The Absalom Gambit (Inactive)

Game Master Vuvu

A sandbox campaign focused on Absalom and the sewers beneath it.


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Unnamed

Gunser knows it is called a balban. u will have a standard action left though I assume you want to hold it till the others act.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

I thought I had taken the surprise roudn move action to stand up, and yes, I was waiting to see what the other did during the surprise round. But Gunser does intend to lay some hurt on the critter (if he can get to it)


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Well, I have to say I wasn't expecting that and it appears neither was the demon." He hopes to catch the attention of the man who just fell through and calls out, "I hope you're ready to fight that thing because it doesn't look happy to see you. We're coming!"
Surprise Round: Casts bless
Round 1: Moves to within 35 feet and casts grease DC 16 under the demon, trying to keep the area of effect where we won't have to go through it to get to the demon.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Y'think the Balban's not happy? Rude, me washin' in? Fair enou'. I'll play 'im a nice tattoo, wi' me oar!"


Unnamed

gunser you are correct! you have your full round

1d20 ⇒ 16

The Balban frowns at the grease under his feet.

Grumbling Mizaru puts the oil on his hammer in the surprise round. leave me a charging path!

i will bot him after the others act if he is not back on


Male Human Rog 3/Wordcaster(spellslinger) 3 (Mythic Sneak) | AC 23 (armor+5 Dex+6 NA+1 Pro+1) | T 17 | FF 18 | HP 55 F +6 | R +12 | W+7 | perc +10 | Int +7

Kracow will apply the oil to his Thundering pistol.

He will cast lengthy fade and as a swift burn a L1 spell, fortify, to get distance .

Then he will move 20 to get within 40' of the demon.
Stealth 1d20 + 10 + 20 ⇒ (10) + 10 + 20 = 40


Unnamed

Varin moves to get a little closer to the demon and looks at it cross eyed

1d20 ⇒ 7

The demon looks sleepy and falls over...snoring.

pffft


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Well now...", says the sodden sailor, "The little ones, then?"


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Nicely done Varin. I'd say finish the demon and then deal with his minions."


Male Human Rog 3/Wordcaster(spellslinger) 3 (Mythic Sneak) | AC 23 (armor+5 Dex+6 NA+1 Pro+1) | T 17 | FF 18 | HP 55 F +6 | R +12 | W+7 | perc +10 | Int +7

Bah, wasted my spell! I'll coup de grace. I have a 4x crit + sneak and I don't think anyone is adjacent to perform a full round action. Sorry, end of metagaming.

Seeing his opportunity, Kracow will move within 5' Still invis for 4 more rounds.

Then, if its isn't awake, he will perform a full round coup de grace next round.
4d8 + 8 ⇒ (7, 3, 1, 7) + 8 = 26
sneak
2d6 ⇒ (6, 4) = 10


Unnamed

dont forget thundering! 3d8 ⇒ (2, 5, 4) = 11

The minions had scattered

1d20 ⇒ 8

The head of the demon explodes in gory mess.

everyone is awarded 1200 xp How close are you all to level?


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser chuckled as some witchery laid the demon low. He spun the weathered oar in one hand, and advanced, casual malice in mind for the Balbom... Bunban? Bal... BAH! It'd be dead, soon enough, cast back to it's homeworld. It was somehow less satisfyin', killin' evil, when it was only just sorta pushed back.

He pondered the big head, looking for a seam or a cleft in the bone, someplace the old oar might find purchase enough to pulp something vital. He readied a two-handed overhead swing that'd suit a headsman...

And the head exploded.

Talk about less satisfyin'.

If fast track for XP, and coming in at the bottom of 6th, I'd need 8000, so -1200 = 6800 needed. If other assumptions than above, that will change.


Unnamed

we are medium track and you willl level with everyone else. cause that is silly otherwise. I just did notremember how close everyone was.


Unnamed

Gunder:
The last thing you remember was going overboard during a storm at sea


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

MiniGM:
Fair enough. So (and I'm FINE with this) most of the listed gear does not apply. I'll try to sort out what might be reasonably 'on hand'.

The stranger licks a bit at his lips, then actually wrings out a bit of beard, and tastes his fingers. "This is water, but not salt. So how's that, then? When it was salt, and sure enough? One of you send that storm? Conjure me here? Why for? It don't appear you'd needed the help..." He prods at the empty-skulled demon, waiting for it to disappear.


Unnamed

adjust gear as you see fitnp at all


Unnamed

I know that the game has been combat heavy of late...the next one is certainly potentially a non combat one...though you can certainly just kill the crap out of it :)


Male Human Rog 3/Wordcaster(spellslinger) 3 (Mythic Sneak) | AC 23 (armor+5 Dex+6 NA+1 Pro+1) | T 17 | FF 18 | HP 55 F +6 | R +12 | W+7 | perc +10 | Int +7

Kracow tucks away his guns as the skitterdarks disappear This place is full of wayward travelers.

The grimace fades from his face for the time being as Kracow's spell relieves him of his insatiable need.

Turning to the wet oar wielder, Kracow introduces himself, Like you we were caught up in the tower's magic and are attempting to pass through. If you mean us no harm, you are welcome to travel with us. Until you find your way or a better place that is.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Yeah, no idea how you got here, but since a couple of our companions were called to other quests, we're happy to have an extra hand...or oar. Now, the angel had a key. I think we'd all best have a look around and see if the demon does too." Initiates Bardic Performance for Careful Teamwork: +1 to initiative, perception, disable device and against traps or while flat-footed.
Perception 1d20 + 14 ⇒ (10) + 14 = 24


Unnamed

The room itself is empty. The demon has on his belt a long rod with a slot in the end, a silver statue shaped like a raven, and a potion.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Boneyard concentrates on the demon's things, murmuring a brief spell to see if they are magic. Casts detect magic
Spellcraft 1d20 + 7 ⇒ (20) + 7 = 27
Spellcraft 1d20 + 7 ⇒ (13) + 7 = 20
Spellcraft 1d20 + 7 ⇒ (3) + 7 = 10


Unnamed

The rod, appears to be a Rod of Thunderous Force, the Statue appears to be Silver Raven of Wondrous Power and the potion seems to be a bottle with some magic liquid in it.

There also seems like something should be inserted into the Rod.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Kracow, we might need your wand for the potion. Its magical, but I have no idea what it is." Boneyard describes what all of the other items are to everyone. "Well, we have a longsword that we know is part of the key. Hopefully one of these other items is too. Everyone ready to go back to the final door." Does it look like a longsword might fit into the rod?


Unnamed

bone:
it does. Like a sheathe.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Hmm, looks like the sword we got from the angel would fit right into the rod. But, I think we'd better see about the third door first. Everyone agree?"


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2
Kracow "Two Guns" Tosier wrote:


Kracow tucks away his guns as the skitterdarks disappear This place is full of wayward travelers.

The grimace fades from his face for the time being as Kracow's spell relieves him of his insatiable need.

Turning to the wet oar wielder, Kracow introduces himself, Like you we were caught up in the tower's magic and are attempting to pass through. If you mean us no harm, you are welcome to travel with us. Until you find your way or a better place that is.

"Well, Mister Gunsel, I don't know if I mean you harm just yet, I don't know you, all that well yet. There's still the matter of just where this is. I've enough of a map in me head to know there were no place as this, neither under that storm, nor the water 'neath it. So the how and the why of my bein' here, I'd say that's a large piece of how I'd feel about it all. But if you're headin' back to where there's sky... I'll sign on. My name is Gunser. Gunser Stormson. Gunser of Biston."

"I'd favor bein' told of this place. And aye, if this third door is the next, and closer to out, I'll go there, too."


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Ever hear of the Spire of Nex outside Absalom Gunser? That's where you are. Well, that's where you are assuming that's where we still are. A bit of a mind-bender I suppose."


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"It was fairly bent already. Absalom? Chua... and here I left me ruby slippers in me other bag. That's a long swim. Kinda puts the walk out of here in perspective, don' it?"

Gunser pulls his seabag out of the rubble, holding it lightly in his off hand, tapping the dust off it with his oar. "Oilskin. Don' never put anythin' valu'ble in less."


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Gunsel . . . Heh.

Mizaru looks at Gunser with suspicion. Could it be another of the tower's tricks? It seemed too convenient. Nonetheless, Mizaru gives a quick jerk of the head in recognition to the man.

The vanara stands to the side, keeping watch. He doesn't bother with the magic items.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser nods at the creature. "Gunser. Never seen your like. What are your people called? I'm only half-likely to remember, but I'm sure to make up something to fill the name I ain't got, so might as well try..."


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

"I-the-warrior-Mizaru am of we-the-Fiben-of-the-Vanara." He steadies his weapon with his tail to leave both hands free, holding the palms together level to his chest. "I acknowledge you-the-seafarer-Gunser."


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser seems to roll all the bits around a while. Then he slings his oar, and replies, "I-the-warrior-Gunser of She-the-Marid-Queen, and of He-the-fisher-Baran, acknowledge you-the-warrior-Mizaru", bringing his hands together at the end. Unslinging his oar, he asks, "Did I do that right?"


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru nods, seemingly pleased. "It is so."


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"All right. Now that we're all acquainted and hopefully not going to kill each other, is everyone ready to head back out? We've got another door to check out. Hopefully its going to get us a little closer to getting out of here. Oh, you can call me Pyke. Boneyard Pyke."


Unnamed

did you put the sword into the rod?


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Nope, not yet. Was going to wait and see if we found another part of the key even though these might be all of it.


Unnamed

Boneyard does recall there is the third door with the name Sycorag, which they knew was a dragon known to work with Nex. And the original text suggested three parts to the key.

Also no one ever checked the sword

spellcraft 25:
+1 Undead Bane Holy Longsword


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Pyke, Mizaru, Kracow. Aye, onward. I gather you other two are magicians. We got a door, right? Me and Mizaru either side, ready, give you magi your moment? Then open it, and another moment, we-who-are-warriors ready to break whatever comes through? You don' have to worry about old Gunser; I-who-am-no-fool understand the best use of a mage, is let him use himself."


Unnamed

The orc with a horrific mask on his face and covered in scars steps forward.

I am Varin. I heal

At the far end of the room is another set of double doors, and at the corner of the room there is a smaller single door.

which one do you go to?


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Looking at the orc's scars, Gunser reflects, "Practice makes perfect. Pleased to meet you, Varin. I'm Gunser, I break."

spellcraft+9 1d20 + 9 ⇒ (20) + 9 = 29

"Keep that sword handy, if there's undead, or anything allied to evil, you'll want it in hand. Me, I'll stay with the oar."


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Boneyard laughs, "Leave it to the newcomer to uncover the value of something the mages assumed mundane. You know, I have enough trouble with the rapier. Calondrel would laugh himself silly to see me with a longsword. I'll go take a look at the doors."
Perception (Double Doors) 1d20 + 13 ⇒ (18) + 13 = 31
Perception (Single Door) 1d20 + 13 ⇒ (4) + 13 = 17


Unnamed

boneyard:
the double doors have several traps, 2 mundane and 2 magical the other is untrapped.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Gunser would probably be best for longsword, but in a pinch Mizaru can use it too. The Rod of Thunderous Force is great for a frontliner, but especially for anyone who can get through forces and into enemy spellcaster range for a chance at prone+deafen at them with their usual worst save.

Mizaru continues to keep watch, not letting his guard down.

Perception (anything else in the room) 1d20 + 10 ⇒ (5) + 10 = 15


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser is not proficient with longsword. (Staff Magus). He could still use it; against it's best target, it's still better than his own weapon. Rod works for Gunser, who has several "I can move further than you think" powers, and an actual history of taking advantage of the start-of-fight flatfootedness of enemies. He can also re-roll initiative, but he'd tend to give that to a caster, though if he's assigned the rod and caster-breaker duty, he'll keep it.

"If there's none to use the sword, I could. Or the rod, just the same. I'll carry what you like, but I can make do wi' what I got. This oar and me, we've weathered many a storm."


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

This is where I wish salus was still with us. May his goddess watch over him. And greetings to you Gunser. And as for you the-warrior-Mizaru I-the-healer-Varin-shaman-of-Yggdrasil hope we have proven our intent to you with the slaying of this beast.

If mini doesnt mind a bit or retcon can varin harvest some of the big demons parts to sell back in Absalom they can be used for spells and such.....


Unnamed

[ooc[ Sure you are still in the room. Need a Knowledge planes to know what to take and a Heal to slice it up. Make rolls and I will tell you what it is worth [/ooc]


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

KN:Planes +7 1d20 + 7 ⇒ (18) + 7 = 25

"Takin' the time ta butcher him? I suppose, since he's not got the fades. Be sure ta check the heart fer Nanorion stones. Damn useful, when you can find 'em."


Male Human Rog 3/Wordcaster(spellslinger) 3 (Mythic Sneak) | AC 23 (armor+5 Dex+6 NA+1 Pro+1) | T 17 | FF 18 | HP 55 F +6 | R +12 | W+7 | perc +10 | Int +7

Well met all.

Kracow will take out his Identify wand and cast it while focusing on the potion and anything else that pings in the room.
Spellcraft
1d20 + 12 + 10 ⇒ (10) + 12 + 10 = 32
and the sword
1d20 + 12 + 10 ⇒ (8) + 12 + 10 = 30

After which, Kracow will agree to the plan of the entering the third door.
He searches the door, probing and looking for signs of a trap.
perception
1d20 + 11 ⇒ (9) + 11 = 20


Unnamed

Kracow:
Kracow finds the same traps on the large door and notraps on the small door

Which door shall you open?


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Boneyard would you or anyone else like to point out what may be useful from this thing. I have heard that parts of them can make wards against them more potent. So besides the heart and blood samples what else should be taken?

Spellcraft to recall spells that use components and what they are for Varin 1d20 + 11 ⇒ (4) + 11 = 15

Alchemy for any random things that can be made with the beast 1d20 + 15 ⇒ (12) + 15 = 27

Heal to start cutting on things if nonthing else is pointed out he will take a few vials of blood and the heart. I am assuming I can get my full tool bonuses for this check.... 1d20 + 9 + 2 + 5 ⇒ (6) + 9 + 2 + 5 = 22

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