, I'm in hell. Thank you you worthless b@&## of a goddess, so much for a warm afterlife." He lays back on the ground, then cracks an eye. "Oh, you died too. Too bad, so sad." Then he closes his eye again.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Well I guess it's down the hole then. Maybe if I'm lucky I'll land on Velden. " and he will move over and lower himself down the rope.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn will wait for everyone else, then trust the magic as he jumps in to float down.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

"Heh, you can heal your own wounds then, you ungrateful B@stard." She says and shoves him as she begins to look around the room.

"Yup! Bishnu jump on down and you will land on him!" Jellena says with more mirth than normal.


Bishnu as you lower yourself down the rope that Karn holds, you can feel that there is magic that negates a good portion of gravity in the vertical shaft.

The room is pitch black if you have darkvision or once a light is 'turned on' the room seems to be a vault of some kind. Four skeletons are standing one in each corner though no light emits from them. Armor and weapon racks are laid about and several chests in the middle of the room. Some stairs are off to the right that lead down.

Selena takes Aannra back to the back room. Elo waits at the doorway. Bishnu climbs down the vertical shaft and Karn holds the rope.

Jellena walks around the chests in the center of the room.
Am I missing anyone?


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Let me get some light on this situation. "

Bish pulls out his electric torch from his pack to illuminate the room (techy version of ever burning torch in my deluxe dungeoneering kit), he then hangs it on his shield and picks the shield back up in case. Then he will move around the room checking it out with Jellena.

perception: 1d20 + 6 ⇒ (14) + 6 = 20

"Geez Velden, what do you think it is? Naptime? You didn't even bring your blankie. Get up and search this room. There might be something interesting in here. "


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden cracks one eye open. "Shut up, I'm busy being dead and stuff." He says grumpily. Eventually he hauls himself to his feet, retrieves his bow, and begins moving around the room, examining everything, but touching nothing.

Perception: 1d20 + 17 ⇒ (17) + 17 = 34
Perception: 1d20 + 17 ⇒ (4) + 17 = 21
Perception: 1d20 + 17 ⇒ (13) + 17 = 30
Perception: 1d20 + 17 ⇒ (10) + 17 = 27
Perception: 1d20 + 17 ⇒ (3) + 17 = 20
Perception: 1d20 + 17 ⇒ (18) + 17 = 35
Perception: 1d20 + 17 ⇒ (2) + 17 = 19
Perception: 1d20 + 17 ⇒ (8) + 17 = 25


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Yeah, I understand, you get grumpy without your naptime. We'll see about getting you some warm milk and quiet time. "


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden grumbles under his breath and snaps his fingers. Bishnu's armor takes on a rusty hue, looking like it's been uncared for for years. A few more snaps and various slogans appear on it. Shoot me here! and Richer than you! and Space Marines are Pansies!.


Elo calls to Karn, "I will make sure they get back safely I might catch back up later." Then she heads away from the trap room.

Karn the obvious thing to tie the rope to would be the pillar of arrows trap.

Perception DC 10 on the room's items:
The skeletons in the corners are not moving at all but hold a weapon or two in their claws, they also wear a whole set of armor. The weapon racks are rather stocked with a lot of interesting weapons, some glow and sparkle. The chests in the center have locks imbedded in them.

Velden I assume you made a check for each item said that was in the room, since you did not specify otherwise.

Perception DC 20 on the skeletons:
There are pin pricks of red light in each of the eye sockets. The suit of armor in the North West has many intricate runes all over the plates of armor. The long sword in the South East has a ruby in its pommel is slightly glows.

Perception DC 20 on the weapon racks:
Each rack has a number on the side, all of them are 1, except for two other racks which have 2 and 3 on their sides.

Perception DC 18 on the chests:
Each of the locks look like there is a needle hidden within the lock. One of the four chests looks like the others but upon closer inspection looks to be made of metal or stone instead of wood.

Perception DC 20 on the steps:
There is a fine layer of dust over the steps. About 10 feet down you can see a mist or smoke of some kind.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn ties off the rope and jumps down.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Given that we've seen animate skeletons before(iir), do I see a bludgeoning weapon on the rack?


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

After the others head down, Avizzi double-checks the rope and then follows after. Taking 10 for an 18 on Survival to make sure the knot's good and the rope will hold, for what it's worth.

At the bottom of the shaft, Avizzi smirks at the back and forth between Alton and Bishnu, tosses a wink Jellena's way--For good measure--and starts looking around.

I auto-succeed the DC 10, so I'll roll for the others.
Perception--Skeletons: 1d20 + 9 ⇒ (16) + 9 = 25
Perception--Weapon Racks: 1d20 + 9 ⇒ (15) + 9 = 24
Perception--Chests: 1d20 + 9 ⇒ (17) + 9 = 26
Perception--Steps: 1d20 + 9 ⇒ (6) + 9 = 15

"Watch the skeletons," the tiefling whispers hoarsely, loud enough for the others to hear. "Looks like they aren't quite dead yet." As an added measure, he closes his eyes for a few moments, then opens them again. The pupils have taken on a silvery, watery color, and he gazes around the room at each of the skeletons in turn.

Using my deathwatch SLA on these things, which instantly lets me know if they are, in fact, undead.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden nods at Avizzi. "The skeletons are traps, they are waiting for us to take something, or fail at a trap or something, and then they will attack us. I'd bet money on it. The chests are all trapped, 3 are wood, one is stone or metal, unsure which. The weapon racks have 1, 2 and 3 written on the sides. The steps are covered with dust, but there is a mist or smoke on the 7th step, which is probably a trap or an elemental. Now, I will see what magic is in the room. Please do not touch anything while I do." Velden is back in his quick, precise, almost computer like threat assessment mode after almost being killed.

Cast Detect Magic and again examine everything in the room, and look for magical auras on things or in things not obvious

Perception Weapon Racks: 1d20 + 17 ⇒ (16) + 17 = 33
Perception Wood Chests: 1d20 + 17 ⇒ (6) + 17 = 23
Perception Metal/Stone Chest: 1d20 + 17 ⇒ (16) + 17 = 33
Perception Skeletons: 1d20 + 17 ⇒ (18) + 17 = 35
Perception Stairs: 1d20 + 17 ⇒ (7) + 17 = 24
Perception Floor: 1d20 + 17 ⇒ (10) + 17 = 27
Perception Celing: 1d20 + 17 ⇒ (12) + 17 = 29
Perception Wall 1: 1d20 + 17 ⇒ (20) + 17 = 37
Perception Wall 2: 1d20 + 17 ⇒ (15) + 17 = 32
Perception Wall 3: 1d20 + 17 ⇒ (19) + 17 = 36
Perception Wall 4: 1d20 + 17 ⇒ (2) + 17 = 19


Yes, there are a few bludgeoning weapons, including a bronze warhammer, a runic warhammer, a club, and a morning star with black ribbons on it.

Karn ties the rope to the switch. Avizzi, it likely will not hold if you want to tie it to what was already suggested it will take Reflex saves there and back to be unharmed. You could also begin disabling the traps.

Velden you know the weapon racks and wood chests are not magical. All of the weapons in the room are magical including the armor worn by the skeletons. The stone chest, you are pretty sure it is stone, has an evocation spell on it. The skeletons give off a necromancy spell. The room is not magical.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

"Oh so you aren't dead after all," She says with some scorn as she looks at a kukri that looks interesting.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden snorts. "I wouldn't go that far." He coughs up some blood to make the point. "I wouldn't touch any weapons unless we're all ready to battle some nasty skeletons. All the weapons on the shelves are magical. I can't guarantee they arent' cursed without taking a lot of time to study and analyze them. I don't think we have time for that." He hmms thoughtfully. "Oh, and the stone chest over there is trapped, evocation magic on it. Ok, if we want to reclaim these lost weapons, we're going to have to be cagey about it. Get ourselves a way to limit the skeletons avenue's of attack. I suggest either disable the traps up top, and then climb out, and use a rope to haul a weapon or two up the shaft. That should wake up the skeletons, but they won't be able to stop us at the bottom of the shaft, and we can pot shot them dead from the top. Alternately, we work our way around and find the stairs down, clear the rubble by trying the lock we saw earlier, and deal with the spirit on the stairs. That would give us a way to bottle the skeletons at the top of the stairs, all of us surrounding one skeleton at a time."

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

She looks around at the others that came down, and sees that Karn could use some healing and knows she wants the pain alive and better than he is now. She raises her hands and channels her goddess, "Mistress spread your splendor!" healing all of you 1d6 ⇒ 3.

"I like your first plan Velden. Avizzi would you be a dear and disarm a few of those traps up above." She says plainly to Velden, then smiles nicely and flutters her eyelashes at Avizzi.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

As you guys are discussing what to do, you hear a metalic clanking coming from above followed by the distinct sound of arrows hitting metal. Immediatly afterwards a shiny yellow robot comes crashing down the hole accompanied by an AIEEE!! and a bang. Then a groan....
Bishu, you realize its the robot from before, he seems to have dragged himself from the other room, following you and has a few arrows lodged in his hull.

After a few seconds of stunned silence, the robot motions to a vial just out of reach
Ummm good sir, could you help out a poor robot in distress and kick that vial of repair nannites my way?


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

to Velden"Doesn't that seem like a lot of work for just a couple skeletons? Couldn't we just start smashing them before they move?"

and to the robot
"Umm, right. " and he will move to tap the vial towards the robot with his foot. "This place just gets stranger and stranger. Why didn't I just retire on Betelgeuse?"


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

"I like Bishnu's idea. Kill 'em first."


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Once the vial is in reach, the robot greedily snatches it up, unstopperes it and dumps it over his head. You can hear some sort of hissing noise and see sparks dancing around inside the robot.
Extract of CLW: 1d8 + 2 ⇒ (1) + 2 = 3
Then the little robot rights itself and does a small little dance.
Alright! Good as new! (Then a gear falls out, bouncing away) ... Its supposed to do that! Being shot at is not part of my core programming.. It seems to happen a lot though... Hmm.. I should write a module for that...
Anyway! Hi Fellow Crypt Robbers! I am CL4P-TP all purpose bot but you may call my by my locally designated name, Claptrap!
And who might you strong, murderious looking, and I assume completely harmless fine citizens be?

Claptrap will look around at everyone, then the surroundings.
Knowledge (History): 1d20 + 16 ⇒ (15) + 16 = 31 and spout out some mostly useless information about the history of the current crypt that we are in.

By the way, I am also quite the skill monkey, I can cast identify and figure out the magical properties of those weapons if you guys would like, as well as help with the disabling traps, After the skellies are taken care of, of course ^-^


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Uhh, yeah. Right. Bishnu here. All purpose bot eh? Ok, just stay out of the way and don't get broken. This place is a train wreck that we're stuck watching. "

and back to Velden "Yeah, I think we can just break the skeletons before they can do anything and we're golden. Then we can take all the nice toys. "


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

If the knot had been unsecure, Avizzi would have retied it right there. I'm fine with having to go back up, though.

"Look," Avizzi says, pausing as he catches Jellena's eyelash fluttering. "Er. I'm usually one who's all for the long game. Normally, I'd be up for Velden's plan, take out these things as safely as we can. Bad news, though--that rope isn't as secure as I'd like, those chests are trapped, and--" he glances at the robot "--we've got a new visitor. Not to mention the marines and their mechs outside..."

The tiefling shrugs. "I'll head up the rope and retie first, so that we have a good way out, but Just smashing the skeletons might not be a bad plan."


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

"Well, Claptrap, I'm Karn. What type of golem are you?"


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden looks around at the four skeletons, and the room. "If you wish to do it that way, I can't stop you obviously. I'll simply point out that there is roughly, at a minimum, about 30 or 40 thousand in weapons on those racks, plus whatever valuables are in the chests, plus the weapons and armor on the skeletons are worth a minimum of 3 or 4 thousand each. Now consider how much that is worth, and whether or not those skeletons and the spirit on the stairs are worthy of guarding that much wealth? And finally, consider that we are all wounded and low on resources." Velden looks up at Avizzi's rope. "Oh, and if we need to retreat, our method of escape is to climb up a slick drop shaft while skeletons are killing us."


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

A golem is a fairly accurate assessment there Karn, and what a lovely sythe you have there. Except instead of being created by magical hand-wavium, i am a being of science and grease! And loose parts...
Then turning to Vern
I can identify those items for you and i happen to be a master appraiser and hacker of vendors, well maybe not master. More of a novice. But master sounds better!!
As for the skeletons, if they absolutely must be removed, might i suggest the handsome Karn set his sythe round one of their necks and pulled?
(coup de gras, free crit! Add in smite...)
And, uhh, i might have a few.... Explosives that could be of use.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Hmm, well if you put it that way, I guess maybe your plan is more prudent. I think shooting down the shaft at them after pulling up a weapon to see if they animate would be the way to go. It's got the quickest payoff for least effort. "


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden looks up the shaft at the robot. "Unless you can identify the weapons without touching them, you're in the same boat I am. That is, without handling them, I can't identify exactly what they are worth or what they are made of. However, handling them may wake up the skeletons." He nods at Karn. "I agree, we could probably take one out instantly, but we can't confirm it and the other 3 would almost certainly wake up. Leaving Karn surrounded. As to the explosives, last time I checked, explosives in an underground chamber was a good way to bring the roof down. Unless you are an expert in explosives and shaped charges that is."


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Do not worry, for I have a plan! Combining the purple guy with pointy ears' cunning and the bald dudes combat prowess, we set the perfect trap! First, I will set up a couple of explosives around one of the skellies, don't worry. Its perfectly safe!!! Then Karn the Charming will set up to decapitate another, and the rest of us will gang bang the third skellie. All at once, on a count of 10, cause lets face it, if they haven't heard us yet, they wont hear us counting. Undead are not known for their good ears, that's for sure! Then there will only be 1 skelly left and we all can focus it! Its foolproof! umm... are there any fools here? Just checking...
Btw this is not nessisarly a GOOD plan, just about anything could go wrong... but hey, hes optimistic!
Oh, and I do have precise bombs, so I can ignore 5 out of 8 squares around the target if needed...


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Umm, I guess. You sure those explosives won't leave us as stains on the walls in this enclosed space?"


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden coughs up blood again, and looks at the mechanical moron. "Sure, you do that. If you'll excuse me, I'm a bit to frail for close quarters combat in a dead in room." He takes his quiver off, straps it back on upside down with the cover on the top to keep the arrows from falling out. Then he climbs halfway up the shaft on the rope, wraps the rope around his waist, and drops upside down in the shaft, his head and shoulders dangling from the hole in the roof.

Climb Rope: 1d20 + 6 ⇒ (16) + 6 = 22

Velden pulls the cap off his, now right side up, quiver, and draws an arrow with one hand, and his bow with the other. "Ok, I'm good to go now, do whatever insane thing you want with the skeletons. I'll pull myself up if I start getting splattered by too much blood."


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Before everything begins, Karn says "Vildeis bless us and give us your favor in this endeavor."

He casts Bless on everyone and Divine Favor on himself. Then he decapitates the first skeleton.

Confirm: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 8d4 + 20 ⇒ (3, 2, 4, 2, 1, 2, 4, 4) + 20 = 42


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

He will see if he can find a one handed bludgeoning weapon from the rack to use. Then wait for the set up and grab it when things start.

time for edit


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Bishnu, given that he spent several rounds buffing everybody, there may well be enough time to get the rest set up. Just saying.

Avizzi shrugs at this plan and looks over the racks while the others set up, looking for a bludgeoning weapon he knows how to use. Preferably a light one, like a light mace.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Thank you, Avizzi. I figured the same thing. It's at least 2 rounds before I can attack.

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

...and I'm probably the slowest thing in the room right now...


Yes, everyone please roll initiative. Karn do you wait for the robot to set up the explosives? Assuming so...

Claptrap sets up the explosives... exactly what do you have in mind?

Avizzi and Bishnu stand next to opposite racks. Bishnu is next to the Runic warhammer as Avizzi is next to the morningstar with the black ribbons.

Karn buffs the group with spells then has a readied action to Coup de Grace the skeleton once the explosives go off.

Leaving hopefully 2 skeletons dead and 2 skeletons left to deal with.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

init: 1d20 + 3 ⇒ (11) + 3 = 14


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11

After receiving Karn's blessing, Avizzi sighs and waits for the explosions to go off, at which point he grabs the morningstar in a two-handed grip, testing its weight. Been a while since I used something like one of these.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden picks a skellington that isnt' being attacked, and gets the blunt arrows out.

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Velden watches everyone get ready, and sighs to himself. "I wonder if any of these brain surgeon's considered that the weapons are all cursed weapons?" He mutters as he readies to attack.

2,051 to 2,100 of 3,043 << first < prev | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gestalt Borderlands All Messageboards

Want to post a reply? Sign in.