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Game Master jooker

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M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

I thought as much... hmmm...

Sensing that something is off Thais prepares Crane Style and checks around the room.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11
+2 for traps, another +2 if the trap is in stone


You notice that there are no traps, but that the fireplace does not seem to be warming the room. It seems as cold in here as any other part of the dungeon. Strange, considering the size of the blaze.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

"Well I guess I'm not invited."

Thais 5'-steps to the door and checks it over.

Trap Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Another +2 if the trap is in stone


As you are looking over the door, the woman southwest of you draws a small weapon, spits on it, and throws it at you. As she spits, you notice her face wrinkle and crack as if a plaster mask was cracking.

attack: 1d20 + 3 ⇒ (16) + 3 = 19 vs flat-footed
damage: 1d2 + 1d6 + 1 ⇒ (2) + (6) + 1 = 9 + fortitude save


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Fort save: 1d20 + 7 ⇒ (19) + 7 = 26
includes Charmed Life

Thais moves past a "person" in his way and attacks defensively.

Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17

Stunning Fist (attack): 1d20 + 6 ⇒ (7) + 6 = 13
Stunning Fist (damage): 1d6 + 1 ⇒ (4) + 1 = 5
DC 14 save for the stun if I hit


The people still do not seem to notice you. They make no attempt to move out of your way. Do you push them aside to get by/enter their square?


You make it past the partygoer unhindered.

Your blow connects, but she is not stunned.
fort: 1d20 + 2 ⇒ (14) + 2 = 16

She draws a kukri, spits on it, and attacks.
attack: 1d20 + 1 ⇒ (1) + 1 = 2
Fail


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Disgusted with her manners (spitting in front of people), Thais strikes with a flurry of blows (defensively).

Unarmed L (attack): 1d20 + 4 ⇒ (13) + 4 = 17
Unarmed L (damage): 1d6 + 1 ⇒ (6) + 1 = 7
Unarmed R (attack): 1d20 + 4 ⇒ (17) + 4 = 21
Unarmed R (damage): 1d6 + 1 ⇒ (2) + 1 = 3


With the second blow, the woman falls to the floor, unconscious.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais cuts off a small scrap of the woman's sleeve and approaches the fire. He tosses it in to see if it burns.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


As you bring your hand near the flame, you feel no heat at all. When you drop the cloth it falls into the flame. You are unable to tell of the flames are simply obscuring your vision, or if the cloth was destroyed. There was no smoke or smell, however.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

"Bah. Moving on."

Thais loots the fallen enemy and the room, then checks out the door again.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24
+2 for traps, another +2 if the trap is in stone


You look around the room after the woman falls and find: 21 gp, 31 sp, kukri, 9 shuriken, silver flatware (185gp), fine china (160gp)


The door seems unlocked, untrapped, and opens easily to another hallway.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais drinks his last healing potion, continues down the hallway, and checks the next door.

Potion of CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Trap Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Another +2 if the trap is in stone


The door opens easily to an open room.

Muwahahahah dead end.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais jogs all the way back to the cold door.

Trap Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Another +2 if the trap is in stone


The door does not seem to be locked or trapped, but it does seem to be frozen shut.

Str check. Or take 20


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Strength: 1d20 ⇒ 2
I'll take 20. -.-


Timer 50/60

This room is one full sheet of ice. It is heavily sloped to the south. At the north of the room is a heavy stone door. Skating along the ice is a small, vaguely humanoid, chunk of ice. It stops and turns to you as you open the door.

Initiative time! init: 1d20 - 1 ⇒ (9) - 1 = 8

Ice Rules:

Ice (Slick)
A creature traversing slick ice at more than half speed is required to make a DC 15 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement. Running or charging on slick ice increases the DC by 5, with the same effect on a failed skill check. A creature that succeeds at this check by 5 or more can increase its move across the ice by 10 feet, but is considered flat-footed until the start of its next turn. Creatures (like those with enough levels of barbarian or rogue) that can't be caught flat-footed at the start of combat are immune to this flat-footed effect as well.

Beyond the ice rules listed, this ice is sloped. The DC to move north is increased by 5, the DC to move south is reduced by 5. If you fail, you slide south the number of feet you fail by, rounded up to the nearest 5.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Initiative: 1d20 + 6 ⇒ (19) + 6 = 25

Thais drinks a potion of mage armor and begins Crane Style. He remains in the hallway.
AC 22, touch 18


The creature slides down into the ice and out of sight.

Perception to try to find it (very difficult) or knowledge planes/arcana to know what it did.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Thais looks for the creature and goes into total defense.
AC 27, touch 23, ff 15


You do not see the creature, and it does not reappear.

Your turn.


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais pulls out a smoke stick and smokes up the entrance.


Still no creature.

go again


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

He then sneaks into the room and goes into total defense.

Stealth: 1d20 + 8 ⇒ (17) + 8 = 25


The creature does not show itself.

Your turn


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais 5-foot-steps to the door, checks it, and opens it (if untrapped and unlocked).

Trap Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Another +2 if the trap is in stone


The room does not seem to be trapped, but it is locked.
You will need to draw your thieve's tools to open the lock

While you are investigating the door, the small ice creature springs from the ice and attacks.

attack: 1d20 + 4 ⇒ (13) + 4 = 17 vs flat footed
damage: 1d4 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5 + Fort Save


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Fort save: 1d20 + 5 ⇒ (19) + 5 = 24
not using Charmed Life

Thais strikes the creature with a flurry of blows.

Unarmed L (attack): 1d20 + 6 ⇒ (2) + 6 = 8
Unarmed L (damage): 1d6 + 1 ⇒ (5) + 1 = 6
Unarmed R (attack): 1d20 + 6 ⇒ (11) + 6 = 17
Unarmed R (damage): 1d6 + 1 ⇒ (4) + 1 = 5

He then retreats into the smoke again with a 5-foot-step.


The elemental dodges your first attack, but your second connects. It is still standing.

It then turns and tries to attack you in the smoke.
miss chance: 1d5 ⇒ 5 miss on 1

attack: 1d20 + 4 ⇒ (8) + 4 = 12

And he missed with his slam.

Your turn


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais throws another pair of punches.

Unarmed L (attack): 1d20 + 6 ⇒ (3) + 6 = 9
Unarmed L (damage): 1d6 + 1 ⇒ (2) + 1 = 3
Unarmed R (attack): 1d20 + 6 ⇒ (8) + 6 = 14
Unarmed R (damage): 1d6 + 1 ⇒ (5) + 1 = 6

He then draws his thieves tools.


Both attacks miss the elemental.

He retaliates with more icy fists.

miss chance: 1d5 ⇒ 2
attack: 1d20 + 4 ⇒ (20) + 4 = 24
crit confirmation: 1d20 + 4 ⇒ (1) + 4 = 5
you lucky bastard
damage: 1d4 + 1 + 1d3 ⇒ (3) + 1 + (2) = 6+ fort save


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Fort save: 1d20 + 5 ⇒ (19) + 5 = 24
not using Charmed Life

He attacks defensively, with panache.
Unarmed (attack): 1d20 + 6 ⇒ (14) + 6 = 20
Unarmed (damage): 1d6 + 4 ⇒ (1) + 4 = 5

Then he moves back to the doorway.


Things happen behind the smoke.

Your turn


M Human
Stats:
HP: 28 | AC:19 | T:18 | FF:12 | CMD: 21 | Fort:+5 | Ref:+8 | Will:+7 | Init:+6 | Perc:+7 | Sense Motive:+7
(Gestalt) Terra-Cotta Monk 3 / Swashbuckler 3

Thais moves deeper into the hallway and goes to sleep.


You awake on a padded floor, surrounded by spectators.


Artificial Intelligence

Tural appears in a shadowy masonry corridor with an uneven flagstone floor. The air is warm, bordering on hot. There is only one apparent way forward.


Tural enters the room, draws his wand of mage armor, and casts it on himself. He then puts away the wand and draws his bow.

"Let's see what we can find."

Thandrus then leads the way.


Artificial Intelligence

Ahead lay 2 doors.


Thandrus and Tural move ahead checking for traps as they go (assisted by the mongoose), moving half speed.

mongoose perception: 1d20 + 8 ⇒ (20) + 8 = 28
Tural perception: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33


Artificial Intelligence

Nothing seems amiss in the hall as you walk toward the doors. The first door you come to appears to be unlocked, but trapped.


He sends Thandrus back then Tural will cast guidance on himself, and try to disarm the trap.

disable: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23


Artificial Intelligence

The trap seems to be disabled.


Tural opens the door.


Artificial Intelligence

2 brightly glowing insects light the room. No other light is present, but their light is sufficient to get around. To the East there is an open archway.

The insect highlighted in blue flashes brightly.

Make a fort save and roll initiative.


Both Tural and Thandrus have darkvision, so they do not need or use light in dungeons.

fort: 1d20 + 7 ⇒ (10) + 7 = 17
initiative: 1d20 + 4 ⇒ (7) + 4 = 11


Artificial Intelligence

save is successful.

red bug init: 1d20 ⇒ 20
blue bug init: 1d20 ⇒ 7

The red bug moves forward and emits a bright flash of its own.
Roll another save.


fort: 1d20 + 7 ⇒ (11) + 7 = 18

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