All's Well that Ends in a Well

Game Master Choon


851 to 900 of 3,208 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

My crossbow and I have love knowing that what counts in war is not the bolts we fire, the noise of our foe, but the kills we make. We know that it is the hits that count.

Outloud he replies to himself "Oh bugger off."

Dalkk locks eyes with Simon. He stops. He can barely hear him, but knows what he is saying. He nods to affirm and comfort the young warrior, but as soon as the cat drops he demeanor changes.

Within moments Simon is dropped in front of him and Maglin. Dalkk keeps a ready eye out for protection, but the moment Maglin falters he takes a knee, snatching the supplies from Maglin's hands. "What are ye doing ye daft fool? Some things ye can't learn in school!"

He shakes his head, clearing his mind of the dampening Mutagen and sets to work packing the large wound across the cats midsection.

I could use a 4 right now+Heroism+Heal Kit: 1d20 + 8 + 2 + 2 ⇒ (7) + 8 + 2 + 2 = 19

Dalkk sighs as he finishes the hastey bandage. "Y'know who'd be great at this? Simon. That be irony Magsy, yeah?"

Did snatching the kit from Maglin count as a move action?


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi continues to run away.

How many more rounds before I can turn around and head back to the fight?"


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

By my count we're on round 4, Cain's actions away from round 5. Puts you 5.2ish rounds. I imagine that we'll be running into you on your return as we're trying to split. We will need healing immeadiatly. Do you have anything for curses?


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

if I am needed to help grab the cat:

don't roll a 1 on reposition: 1d20 ⇒ 7
Cain growls in frustration as his friend is so brutalized and pulls him to safety

If I can distract the bad guy instead:

to hit with cover: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21
haste to hit with cover: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31
confirm: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
damage 1 if it hits: 1d10 + 9 ⇒ (3) + 9 = 12
damage 2: 1d10 + 9 ⇒ (6) + 9 = 15
Cain delivers a desperate seriea of attacks around the cover of the giant pig, hoping to distract the skeleton long enough for the others to save his friend. "hurry up guys!!!

you can stop running as soon as you are out of sight


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Not yet. Remove Curse is a third level spell.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Opt 2 Cain. Simon is stable but unconscious. If your allowed to still you may want to fight defensively. We are running next round


The Man. The Myth. The Mask!

Dalkk and Maglin (but mostly Dalkk) stop the bleeding with literally seconds to spare!
Cain engages to keep Saracek busy and lands another two good hits!
Saracek sees his prize being robbed of him and screams. The noise shivers down your spine. Still ignoring the shining boar, he slashes at Cain, then feignts! His sword comes up in what seems like a vicious upper cut to draw the block, but his hand comes loose and connects with Cain's jaw! Dark energies infest his mind similarly to Simon's!
vs cain: 1d20 + 20 ⇒ (16) + 20 = 36
2d6 + 11 ⇒ (6, 4) + 11 = 21
vs cain touch: 1d20 + 15 ⇒ (8) + 15 = 23
5d6 ⇒ (4, 6, 4, 1, 5) = 20
Make a DC 19 will save or be cursed as well! If you fail,
dark energy infests your mind like a cockroach you can't mentally smash. It lurks in between thoughts and ambushes you whenever you feel pain and makes your mind seize up as the dark energy disrupts your basic motor functions. Whenever you take damage you are also staggered for one round.

95 - 5d6 ⇒ 95 - (2, 2, 6, 4, 3) = 78


The Man. The Myth. The Mask!

Also, cain, you are making that save at a -2


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

1d20 + 102 + 4 ⇒ (9) + 102 + 4 = 115
Marco shakes off the curse but his focus ensures that he takes the full brunt of the sword swing. He spits blood at the monster, enraged and bloody. does the bestow curse provoke an attack of opportunity?


The Man. The Myth. The Mask!

It does not. Skeletal anti-paladins are the best/worst.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin runs outside, get out, I'll shut the door. He holds it, ready to slam his shoulder into it as soon as everyone's out.

Readier action to close the door once all PCs are out.


The boar snorts, hot breath a cloud surrounding it's snout. It looks up at Cain for a moment, a vague understanding in it'a large glassy eyes.

Delaying until after Cain acts.


Decided my actions aren't contingent on Cain.

After a second, it pushes past Cain, picking up Simon in its large mouth and dragging him back, towards the halway and safety.

Drag: 1d20 + 10 ⇒ (11) + 10 = 21


The Man. The Myth. The Mask!

AoO: 1d20 + 20 ⇒ (20) + 20 = 40
2d6 + 11 + 2d6 ⇒ (3, 5) + 11 + (6, 2) = 27
AoO confirm: 1d20 + 20 ⇒ (15) + 20 = 35
2d6 + 11 + 2d6 ⇒ (5, 2) + 11 + (2, 6) = 26

The boar grabs Simon. It squeezes into the door and suddenly stops. It tilts forward on its front legs, nearly falling on Simon, and lands on its chin. You see the back half going the opposite way before it disappears in a shower of golden sparkles revealing the deathly grinning face of your foe.
Going somewhere?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

No time for Antics. With unfortune ease Dalkk scoops up Simon the Small and Cuddly. His small limp body nearly able to fit in the crook of his arm.

His bag was right next to him and I'd like to grab his bag too, but if that technically counts as 2 actions then I'll only pick up Simon. I'm assuming that with Reduce Person still on and Simon being half size and 1/8th the weight that he is more object then CMB.

Dalkk rushes the door thanks to still enhanced speed. If just around the corner he finds the rest of the party he'll spit out clear directives.

Orc tongue:
He's on deaths door but stable, get him and the soft targets out of here. Fall back to the tunnels we saw down the hall. If it sounds like we're bringing trouble with us, get back to where we made camp. Help him Vuzi Ognoki, you're his only hope.

Dalkk addresses Emily next. Only after seeing a confused look on her face does he switch back to common.

"He's hurt, but he'll live. I promise you Emily, he's not dead. Vuzi can save him, but ye need to protect her. Keep Vuzi safe girl."


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Cain goes to grab his feline friend only to find the dwarf already grabbing him, so he reaches down to snag his bag instead and bolt out


Black Pantheress | Status: Shield Companion, AF: Bull&Tiger | AC:26|15|21, HP:13/72, CMD: 33(Grab:37), Saves (F|R|W): 10+1|12+1|6+1(+4 vs. Enchantment), Perception: +10(14), Initiative +5, Skirmish-Tricks: 6/6

The black pantheress is a sad sight to behold.
The cat covers right beside the corner of the room, her full body shaking with utter fear.
As Dalkk, Maglin and Cain rushes out from the room, bringing Simon with them, she jumps up her yellow eyes widening to the size of small fists and a low, trembling sound escapes her.
As Dalkk addresses her, first a growl, then a purr is his answer.
Nimbly she turns on the spot, pushing Vuzi with her head to the south, looking up to her out of begging eyes.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi grabs the small Simon and heads for the tunnels. "Stay vith us Simon. Emily needs vu." She nods to the cat and moves to the south.

When she thinks she's clear she'll cast Cure Moderate Wounds on Simon.

CMW: 2d8 + 4 ⇒ (6, 7) + 4 = 17


The Man. The Myth. The Mask!

Cain and Dalkk scoop up the immobile bits of the party and you all beat a hasty retreat. As Cain is exiting, a wave of concentrated anti-life explodes from behind him and he feels his heels tingling as he turns the corner and starts down the hall. Youall run like hell itself it after you (because it is) and before you round the corner toward the dirt tunnels you see Saracek the Fallen step out of his crypt and turn toward you. A slight break comes when whatever terror was affecting Vuzi and Emily finally wears off.

20d6 ⇒ (3, 3, 1, 6, 5, 1, 6, 6, 4, 6, 3, 2, 3, 4, 2, 5, 2, 6, 6, 6) = 80

You don't have forever to make your escape. It takes you all of thirty seconds to reach the animal you posted in the dirt tunnels, but even now you can hear the slow, steady tread of bony feet hitting the ground like grains of sand in the hourglass of your lives. A choice lies before you: try to climb the steep incline into the unknown and try your luck holding off a skeletal force of malevolent death while you get everyone up, or test your luck sliding downward into the abyss and certainly loose Saracek the Fallen, at least for the time being.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Did we have enough time for Vuzi's heal to go off and bring Simon back to the waking world? Also, this


The Man. The Myth. The Mask!

Yes, Simon is up, if not entirely healthy at the moment.
And what in the Abyss is that?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
GM Choon wrote:

Yes, Simon is up, if not entirely healthy at the moment.

And what in the Abyss is that?

Shame on you Choon you uncultured swine. They are Helping Hands from the Labyrinth, Educate yourself


The Man. The Myth. The Mask!

I have only seen that movie once, and I do not remember that scene. Consider me cultured. :)


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

With a staggering suddenness, the red-black nothingness he had fallen unto retracts and is replaced by shimmering light, the sound of fast moving boots in rocky ground and speech that seems oddly familiar.
Then he perceives the howling, unreal faces of damned souls swirling around, emitting a low but heart breaking moaning that makes it incredibly hard to focus on anything real.
With a weak move of his hand, he tries to fend of one of the closest face, only to touch Vuzis face, which startles him for a short moment, thinking her to be a solid ghost before recognizing her.
His voice is raw, startled and low as he asks her several question
"Vuziii?
You saved me-iii?
Did we win? 's Emily with you?
What are all those ghostly faces-frch-leave me alone-meow."


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

As Simons voice finally rises, Emily nearly trips Vuzi in her eagerness to get to Simon, purring audibly despite the danger they all still are in.
With a nimble move of her head, she gently causes the still-small Simon to topple onto her back, where he reflexively grasps a strip of her black leather armor.
Then the double feline follows the lead if Maglin.
Small murmuring is audible from the top of Emily as Simon invokes healing magic to easy his pain.
Since I am small and Emily is normal-sized, I can ride her.
Thus I can cast CLW on myself without having anyone to stop&move to heal me up.
:-)


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

if you could use the wand on me a couple times that'd be great
"anybody have any caltrops or bombs or whatever that we can drop as we run?
I know we have a 60ft move right now but how close is her


The Man. The Myth. The Mask!

He's still in the long hall and moving slowly. Probably as an (effective) intimidation tactic. Even still, he's just a couple minutes away at best.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin looks at Simon as he races past with magically enhanced speed. For a second, Maglin almost seems to smile, but the faint hint of mirth is extinguished as the sound of armored boots follows behind them.

As they arrive back at the ogre room, Maglin dashes forward, then turns around,
not wanting to show his back to the entrance. "Quick, Dalkk, grab your climbing gear and see if you can go up the tunnel."

We probably should've gotten some caltrops, to be honest. I'll cast web when he sounds like he's getting close, and then ready an action to cast create pit in front of it when he actually gets here.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Dalkk stumbles into the tunnel room moments after Simon awakes. "I got one bomb bomb that may slow'm down a little, but with as slow as he's moving now I dinnae think it would help much. This might though if'n you have to hold him back again." Dalkk hands Cain his shield extract. It may not be much, but its somethint.

Dalkk stops next with the pack of FURious fighters. He only has a moment to tell Emily he told her so when Maglin gives the order. He gives a quick nod as there are no other pressing ideas.

A quick whistle summons L'nshpad to his side. An few quick swipes of the axe and a scream to startle the remaining goats and chickens toward the undead. No time is spent actually herding them that way, but he rather set them that way then down an empty hall. It may buy them a few precious seconds.

Dalkk listens for just a moment at the wall, hoping to hear some passing wind, some hint of breeze. He loads a harpoon into his crossbow while examining the wall.

Perception+Heroism: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26

No time to be careful. Runs 100ft of silk rope through the harness on his oldest companion and attachs both ends to his own belt, creating a loop between them. With better understanding then most people, the overgrown lizard understands the Dwarf.

Orc blood is scraped away from the harpoon and it is fired straight up.

This wall was previously described as being beyond the stair case. The stair case was loosely defined as several dozen feet. I'm operating with the assumption that we're dealing with a roughly 50ft wall. If there is any hint of natural footholds then Dalkk will forego installing pitons for the sake of time. If there is no hint of them, then he will install pitons on the way

Climb+Crossbow (Circumstance) + Heroism (Morale): 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25

The very moment Dalkk makes it to the to he looks for something to tie the looped rope off to. Barring that he braces himself and pulls, assisting his companion up the wall.

L'nshpad has a climb speed, but there was talk of the wall being too loose to grip. I'm hoping that this counteracts this problem. If we're measuring effectiveness of this please keep in mind my muleback cords which don't increase my Str, but allows me to calculate carrying capacity/drag/lift at a higher rate.

Once L'nshpad joins him he sets him well over the ledge. Dalkk pulls the quick release at the back of the lizards harness. Dropping from the ledge now is a 50ft knotted silk rope. Dalkk unties the two ends of the Dwarf Lizard loop on his belt, and throws them down, hoping that someone can tie a knot around Emily as well as he can.

Knotted Silk Rope and a wall to brace against. Knotted rope and quick release has been in my inventory since the start, bot how I planned it to come up, but please enjoy a DC0 (yes, zero) Climb Check.


The Man. The Myth. The Mask!

Dalkk puts his tunneling experience to good use. He doesn't feel wind or see light, but he does notice a pattern in the structure of the wall that should mean a top... about 50 feet up.
The harpoon flies into the dark... and catches!
Dalkk could shout in triumph! He climbs the rope with all the grace of a drunk monkey, but he does it quickly. Once at the top he finds a sturdy rock jutting out of the ceiling/wall. It's going to be tight up here once everyone is up. The ceiling is a bit low, even for a dwarf.

Seconds later the rope drops down and your escape is set.

It's about then that Saracek comes into sight.

Maglin is the first line of defence. As soon as Saracek comes in range he casts Web!
2d20 ⇒ (11, 8) = 19

With a grace that feels downright unfair Saracek evades getting entangled in the strands. They do impede his movement, however, buying you a few precious seconds more! A hollow laugh drifts toward you. Run, little Fleshlings. Run.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Dalkk starts looking around for an exit or path to make ready while his friends make their way up the wall.

Perception+Heroism+Possible+2 for unusual stonework? Not included in roll: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34


The Man. The Myth. The Mask!

Dalkk sees several tunnels leading away from here. His keen eye notices the scratch marks on the wall and he connects them with the rat tunnels up above.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Wounds = -12 + Vuzi-Heal (17) = +5
Simon makes good use of the time on the back of his companion, calling Gozreths aid down into the huge wound across his chest, trying to ignoe the faces swirling around him, moaning their pain, fear and distress.
CLW on myself: 1d8 + 5 ⇒ (8) + 5 = 13 (18)
CLW on myself: 1d8 + 5 ⇒ (3) + 5 = 8 (26)
"He's still following us!
Where are we running to-miii?"

He then finally drowns the potion Dalkk has handed him this morning, which seemed like so long ago now, noticing the semi-transparent force shield surrounding him only moments later.

If I have more time to buff:

CLW on myself: 1d8 + 5 ⇒ (4) + 5 = 9 (Full)
After the wound has mostly sealed over, a still tiny paw reaches over to touch Cain to send some healing over to him as well, while Maglin already sends his magic talents against the Skeleton following them.
CLW on Cain: 1d8 + 5 ⇒ (4) + 5 = 9

Don't know how many rounds I can take, so I put the first two rounds in normal text and another two in the spoiler.
Drinking the potion and casting while keeping still on Emily should work, doesn't it?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

"Vuzi, can you fight? Maglin's eyes dart back and forth, not lingering anywhere for too long, and only barely glancing at the skeleton.

Can she? Also, I'm not exactly sure what the map looks like, which I'd like to be for purposes of targeting AoE.

Extra buffing time for Maglin too?:

Maglin places a hand on his breast and mutters a few arcane words, disappearing completely. You can still hear him, and though his voice is slightly higher and quieter than usual, his words are as even and well spaced as ever.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

to hit : 1d20 + 12 ⇒ (8) + 12 = 20
to hit: 1d20 + 12 ⇒ (19) + 12 = 31
Haste: 1d20 + 12 ⇒ (20) + 12 = 32
Confirm 1: 1d20 + 12 ⇒ (12) + 12 = 24
confirm 2: 1d20 + 12 ⇒ (7) + 12 = 19

1d6 + 6 ⇒ (4) + 6 = 10
1d6 + 6 ⇒ (2) + 6 = 8
1d6 + 6 ⇒ (5) + 6 = 11

Marco fires off a trio of bone spikes as he runs, the first one aimed to try and help free Maglin, while the other two are aimed for the monster himself

Piercing bludgeoning magic ranged weapon


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Are we holding our ground? I don't think we'll have a better chance to leave. If we are in combat, does Dalkk have time to fire or was the climb too time consuming?


The Man. The Myth. The Mask!

Dalkk is now very out of sight up the wall. Youall had a couple minutes to prep.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Whatever can be done to prepare for his friends Dalkk is doing it. Sniffing the tunnels for which one smells like fresh air or even the familiar stench of the first floor, seeing if there is any light, checking tunnels for size to make sure they'll fit, poking the tunnels with bolts to see if anything trips, etc. He'd go so far as to poke his head inside, but not climb in yet.

After that he'll relight a cigar, and offer a puff to L'nshpad who refuses.

"How do they do it L'nsh? They go around showing off those long straggly arms and legs but they move so slow. Long folk be barely better then trees."

Dalkk takes a moment to reflect, leaning against the lizard and petting his maw. He looks at his hands. "And why are my hands still orange!"


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

"I can fight. I haf some things that might help. De dead is my area you know."

She touches Cain and casts Protection from Evil. Vu seem to be de one who gets up close."

She gives the others a worried look. "Please do not think badly ov me. This situation calls for vat iz about to happen." She moves a few steps away takes a deep breath and begins to chant quietly. The dust on the ground a few feet in front of her begins to swirl and a a black void forms in the dust. The dust turns faster and faster. When the dust clears a zombie stands ready to be commanded by the half-orc woman.

I have command Undead, but I'm thinking he's going to make the DC 17 will save with a 1 or a 2 since he's an ex-Paladin. A 5 HD zomie is waiting for the fun to begin.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin backs up, as close to the tunnel as possible, "Go ahead then, Simon, start tying Emily, then climb up yourself." Maglin looks back, seeing a skeletal figure at the edge of the cave, far but not far enough. His face drains of colour, and the edges of his mouth turn down into a faint frown, brow furrowing. With some effort, Maglin raises his left hand, ring glowing with a pale light.

Readied action to cast create pit as soon as everyone gets out of the way.


The Man. The Myth. The Mask!

Part way through the web, Saracek stops and looks at maglin, who is clearly holding some kind of magic at the ready. He points his finger at the mage, and utters a few arcane syllables that burn your ears. For maglin, the resound as the essence of terror!

DC 15 will save vs Cause Fear.
You may also move the zombie as you noted that you should be able to on the map.


The Man. The Myth. The Mask!

*reads discussion* OH. Vance. Duh.
1d20 ⇒ 10
Vance half heartedly shoots a bolt at the skeleton in the webs while backpedaling toward the rope. He is clearly very worried about the prospect of fighting this thing again. I would really prefer if youall lived, especially Vuzi, and not just because I'd love to have all of you on toast if she weren't here!


The Man. The Myth. The Mask!

The goat bleats...


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi sends her zombie toward the enemy, and backs away. "Vance do not stay here. Start climbing."


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Will Save - shaken: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 + bless?

The ring on Maglin's outstretched hand suddenly stops glowing, and he looks at it. He quickly looks away, angry and afraid all at once. Left hand trailing behind him as though he cannot bear it to be close, Maglin races towards the rope. Hurry hurry hurry, he repeats, no even spaces or breaths between the words. Clawing frantically at the rope, left hand kept behind his back at an odd angle, Maglin's feet stay planted on the ground.

DC 0 doesn't mean you can't fail...
Climb - shaken: 1d20 - 1 - 2 ⇒ (2) - 1 - 2 = -1


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

1d20 + 35 ⇒ (2) + 35 = 37
Cain readies his blade for when the monster gets in range, intending to knock it's weapon from it's grasp so he can buy the others more time


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

With hasty fingers Simon fixes the rope at Emilies armor.
Any skill that can be used to quicken this? Maybe sleight of hands, or Escape Artist?
If so: 1d20 + 9 ⇒ (7) + 9 = 16
All those ghostly faces, having drowned any wish to engage the skeleton another time.
A last gaze at the evil skull of their enemy, then he stars to climb quickly.

Today, evil may win, but we shall live ...
and return to annihialte him once and for all.
Gozreth, I swear to you that I will see him bannished.

SmallSimonClimbs: 1d20 + 5 ⇒ (15) + 5 = 20

Heads up, posting will be spotty the next days, since I have a spontaneous LAN party going on in my house with open end ;-)


The Man. The Myth. The Mask!

I just remembered that Web gives total concealment over 20'. I'll do a slightly retcony post to reconcile this tonight, though the outcomes shouldn't change, just the ranges. As he approaches, he will channel negative energy. This may influence Cain's decision to stand his ground. Cain, please make me to DC 19 will save to half the following damage roll:
5d6 ⇒ (4, 5, 2, 5, 1) = 17


The Man. The Myth. The Mask!

getting through the webs: 3d20 ⇒ (13, 13, 16) = 42

Saracek disappears amid the thick webbing for a few seconds. Before you even seen him, you feel him approach, especially Cain. Just as he's appearing again a wave of concentrated evil radiates from Saracek, threatening to boil away a piece of Cain's very life force!
Cain's save vs negative energy goes here.
Cain retaliates with a series of wonderfully placed bone shards.

Then you finally see him fully, standing in the webs about 10' back as if they aren't even there. He points his finger at Malgin with a supremely foul incantation on his breath and the mage disappears, though the rope starts wiggling vigorously a few moments later as a testament to the mage's state of mind.

AoO vs cain: 1d20 + 20 ⇒ (18) + 20 = 38
AoO vs cain confirm: 1d20 + 20 ⇒ (15) + 20 = 35
Damage: 4d6 + 22 - 6 ⇒ (4, 1, 1, 4) + 22 - 6 = 26
He steps forward to face Cain, webbing sluffing off of him like so much cotton. The Warrior downs a potion and drops into a ready stance! What happens next is almost too fast to see. The skeleton strikes, Cain counters, slips the blade under his arm and pops it out of the Skeleton's grip with a subtle twist! Saracek screeches like a thousand badly played violins and, summoning more negative energy, b***h slaps cain across the face hard enough to make the screaming goat finally shup up.
touch vs cain: 1d20 + 20 ⇒ (4) + 20 = 24
negative energy, DC 19 for half, -2 on this save: 5d6 ⇒ (4, 5, 1, 1, 6) = 17

I think that's everything. Party up!

851 to 900 of 3,208 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Choon presents All's Well that Ends in a Well: A Rappan Athuk Deathtrap All Messageboards

Want to post a reply? Sign in.