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it seems that was the problem, the game kept getting slower and slower due to people checking it less and less often, I can't runa game on once a week, a lot of times i'm waiting on 1 or 2 kep players to interact before I proceed, even with daily checks, a combat can take 2 weeks, with weekly checks they can take over a month. Going to close this game out. Though of course, with my family and numerous flus as of late, I was guilty of not updating as often as I could have...
Jequine notices the rune just before Sheridan triggers it, she remembers the words and deactivates the trap. As you meander back to the crossroads you hear familiar voices, a rival group of Pathfinders comes from one of the other directions.
"Hah, good show, looks like we got to Whelm before you recovered one of the other weapons" The smug Pathfinder says cockily as he holds aloft the magical trident.
it appears another group, possibly two, set out after you did to recover the other weapons, that much prestige amongst Pathfinders can't be easy to pass up.
OK up to you guys, Valanos? By the way, the 'halfling' was actually an imprisoned ogre magi, were it not for the mind fog in the hallway, you would have known.
OK Gerant, good hunting, you guys recovered one of the blades, call it here or continue. Jequine realizes the rune is still active when Gerant triggers it.
anyone else?
Sheridan Barlow wrote: If that was directed at me, Sheridan can't make a Sense Motive check that high. It's directed at anyone in the group, as they can all witness the interaction
You could probably escort him to the entrance, since it's very close to the crossroads...
You manage to work your way back to the crossroads, taking a rest before you reach there, you wonder if the traps are reset...
So are you taking the halfling? that's what I'm waiting on...
Jequine wrote: "To be fair merchant, 500gp seems cheap for your life and freedom, but for now it will do. I say he joins us, for now."
** spoiler omitted **
"500 gold pieces to each of you...I'm a simple merchant, not a dealer in magical artifacts."
Sheridan Barlow wrote: Sense Motive 1d20-1 Seems to be telling the truth.
"Lovely, you're a right git aren't you Chelaxian? Not a compassionate bone in that suit of iron, I'd be better off with a construct. Perhaps someone else would like his share of 500 gold?, just get me out of the mountain...I'm a merchant, perhaps I could sell you to Keraptis? What do you think my skills are..."
"Well, I can offer a reward, nothing much, perhaps 500gp each"
Go ahead and make sense motive rolls if you want.
Black Razor has been acquired for the lodge.
The little halfling pipes in, "Take me with you sir!, or I'll never escape."
Valanos wrote: That's a reasonable idea. I was thinking in character what he would like to do, a test of wills, to hold it for himself, feel the power. I know that's not the norm with such games, but rp is what I enjoy.
Valanos will approach the box, pick it up, and place it in his bag of holding, unless stopped.
"Safe keeping"
Then by all means, RP your interaction...if you want to test your will versus the blade, do it.
Valanos wrote: If Jequine states the box is free of traps, Valanos will approach the box. If able, he will use his foot to lift the lid, and peer inside.
(see description in above post).
DM:
** spoiler omitted **
If the conditions are met, Valanos will conduct what is stated within the spoiler.
you could probably just put the entire box in the bag....without touching it...
a well made but unembellished oaken box, wax and polished to a glassy sheen. there appear to be no other magical auras other than the necromantic aura. Jequine can detect no mechanical or magical traps.
Valanos wrote: To DM:
** spoiler omitted **
Sheridan Barlow wrote: "Hold on just a moment, don't touch it or get too close yet - necromancy that powerful should not be treated lightly." Sheridan pauses for a moment and thinks, then pulls out a journal. "...inverted ziggurat. Did anyone come into this with a description of Blackrazor or what it was supposed to do? I assume it's not a razor of the shaving variety."
Important question - what size box are we talking about here?
A large enough box to hold a short sword
Searching your memory from 2 days previous, you remember a description of the blade, a blade of dead black, with glittering stars upon it, a dangerously malevolent weapon that can steal souls.
Gerant Altidor wrote: "Why would you be afraid of just a blade my friend? Tell me the wielder and I'll take care of it!" "merely look at it...you shall see"
"I do not like the blade in the box, I don't trust it. As far as the blade on the wall, it is decoration here, like the furniture, I have no use for it."
"I just want to be free of this place, so I may get home."
Valanos wrote: I believe a 10th level character would have knowledge of the schools of magic, at least the names, and basic functions. Such is why I asked directly about necromancy, as Valanos would believe it may be undead related. You however are 7th level...heh. Now, I believe you'd know that there are schools of magic, but don't know much more than the names, even then you might accidentally use invoke instead of evoke. And wouldn't understand the difference between divine magic and arcane magic. Knowledge checks for untrained skills top out at 10, regardless of level.
Sheridan Barlow wrote: Sheridan points out the box "Well, that box certainly seems important, magically speaking, at least."
What type of magic?
it's actually radiating from inside the box...strong necromancy.
As Sheridan mentions the box, the halfling moves away from it...
Sheridan begins to scan the room, but his eyes are immediately drawn to a box below the divan radiating intense magic...
" I know not who he's ransoming me to, nor even who would want to pay to have me released."
"It was a simple game of cards, the wager was to come see his abode, I lost, now I'm held for ransom. I don't know what holds me here, I'm not familiar with such magics."
Jequine wrote: Jequine not trusting that anyone down here is worth trusting, other han her companions, tries to get into the room unnoticed, following in one of the other characters shadow as they enter then, looking to find more shadows in which to hide.
Stealth 1d20+14
Jequine: He's telling the truth about being locked here by Keraptis
Gerant: This is like finding a drinking buddy down here, seems legit
"I lost a wager to Keraptis, so I'm stuck here, can't leave on my own."
Gerant enters the room.
"Of course friend there's plenty for all. I've not seen Keraptis since he locked me in here."
Sense motive rolls if you wish..Roll it and I'll let you know the results.
The first door was not locked or trapped, the second door however is locked. Everyone please roll a d20.
Jequine wrote: OK, so you're not waiting on perception checks, but did Jequine find any traps or not?....or if you want Perception to find traps 1d20+13....
If there are no traps found, she asks if the others want her to continue on using the mist to provide some cover, or do they want to continue on in front?
I assumed a take 10 on the door, which makes 23 minimum, I just wanted to keep the action moving, that last scene was really slow.
As the others catch their breath from the running about in the sand, Valanos carves the body of the beasty a bit. Though he seems to be looking over the carcass as well, as though he's looking for something, then carves it like a roast turkey when he finds nothing.
Oh it's not going to like the missing body parts when it's raised...heh
Continuing on, you find a door opposite the chute, as you open the unlocked and untrapped door...A thin mist fills the hallway. Though it doesn’t obstruct vision, it creates a rather eerie atmosphere as it slithers around your ankles. Thirty feet down the hallway you see another door. Not going to slow this down by waiting for perception checks on this door, Jequine looks over the door quite thoroughly searching for hidden traps.
Sheridan strides over in sand and brings his blade down on the Manticore, cleaving through its spine...
"Curse you..." It gurgles out as it's last words.
Jequine wrote: Jequine takes on a defensive posture, dropping her bow and pulling out her Rapier and dagger.
Move action: Draws weapons. Standard Action: Total Defense
And top of Round 6:
Sheridan 19 (round 6 action)
Manticore 17 Flanked
Gerant 14 flanking
Gannertung 7 flanking
Jequine full defense flanking
Valanos flanking
Gerant, Gannertung and Valanos all close on the Manticore, Jequine's turn, starting at the manticore that just landed in front of you...
Gerant Altidor wrote: Gerant will close in on the Manticore as fast as he can, double moving is necessary.
Due to the lack of a map, I can't tell how far I am away from it.
Basically, those who made a movement from the pipe are now making the same movement back to the pipe...no charge due to difficult ground. As I said you could chuck your axe at it...you could even make a single move and close the distance, then chuck your axe...
"I die either way, I'll take one of you with me!"
With that he flies toward Jequine, landing next to her.
Xaldinaar the Ancient wrote: Sheridan 19
Manticore 17
Gerant 14
Gannertung 7
Jequine
Valanos
Sheridan swings his massive Elven Curved blade, catching the Manticore's wing, tearing a large portion of the membrane, and then slicing into it's flank. The manticore realizes it's clearly outmatched by the enlarged Sheridan, withdraws, flying over the head of Gerant and Valanos heading toward Jequine...who shoots it with an ichor coated arrow.
1d20
oops forgot Gannertung
Gannertung takes off after the beast but can't manage to hit it, though it does close with it.
Top pf Round 5:
Sheridan 19
Manticore 17
Gerant 14
Gannertung 7
Jequine
Valanos
Sheridan swings his massive Elven Curved blade, catching the Manticore's wing, tearing a large portion of the membrane, and then slicing into it's flank. The manticore realizes it's clearly outmatched by the enlarged Sheridan, withdraws, flying over the head of Gerant and Valanos heading toward Jequine...who shoots it with an ichor coated arrow.
1d20 ⇒ 13
Sheridan Barlow wrote: What was the result of the charge last round?
Sheridan and Gannertung will both move over underneath the Manticore and stab it with their enhanced reaches.
Sheridan Power Attack: 1d20+8
Damage: 2d8+13
Gannertung Power Attack: 1d20+10
Damage: 1d8+16
The fly-by attack was ineffective against your armor.
Jequine wrote: Xaldinaar the Ancient wrote: Jequine wrote: Jequine runs forward until the Manticore is in range of her bow, she stops and dropping the bow on the floor, takes a small flask from her backpack and an arrow from her quiver.
Soon as you drop from the tube, you're in range, do you want to get to short range then fire? If in range...Jequine dips the arrow head in the scorpion poison in the small flask, to use against the manticore.
Poison Use, on a one Jequine is poisoned. 1d20 ready to fire next round. Jequine is visiting family from Tuesday pm to Friday inclusive and will not have internet access. Please BOT as required.
Go ahead and roll the attack then.
Sheridan is up at the top of round 3.
Jequine wrote: Jequine runs forward until the Manticore is in range of her bow, she stops and dropping the bow on the floor, takes a small flask from her backpack and an arrow from her quiver.
Soon as you drop from the tube, you're in range, do you want to get to short range then fire?
Aaaaand, we're back. Sorry been in scramble mode.
The manticore launches itself forward and wings into the air. It flies past Sheridan raking at him with a claw. (provokes an AoO from the enlarged Sheridan, it only has normal reach). It flies to the top of the enclosure, which in this area is around 20 feet. Sheridan easily fends off the attack with his shield
1d20 + 12 ⇒ (2) + 12 = 14
2d6 + 7 ⇒ (5, 2) + 7 = 14
Oh, I suppose it is...mind's been elsewhere, applying to go back to school, financial aid, taxes...all sorts of fun stuff...
Valanos wrote: Valanos will jump down, initiative is 4, weapon ready.
I'm assuming sand is rough terrain, unable to charge? The manticore can, as flight allows such things.
Oh that's a good point...very good point indeed...sorry gerant, you'll have to run up to attack...
Valanos wrote: Initiative 1d20+2
Jmp check or anything to reduce damage down the pipe, estimate of falling distance?
"How far to the ground?"
Don't worry about falling damage, this area is also sandy.
Gerant, round 2 charge.
Sheridan Barlow wrote: Hey, I rolled Sense Motive - I just failed.
Gannertung will use his surprise round action to delay and sync up with Sheridan. We will then both charge the Manticore at the same time, ending up on either side of it.
Sheridan Power Attack: 1d20+12
Damage 2d8+9 (Arcane Strike)
Gannertung Power Attack: 1d20+14
Damage 1d8+16
did you include the enlarge bonuses/penalties?
It pauses, just before attacking. Still apparently dumbfounded that you just stood there...you enlarge yourself.
You hear a loud thump behind you and you swear you felt the ground move (Gerant landing)
Gannertung can do his surprise rounds attacks.
I: 1d20 + 6 ⇒ (11) + 6 = 17
Val/Jeq roll intitiative plz and sliiiiiiiide... Strange encounter now, with no one sensing motive...I mean, c'mon it said it would make tea...LOL. Still fun though.
Current Initiative Order
Gannertung surprise rd
top of round
Sheridan 19
Manticore 17
Gerant 14 (running will get you withing charge range for next round)
Gannertung 7
Jequine
Valanos
Sheridan, can I get an Initiative check before you attempt to use Enlarge person please. Since if it beats your I it may require a concentration check, Roll one for Gannertug as well please. Oh does Gannertug have sense motive? If so, roll that, and it won't be surprised and can immediately act.
Gerant Altidor wrote: Perception check: 1d20 + 14 Gerant hears the entire conversation and is sliding down the tube before the attack. Next turn Gerant can run to the location.
The others can react accordingly.
Perception check...you'll hear something next round regardless, as the Manticore will be furious...
Sheridan Barlow wrote: Sense Motive 1d20-1 1d20 + 10 ⇒ (1) + 10 = 11 v. FFAC 16
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