Keryth Tarathiel |
Keryth stands quietly in the back, watching the events unfolding in front of him. He checks over his shoulder to make sure nothing is moving up behind them with all the commotion.
Ballar Fargrim |
*tapping coconuts* Brave, brave Sir Keryth!
Reflex Save: 1d20 + 2 ⇒ (10) + 2 = 12 - dang...that'll be karma punishing me for teasing the wizard
Feeling rather like a Filet mig'Dwarf, Ballar quickly pats down his hair and fancy new cape before scouring at the laughing trio. Angerly muttering, They should know bett'r than ta mess with-a dwarf's hair...Prestidigitacion! Ballar cleans off any scorch marks.
Teirist |
Teirist walks around the corner buttoning the top button on his breeches in time to see Jim the trap, he gets out, " No" as he reaches for Jim's hand, right before it triggers.
Reflex save: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
He mutters "This is why you leave this stuff to the professionals."
HP 13/35
Ballar Fargrim |
An audible beeping noise distracts Ballar's attention. Fumbling with one of his sleeves a cheap digital watch in a dull metallic casing comes into view. The dwarf pushes one of many tiny buttons on the side causing the quartz display to flash happily before it disappears beneath Ballar's sleeve once more. Momentarily forgetting about his singed appearance, Ballar retrieves a well worn leather bound book inscribed with the letters PRD. Turning to a dog eared section entitled So You Want to be a Cleric he thumbs through its many pages. A few moments later, Ballar at last closes the book and puts it away. Right then, where were we?
Ballar Fargrim |
As though in response, Ballar's belly grumbles.
Ooph! Anyone hung'ry? Da always said, "Tis no use go'n-inta battle whenya mind's nointa-it!" The familiar sound of a bag of nachos cracking open soon follows.
Terquem |
Day 6, afternoon (approximate time of day, 2:00 pm) (turn85, 1 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern
12 turns remain –Ballar has tree water skins with a healing water elixir in each, Ballar has used 5 doses of his, the other two have three doses and seven doses remaining. Each water skill holds 8 doses in all
Stalled for a moment on what next to do, the group retreats, away from the laughing Skeletal Champions, and gather in the three way intersection to decide what they should do next, when suddenly, in a twinkling golden light, the Dungeon Minion appears out of thin air. She is wearing a very short red dress, with black trim, a small round object is attached to her left ear, and her hair, normally down and loosely styled is now pilled high on her head in an elaborate basket weave style.
She is holding a small box like object in the crook of her arm, and with her other hand she flips open a smaller box and speaks into it.
Its "A" Dungeon, Minion |
Captain Dupree, this is Ensign Minion reporting, I’ve located the away team, and two are ready to beam out.
Jim and Teirist begin to glow, a soft golden light envelopes them and they dissolve from view. The Minion then goes on
Yes captain, we are ready for the security relief to be beamed down.
Another three golden lights appear. And three men suddenly are standing just north of the party, they appear to be a human, a Half orc, and an Elf, and they are wearing red bath robes over their armor and equipment. The dungeon minion asks for the robes, and then says
Good Luck gentlemen, remember, we’re all counting on you
Ballar Fargrim |
Ballar nudges the butcher on the arm, Oi Teirist! Thars ya girl, come ta fetch ya! Oh! and wear'n anoth'r of her costumes ta boot! Ballar's eyebrows raise mischievously adding, Ya lucky bas...
Shaking the elf's hand rigorously, Ballar slips Teirist's water skin from the elf's pack, Best o'luck ta ya!
Turning to the monk, Right than Jim, twas a pleasure work'n with ya lad. Be sure ta write! The dwarf shakes Jim's hand with renewed rigor, re-leaving him of his water skin as well.
The cleric steps to the side and as they prepare to beam away Ballar opens up one of the water skins, Gonna miss'em... raises the water skin in a toast, Ta tride an' true profession'ls! and takes a good long swig coinciding with the bright flashy lights.
Watching the three replacements materialize, Ballar raises the water skin again and toasts, Welcome, ta fantasy dungeon lads! Wiping his mouth, he notes the red robes. Ballar nods at their attire and quips to Keryth, Ave heard 'bout security details wear'n red. How long do ya think they'll last? No sooner do the words leave his mouth than the dwarf realizes he is clad in a great red cloak, Blast! Knew ah shold'ave knicked tha wizard's robes b'fore e'left!
Healing waters: 3d4 ⇒ (3, 3, 3) = 9
Healing waters: 3d4 ⇒ (3, 3, 2) = 8
Takes two doses of healing waters from the one which only had three doses left, leaving one dose which he carefully adds to his own water skin. So now the count should be seven in Jim's and four in Ballar's.
Keltos Rankenstar |
Keltos steps forward, once again booming loudly, "Why, the pleasure's all mine friend dwarf! That is, long as I'm getting paid well!" He bellows with laughter at his own sheer wit. "But seriously friends, you can depend on me even when I'm not rakin' it in...You can pay me in installments!" He roars again, taking a few seconds to realize his audience is at most smiling wanly.
To cover his moment of silence, he laughs again, in a more controlled manner, and remarks, "Anyway, I'm sure we'll all have a blast adventurin' together! And speakin' of blasts... Keltos sniffs the air several times and wrinkles his nose slightly before he continues, "...What's that smoke smell?"
Hey everyone, I'll give it to you straight, this is my first PbP and it looks slightly more complicated than most, but I think I've got the basics and I hope to learn it and have fun!
Edit: Not sure how that first impression went over, I'm a little overly conscious about first impressions. Either way, he's not always talking just to hear the sound of his melodious, melodious voice.
Karuum Chaney |
Hmph,you talk to much. The half orc grunts, after listening to both the dwarf and human. He is standing with an ornate chain wrapped around his arm, and a Huge flail hanging from his back. His breastplate is mostly covered in padded leather.
Names Karuum, Before long, many will know it. now then. He takes a deep breath.
Where do I start?
Keltos Rankenstar |
"Pft, only when I'm drunk," scoffs Keltos, feeling rather snappy but quelling the feeling."Tusky's got a point though. What's goin' on, where can we help?"
Ballar Fargrim |
Ballar turns to Keryth and raises a quizzical eyebrow at the boasting, Right. Well, tha probl'ms simple. Get tha chest.
Ballar points a finger down the hall toward the portcullis.
First one ta get it, get's an equal share. Oh, an thar might be a slight probl'm with a trap'd portcullis an'a few skeletons. Ah forget which.
Keryth may be tied down a bit with work, but will be along shortly. Is Billy gone as well?!
Keltos Rankenstar |
The portcullis is open right? Jim picked the lock before he left I believe.
Shaking his head, Keltos unshoulders his sword, and, assuming a guarded stance, walks down the hall to the portcullis (BA24), looking for good places a trap could be along the way (unless that's a problem for anyone or they want to set up an order first or something, then I won't)
Intuition for traps: 1d20 + 9 ⇒ (7) + 9 = 16
Terquem |
The lock, fastened to a chain holding the Portcullis down, in the closed position, is open. Tho lift the portcullis requires a Strength Check, or a Take 20 on the attempt. This is the way it is supposed to work. if you make a Strength Check, and roll well enough, including modifiers from help or tools, then the door, or in this case the Portcullis, opens immediately. If you want to try a take 20, an apply help and tolls to the attempt, then I roll a d6, and it takes that many rounds for the door, or portcullis, to open, and if I roll anything other than a 1, you cannot surprise anything that might be on the other side of the door. Of course i this case, a Portcullis, there is no chance at surprise at all as both you and the monsters are aware of each others presence. The big question here is will the skeletal champions wait for you to open the portcullis before they attack or will they attack while you are opening it. The trap, here, was magical, and will not reset for 24 hours. Until the maintenance crew can came along and reset it anyway.
Karuum Chaney |
HMPH, Is there more than one trap? Karuum asks, as he looks around at the others, taking note of the singed marks on them and the walls.
perception: 1d20 + 11 ⇒ (3) + 11 = 14
Well, I don't see anymore.. that doesn't mean there isn't but to hell with this standing around I say! Haha.
Karuum joins the man at the porticullis
Watch and learn the strength of Karuum! (O, dear dice gods, please looketh upon me with merciful eyes.)
strength: 1d20 + 5 ⇒ (18) + 5 = 23
Edit: Huzzah!
Keltos Rankenstar |
In case that for some reason doesn't work, Keltos moves back a few feet (BA25) to watch Karuum show the portcullis who's boss. He leans back on his sword and yawns. "I was going to do that eventually," he quips.
Terquem |
Great roll Karuum, but...A quick reminder for everyone and especially new players. There is a link at the top of each game thread in this game to a word document titled "Appendix A" and it is the document we are using to make all this happen, so grab a copy, it's free. Now on page 8m in Table II, Doors, there is a handy reference table from the Pathfinder PRC, and I have not taken the proper steps to put the proper legal reference in the document to allow this, so please don't sue me, Paizo Staff that is, but it says there that a Wooden Portcullis needs a Strength of 25 to open, so as long as one other character rushes to Karuum's aid real quickly and rolls a 10+, the portcullis will be raised high enough for the rest of you to rush the monsters.
Ballar Fargrim |
With the muscle getting to work, Ballar moves up, to assist
Hold on lads, thay may be disgruntl'd but thay've gotta twist'd sense o'humor. Keep a watch there Keltos.
Strength Assist: 1d20 + 1 ⇒ (19) + 1 = 20
Keryth Tarathiel |
Keryth watches impassively at the comings and goings. Being a recent replacement himself, he bids his time, holding his previous position in the hallway while watching the struggles with the portcullis.
Welcome new players! :)
Keltos Rankenstar |
"Attack!"
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Whyyyyy
Edit: For future reference should I say what I will do on my turn (like Karuum did) initiative notwithstanding?
Karuum Chaney |
intiative: 1d20 + 2 ⇒ (16) + 2 = 18
AHAHA! This'll be fun! Show me your moves!
Karuum charges at the skeleton, drawing the giant flail from his back as he does so, bringing it around in a full swing before slamming it into the skeleton.
1d20 + 13 + 2 - 2 ⇒ (7) + 13 + 2 - 2 = 20
damage: 1d10 + 20 ⇒ (1) + 20 = 21 (AC:18)
Ballar Fargrim |
Ballar's Init: 1d20 + 1 ⇒ (8) + 1 = 9 Looks like Ballar's after the skeletons :(
Niversal |
Init: 1d20 + 7 ⇒ (6) + 7 = 13
Niversal watches and waiting for the bone heads to move so as to be able to get a flank, pulling his wand of shield and attempting to use it "see me can be a caster too" with a big dumb smile to the other elf
UMD: 1d20 + 9 ⇒ (19) + 9 = 28
Terquem |
Day 6, afternoon (approximate time of day, 2:00 pm) (turn85, 1 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern. Location – somewhere on the fifth Dungeon level
Karuum moves to the Portcullis and heaves up on the gate, quickly, Ballar moves to help him. Placing his lantern on the floor, Ballar puts both his hands on the bottom of the gate as well, and together the two hoist it up until it is high enough that someone might pass through.
The Skeletons notice that the door is raised, and ready themselves for battle, but…
In his excitement, Karuum, who had been holding the Portcullis up, dashes forward into the chamber to attack. The Portcullis, much to heavy for Ballar to hold alone, crashes to the floor
Ballar can decide to jump into the room with the Skeletons and Karuum, or jump back into the passageway.
Ignoring the closing Portcullis behind him, Karuum attacks! His weapon catches one of the Flat Footed Champions by surprise and he sends the armored menace flying across the room where the armor strikes the wall and shatters into pieces throwing bones in every direction.
Round one begins with Karuum abandoning the Portcullis before it is spiked open, and it has shut again, Keryth is delaying, obviously curious as to how the rest of the group is supposed to help Karuum. Keltos and Niversal rush the closed Portcullis, Keltos cannot attack this round, but Niversal can use the wand to cast the spell on himself this round
Karuum – 18
Niversal – 13
Skeletons – 9
Ballar – 9
Keltos – 3
The remaining Skeletal Champions attack Karuum
Melee Sword Attack 1: 1d20 + 7 ⇒ (5) + 7 = 12
Melee Sword Attack 1: 1d20 + 7 ⇒ (6) + 7 = 13
But the impetuous warrior avoids the attacks
Round 2, begins now, with the Portcullis Closed Karuum, and possibly Ballar on one side and the rest of the party on the other
Karuum Chaney |
I think,This is the perfect way to introduce Karuum. "Impetuous" hardly begins to describe the half orc. hue hue hue.
Karuum grunts as he realizes he had not let the por-porti-porra, Doorway open all the way.
Hah, I shall make safe the way!
He swings the heavy flail around him again, going for another full power strike.
Flail: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15 (I got a feeling he will be "flailing" to hit...then again, I feel as if these ARE mooks lol)
damage: 1d10 + 20 ⇒ (3) + 20 = 23
Ballar Fargrim |
Oi! Tha's not tha way I was shown ta do this! Thar steps tha need ta be follow'd, safety equipment ta check ex-cet'ra! Unable to hold the gate by himself, Ballar stumbles backwards letting the wooden barrier slam shut in front of him. Turning to the others the dwarf asks, Did he no'read tha brochure? I think Ballar still has a Standard Action left before the start of the second round. If so, he will send out another blast of positive energy.
Quickly raising his holy tankard, Ballar shouts, Ta just an' fav'rable conditions o'work! Cracking open the lid with his thumb, a refreshing burst of frothy energy erupts forth, filling the room with the delicious smell of lager.
Positive Energy Burst, DC 14: 2d6 ⇒ (5, 5) = 10
Keltos Rankenstar |
Hey! Save one for me, or so help me..." Keltos leaves the threat hanging in the air as he rushes to the portcullis and begins to lift. "Oy, Ballar, can I get some help here?"
Strength check: 1d20 + 4 ⇒ (12) + 4 = 16
Ballar Fargrim |
Sorry Keltos, am not ignoring you, just keeping with initiative order and waiting for Ballar's actions to be resolved. He'll jump under to portcullis once more for round 2 :)
Keltos Rankenstar |
Not a problem, I was mostly saying that to Niversal anyway, because he was readying. It isn't a command for anyone though, it's primarily flavor text anyway.
Terquem |
Day 6, afternoon (approximate time of day, 2:00 pm) (turn85, 1 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern. Location – somewhere on the fifth Dungeon level
Keryth – 20
Karuum – 18
Niversal – 13
Skeletons – 9
Ballar – 9
Keltos – 3
Round 1, wrap up…
Ballar ends up on the outside of the room, looking in, and quickly takes out the stein of adjustment, to see if those skeleton fellows can be made to understand the situation a bit better.
Yellow Save: 1d20 + 7 ⇒ (16) + 7 = 23
Orange Save: 1d20 + 7 ⇒ (1) + 7 = 8
One of the remaining Skeletal Champions rattles in his armor so loudly it almost seems like he has shaken himself apart, but he and his companion stay on their feet.
Keltos rushes to try and lift the gate, but he only manages to get it a few inches off of the ground.
Round 2…
Karuum swigs the heavy flail in a wide arc, but the champions are wise to his methods and easily step out of the way of the attack
The Others seem to be caught on the pother side of the heavy Portcullis with no hope of raising it on their own
The Skeletons Attack
Yellow Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Orange Attack: 1d20 + 7 ⇒ (13) + 7 = 20
One Skeleton misses, but with both attacks coming almost at the same time, Karuum cannot avoid the second sword
Damage vs Karuum: 1d8 + 3 ⇒ (5) + 3 = 8
You can left the gate with a take 20 here, but it will take 1d6 rounds to get it open enough for anyone to get through
One Skeleton (red) - is destroyed
Yellow takes - 9 damage
Orange takes - 14 damage
12 turns remain –Ballar has two water skins with a healing water elixir in each, one has four doses, the other has seven – each dose heals 3d4 hit points
35 turns remain on the alarm
Karuum Chaney |
Karuum grimaces a moment then laughs.
Is that all!? HAH!
He swings at the skeleton that didn't seem to almost shake apart, taking a slightly more defensive stance, using the weight and power of the flail to discourage sudden strikes by swinging it in a circular motion, with the flail head sweeping in front of him.
attack: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22 (ac 22)
damage: 1d10 + 20 ⇒ (9) + 20 = 29
Ballar Fargrim |
Once again, the dwarf steps to and assists with the portcullis,
Strength assist: 1d20 + 1 ⇒ (19) + 1 = 20 -Whistles
Keltos Rankenstar |
"Break it down, fellas!" Keltos roars as he throws his weight against the portcullis with Ballar.
Strength: 1d20 + 4 ⇒ (3) + 4 = 7
Should this be considered an assist for Ballar's roll, because it's a new round?
Edit: Doesn't matter.
Keryth Tarathiel |
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Keryth watches, suitably impressed, at the brutal efficiency of the half-orc at work. Noting the others apparent hurry to re-lift the portcullis the wizard remarks, I don't think that our new friend is locked in there with them, it is they that are trapped in there with him!
Leave it down, otherwise they may be able to flee! Keryth adds with a smirk.
Terquem |
Day 6, afternoon (approximate time of day, 2:00 pm) (turn85, 1 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern. Location – somewhere on the fifth Dungeon level
Keryth – 20
Karuum – 18
Niversal – 13
Skeletons – 9
Ballar – 9
Keltos – 3
Ballar groans, and heaves up on the heavy gate, but cannot get it more than half a foot up, when suddenly Keltos rushes the gate and when he slams into it, Ballar loses his grip and the gate shuts again.
Meanwhile…Round 3
Karuum overhears Keryth’s warning and grins from ear to ear as he destroys one of the armored skeletons with a blow from his flail.
The remaining skeleton, ratling as if he is coming apart inside, swings a sword at the fighter
Melee Attack: 1d20 + 7 ⇒ (7) + 7 = 14
But the shaking Skeleton cannot seem to put enough oomph behind the attempt.
those outside of the room can take round three actions, or try to lift the gate again, otherwise, Round 4 begins
One Skeleton (red) - is destroyed
Another Skeleton (Yellow) – is destroyed
Orange takes - 14 damage
12 turns remain –Ballar has two water skins with a healing water elixir in each, one has four doses, the other has seven – each dose heals 3d4 hit points
35 turns remain on the alarm
Ballar Fargrim |
Tha's no way to open a po'tcullis lad! Looking in the chamber, Ballar tosses up his hands in protest, Keryth's right, mayas well sit ba'an watch Karuum finish it.
Keltos Rankenstar |
"Yeah, I'm tired anyway. Let's get Karuum to mop it up." Keltos flops to the ground, apparently exhausted. It's difficult to tell if he's being sarcastic or not. His stomach growls and he pulls out a hunk of dry bread that looks like wandermeal.
Terquem |
Day 6, afternoon (approximate time of day, 2:00 pm) (turn85, 1 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern. Location – somewhere on the fifth Dungeon level
Keryth – 20
Karuum – 18
Niversal – 13
Skeletons – 9
Ballar – 9
Keltos – 3
Round 4…
Keryth weighs the advice of his new companions and gives up on the attempt to open the gate, for now.
Karuum laughs hysterically as he swings for the fences…
NPC Like Attack Roll: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
The Skeleton, swings back with his sword, aiming for Karuum’s nose
Skeleton Attack: 1d20 + 7 ⇒ (17) + 7 = 24
And surprisingly the weapon does find Karuum’s nose
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Blood flows down Karuum's face
Well, In round 4, Karuum took a bad hit, and did not dispatch the last Skeleton, maybe you'll need to open that gate after all...
Unless there is something the rest of you want to do now, Round 5 begins
One Skeleton (red) - is destroyed
Another Skeleton (Yellow) – is destroyed
Orange takes - 14 damage
12 turns remain –Ballar has two water skins with a healing water elixir in each, one has four doses, the other has seven – each dose heals 3d4 hit points
35 turns remain on the alarm
Keltos Rankenstar |
"C'mon, Karuum, I had money on you in that round!" Keltos complains as he swiftly unshoulders his bow as he walks back to the portcullis. Keltos is not so adept with a bow, but the portcullis will take too long to lift for comfort. He quickly mocks a blunt arrow and lets fly!
If anyone knows a penalty for shooting through a portcullis, let me know.
Arrow: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
Damage: 1d8 + 5 ⇒ (2) + 5 = 7